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Otherworlds RPG - Character Creation Guide

The document is a character creation guide for the tabletop roleplaying game 'Otherworlds,' designed by Vincent Baker. It outlines the steps to create a character, including rolling for attributes, choosing a race, class, and background, as well as detailing the unique traits and skills associated with different races. The guide emphasizes the importance of imagination and the joy of storytelling in roleplaying games, encouraging players to embark on their adventures.

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Moisés Loureiro
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© © All Rights Reserved
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0% found this document useful (0 votes)
235 views48 pages

Otherworlds RPG - Character Creation Guide

The document is a character creation guide for the tabletop roleplaying game 'Otherworlds,' designed by Vincent Baker. It outlines the steps to create a character, including rolling for attributes, choosing a race, class, and background, as well as detailing the unique traits and skills associated with different races. The guide emphasizes the importance of imagination and the joy of storytelling in roleplaying games, encouraging players to embark on their adventures.

Uploaded by

Moisés Loureiro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

1

Credits Preface
Designed & Written By: Vincent Baker Though it can be hard to remember at this age, there was
Rules Development: Vincent Baker a time when I was a kid, free from the responsibilities
Editing: Trey Falco, Brian Murray that we must endure as an adult. There’s something
Cover Artist: ChubyMi, Hannidiot, Saint Precious, Vincent magical about being a kid, an innocence and a view
Baker point on the world that’s different. When you’re unsure
Interior Artists: Vincent Baker, Artsed, ChubyMi, of how something works, it all seems to come together
Hannidiot, Ized Zahid, Jared Sanford, Saint Precious, Yan “magically,” and your imagination runs wild.
Kiyohara
Creative & Development: Vincent Baker, Josh Avenall, Trey As I grew older, I created a fantasy world dubbed “The
Falco Mission Game,” in which my little sister Kristin, my cousin
Art Direction & Graphic Design: Vincent Baker Ian, and best friend Trey, would all perform various
missions, earn money, purchase weapons and travel to
Seasoned Playtesters: Tiffany Allen, Zack Allen, Joey several worlds.
Avenall, Joshua Avenall, Tyler Burdette, Cody Burke,
Danielle Duemmel, Abby Edwards, Trey Falco, Caleb This experience was addicting to us as kids--it felt so
Fordham, John “Ajax” Fredrickson, Lance Hagan, Jacob real--but as we aged, we felt it becoming more and more
Henderson, Ashton Higgins, Taylor Higgins, Morgan awkward, especially to have our parents stare as us as
Jackson, Sean Kirven, Tanner Lackey, Jon David Manning, we’re making sound effect noises. It felt out of place and
Patrick McGill, Aaron Newton, Andrew Rushton, Alex like it was time for us to grow up.
Smith, Bo Smith, Timothie Spearman, Steven Sykes, Jordan
Trotter, and everyone else that has played with us over the Then it happened--I discovered (or rediscovered, rather)
years! tabletop roleplaying games and it connected for me.
People... adults, can still play in this fantastical world,
Additional Thanks: Lana Baker, Shane Baker, Trey Falco, experiencing wonderful narratives playing out with their
Aimee Gray, Bret Hammitt, Patrick McGill, Ted Thomas, and friends and creating experiences that truly last a lifetime.
all of my family!
Otherworlds is what was born from the awfully named
Dedication: Thank you God for guiding me relentlessly “The Mission Game,” and is now presented to you for your
with your love and care. Thank you to everyone that pleasure.
has ever believed in me, motivated me, inspired me
and believed in Otherworlds and the positive effect that Go forth, read the rules, create your character and share it
Otherworlds can and will bring to people. with us.

Thank you all so much. You have given me the best gift of Your adventure awaits!
all--my dream coming true.
Vincent Baker
Playtesting provided by

Hundreds of people that believed in Otherworlds. Thank


you so much!

Legal

This PDF, Otherworlds Character Creation Demo, is free and may


be printed for personal use. It may not be distributed by any
electronic or physical means without express written consent of
Vincent Baker of Vindicated Entertainment LLC.

Otherworlds®, Vindicated Entertainment LLC., and all of our


content, related logos, characters, names, and distinctive
likenesses thereof are trademarks of Vindicated Entertainment
LLC., All rights reserved.

2
Building A Character chart, as well as allow you to use Discipline with that
weapon.
• Mark Your Skill Proficiencies: Like your race, your
Listed below is a quick reference guide detailing the steps class will also give you an opportunity to increase your
needed to create your Otherworlds character: proficiencies.
• Equipment: The class you select will determine your
1. Roll For Your Attributes starting equipment.

• Roll For Your Attribute Stats: You’ll need to roll six 4. Character Backgrounds
six-sided dice and apply each result to one of the at-
tributes (Strength, Dexterity, Toughness, Intelligence, • Backgrounds: Choose between Vandal, Vagrant, Work-
Wisdom, Resolve). er, Military, Sage, Noble, and Fortune. Your background
• Don’t Want To Roll For Your Attributes? You may use will determine your starting currency (Gild), grant you
one of the following templates instead of rolling for more proficiencies, and provide a new skill unique to
stats to create your character quickly: your background.
Balanced: 1, 2, 3, 4, 5, 6 Specialized: 1, 2, 2, 5, 5, 6
• How Your Stats Are Determined: Health (Skill Tree),
Attack (STR or DEX + Weapon ATK value), Defense
5. Characteristic Traits
(Toughness + Half Dexterity rounded up), Speed (Race),
Astral (Skill Tree), Initiative Bonus (Skill Tree). • Traits: These describe your character’s personality. We
recommend at least one positive, neutral, and negative
personality trait.
2. Choose Your Race • Conviction: This is your character’s strongest belief.
• Connection: This is what your character feels closest
• Select Your Race: Bessk, Dandrik, Dyahri, Felinx, Hu- to.
man, Leogin, Raktii, Ornok, Vanticar, Varothan • Destiny: This is your character’s motivation or purpose.
• Select Your Sub-Race: Your selected sub-race will add 6. Equipment
or subtract from the results of your rolls. (You cannot
have an attribute stat less than 1.) • Weapons: You can get up to two starting weapons that
• Mark Your Skill Proficiencies: Each race is proficient at you are proficient with. (There’s a starting weapon for
different things. Be sure to mark these points in your every weapon proficiency. Starting weapons have the
“proficiencies” area on your character sheet. lowest stats in the game and often have no special ef-
• Mark Your Skills: Each race has three race skills you fects).
should put on your character sheet, as well as two • Armor: Choose one of the following: Cloth, Light, Me-
unique race skills based on your sub-race for a total of dium, or Heavy
five race skills. • Guards: Choose one of the following: Standard Guard,
Battery Guard
3. Choose Your Class • Items: Your character may purchase any of the starting
items listed for character creation.
• Additional Equipment: Your class and background will
• Select Your Class: Your class will determine what skills
have given you some additional equipment.
you can acquire when leveling up. There are many
classes, but they each are categorized in one of three
Note: When creating your character, you have many
roles to determine your character’s starting health,
choices to make between which proficiencies you want.
astral, and initiative stats:
The Assassin class, for example, will allow you to choose if
you want to have proficiency in Sniper Rifles or Katanas. If
Fighter: +9 Health, +4 Astral, +4 Initiative
you have a more specific idea of what you want, you may
Mage: +5 Health, +12 Astral, +2 Initiative
work with your World Master to acquire a proficiency with
Rogue: +6 Health, +4 Astral, +6 Initiative
another weapon type that’s more suited to your charac-
ter. The same can be said for other options in the game,
• Mark Your Weapon Proficiencies: Your class will give
such as Level 1 Skills. The game as listed is to provide an
you some options for which weapons you can be
easy path to follow, that later can be opened up when one
proficient with. This will grant you a unique bonus with
becomes more familiar with the game.
that weapon determined in the “Weapon Proficiency”

3
4
Chapter 2: Races Racial Traits
Each race’s section lists three base skills that every
character in that race will have, followed by:
Whether you’re traveling to the vast deserts of Doragan or
the metropolis Krystos, you’ll see a variety of color, shapes, Size
and sizes. A wide range of languages are spoken, and every Every character has a size. All races in this book are
unique culture can change a person to their very core. considered medium in size (4ft. - 8ft. tall). Size has no
direct effect on the game--aside from a huge character
having a difficult time moving through a tiny crawl space,
Choosing A Race or a small character attempting to jump high to reach a
Each race’s section contains the following information: cliff.

Physical Description Speed


This section will describe the race’s physical appearance. Your character’s speed determines how far you can move
when adventuring and in combat. A character’s base speed
History is usually 5. A felinx or varothan, however, will have a base
Notes the race’s history and traditions. speed of 6.

Society Languages
Describes the type of society the race inhabits. Your character can speak, read, and write a number of
languages. You can acquire new learned languages by
Relations picking certain skills and backgrounds for your character.
Details the relationship the race has with others.
Speech
Way of Life The worlds of the multiverse exhibit a large amount of
Denotes the customs and cultures of the race. dialects. Speech denotes how a particular race speaks.

Adventurers Age
Describes why the race would be apt for adventure! Age determines whether a member of the race is an
adult, middle-aged, old, or elder. The years correspond to
Values: Lists three important traits the race cherishes. human years and you can choose any age you like for your
Despises: Lists three important traits the race dislikes. character. Think about how your stats and age correspond.
If you are playing a very young character, perhaps it would
Male Names: Notes common male names of the particular explain your high Dexterity stat, whereas if you’re an elder,
race. it might explain your high Wisdom and low Dexterity.
Female Names: Notes common female names of the
particular race.

5
Paragons of the Universe
The dyahri are a race of intellect and
beauty. Their society is of the most
advanced and they believe emotion
to be a flaw and a hindrance in the
progressively advancing worlds.

They are responsible for the devel-


opment of guards, teleportation,
space travel, elemental weaponry,
and many other advances amongst
the worlds.

Physical Description
The dyahri are a blue, humanoid race
with pointy ears. Their skin varies in
different shades of blue and purple.

History
The curiosity of dyahri have always
lead them to pursue advancement
in understanding and technology.
They have now acquired reaches
far beyond the other races,
developing guards, ships, anti-
gravity technology, and more, spread
throughout the universe.

Society
Dyahri are native to Krystos
and are governed by a council
of the smartest in the galaxy.
Unsurprisingly, this makes most of
the council dyahri. They often let
logic, not emotion, dictate their
actions.

Dyahri Relations
Dyahri watch over the galaxy and impose their rules and
“Emotion has no dictation over what is right and what is regulations throughout most of the known planets in the
wrong.” -- Dyahrin Belief universe. Most species that hate the dyahri are ones that
align with evil, due to them being punished.

6
Way of Life Values: Intelligence, Practicality, Order
Most dyahri view themselves as arbiters of right and Despises: Ignorance, Impracticality, Discord
wrong. This is most likely due to their superior knowledge
and their many strides in advancements they have made. Male Names: Aaros, Anar, Crypsis, Daelek, Destrixx, Ezer,
Their decisions are often based for the greater good, and Kilessk, Mavris, Slavias, Venair
do not mind making decisions others might find harsh if it Female Names: Alesnya, Alicevil, Cecelias, Drayla, Elesh,
offers stability to the universe. Guineva, Illas, Mavridia, Licelia, Nidia

Adventurers Dyahri Traits


Most dyahri prefer putting their minds to the test and
bettering themselves with mental challenges. This lessens • Analytical: The dyahri are the most analytical of all the
their will to explore or battle, but they will do so if it’s to races of Otherworlds. You may scan free of action.
serve their motives or directive. • Mystic Skin: Dyahri skin provides great resistance to
elemental damage. Gain resistance for any element
of your choice. You may choose an additional element
per Tier Level.
• Natural Guard: The dyahri have their own form of
natural energy that protects them, much like a guard.
Gain +TL absorb after completing a full rest. (This ab-
sorb doesn’t stack with itself. Once absorb is gone, it’s
gone until full rest.)

Size: Dyahri stand at around 6 feet tall. Their size is consid-


ered medium.
Speed: 5
Language(s): Common, Dyahrin
Speech: Dyahri speak pronouncing each and every word
very articulately, but this doesn’t mean they speak slowly
and sound out each word. Instead, they speak quickly and
confidently.
Age: 16 years (Adult), 90 years (Middle-Aged), 200 years
(Old), 300 years (Elder)

7
Awakened Dyahri Moonhunter Dyahri
Awakened dyahri have strong talents for spell crafting and These dyahri are assailants of the night, born in the dark
the arts of astrality through years of training and tutelage spots of Krystos. Moonhunters have pale blue skin and
that have been passed down for centuries. Awakened tend sometimes even appear white. Their ears tend to be longer
to have a glow in the their eyes when casting spells. and point slightly downwards.

Attribute Bonus: Dyahri are nimble and intelligent. The Attribute Bonus: +2 Dexterity, +1 Intelligence, +1 Wisdom,
awakened dyahri are more attuned to their bodies’ astral. -2 Toughness
+1 Dexterity, +2 Intelligence, +1 Resolve, -2 Toughness
Proficiency Bonuses: +1 Astrana, +1 Lore, +1 Influence Proficiency Bonuses: +1 Perception, +1 Stealth, +1 Surivival
Other Proficiency Bonuses: +Spells or an additional Other Proficiency Bonuses: +Arctic Walk
language (standard or exotic)
• Keen Eyes: The eyes of the Dyahri are ever vigilant. Any
• Awakened: Gain +1 Discipline. You may spend 1 target that conceals within line of sight of you is still
Discipline to gain a +1d6 attack roll to a spell you cast visible.
that can cause damage. Limit once per attack. • Shadow Serpent: Being native to the areas where
• Dispel: Consume X AST and then roll 1d6. Add that the light doesn’t stretch has made you adept at
amount to the AST consumed to negate a spell’s ef- maneuvering through darkness. A moonhunter may
fect if it consumed less astral than that total. Range: conceal for only one turn point as opposed to using
50ft. plus an additional +10ft. per Tier Level unlocked. their entire turn.
(Reaction)

Malni Dyahri
The malni are of the smartest of dyahri, making up the
majority of the council that governs their society.

Attribute Bonus: +2 Dexterity, +2 Intelligence, -2


Toughness

Proficiency Bonuses: +1 Lore, +1 Medical, +1 Technology


Other Proficiency Bonuses: +Any two additional languages
(standard or exotic)

• Calculating: Dyahri are highly logical and often put


thinking prior to acting. In the case of a tie, when you
make an INT check, you win the tie.
• Genius: The dyahri are smart, but some are born even
smarter. +2 INT.

8
Physical Description
Humans have many shapes and sizes. Their hair colors tend
to be brown, black, blonde, or sometimes red, and their
eye colors tend to be brown, blue, or green. Humans do,
however, tend to love personalizing themselves, giving
themselves various color blends of hair and eye color.

Society
Humans live across all planets, but are predominately
known for inhabiting Anthos. Their society ranges from
place to place, but democracy is a common concept in
human societies, as is capitalism. Humans are known for
being a bit greedy and selfish, but are equally revered for
having a few standalone humans that have been noted
through history to be extremely selfless and caring.

Relations
Humans have a positive relationship with most of the
other races. Some of the bigger species such as the ornok
and vanticar refer to humans as “fragile beings,” in terms
of both size and emotions. Other races, like the raktii,
admire humans for their need for friendship.

Way of Life
Humans can be just as heroic as they can be devious, and
as such vary the most in terms of both their morals and
motives.

Human Adventurers
Although some are timid and would rather play it safe at
home, humans have always been known and admired for
Variety is the Spice of Space their sense of exploration and their need to keep pushing
Humans are creatures of a wide variety of emotion, ambi- the boundaries to travel to new areas.
tion, and drive. They are easily the most diverse among the
worlds. Humans cherish the bonds they share with others, Values: Morals, Emotions, Relationships
but can just as easily be selfish and prioritize their own Despises: Amorality, Apathy, Disassociation
needs.
Male Names: Athen, Davyn, Graim, Iselton, Jace, Jonathas,
Kainas, Rhys, Talisan, Vyncent
Female Names: Aimee, Alyce, Cassandria, Fiona, Helena,
Jennifer, Jesika, Larisha, Sabelle, Tristana

9
Human Traits Faremek
A race of human native to Grimora. These humans have
• Adrenaline: Whenever you are at 25% or lower health, naturally blonde and brown mixed hair, with blue eyes
you gain +2 Attack and +2 Speed. and tan skin. Most faremek live near ancient towers,
• Iron Will: +Tier Level bonus to toughness checks. where they have developed an affinity for artifacts and
• Renowned: +2 Resolve or an additional flat 1d6 maxi- technology.
mum health bonus.
Attribute Bonus: Distribute +2 points among two
Size: Standing at an average of 5’10”, humans are consid- attributes.
ered medium.
Speed: 5 Proficiency Bonuses: +2 levels in any one proficiency
Language: Common Other Proficiency Bonuses: +Repair Tools or +Wildlands
Speech: Humans are found all throughout the galaxy and Walk
have vastly different backgrounds from one another, mak-
ing their speech patterns the most difficult to categorize. • Survivor: +2 Survival
Some have a particular drawl, or use slang; others may be • Gearhead: +2 Engineering
more pronounced. It’s dependent on the individual human
and where they are born.
Age: 18 years (Adult), 45 years (Middle-Aged), 60 years Lancen
(Old), 90 years (Elder) Covering a large majority of the population of humans on
Anthos and Arcwyn, the lancen derive from the continent
of Lancia. They are strong-willed people that are known for
Boreinheir their selfless actions and their readiness to do good. Their
Humans of viking ancestry, the boreinheir are natural born dedication has driven them to learn and advance through
warriors. They are often bearded and have naturally dark, society at a rapid pace, often acknowledging one’s intellect
curly hair and tan skin color, with the exception of those just as much as physical power.
that have been raised in the artic regions.
The lancen typically have blonde or light brown hair, and a
Attribute Bonus: Humans are varied. Distribute +2 points pale to light tan complexion.
among two attributes.
Attribute Bonus: Distribute +2 points among two
Proficiency Bonuses: +2 levels in any one proficiency attributes.
Other Proficiency Bonuses: +Weapon Subtype (Melee)
Proficiency Bonuses: Gun subtype, +2 levels in any
• Indomitable Will: If you would take damage that proficiency
would down your character, roll 1d6. If the result is a
5 or higher, then the damage is negated. This is rolled • Studious: Learn and speak any additional standard
separately from your defense roll. You may only use language. Additionally, gain +1 Lore.
this once per day. • Technophile: +2 Technology
• Stand Strong: Known for their ability to hold their
ground against all odds, the boreinheir are able to
stand strong, slaying all who are foolish enough to
come near. Gain edge in melee combat (attacking,
defending, evading). This effect lasts until you move.
(Movement)

10
Leogin
Large and In Charge
The leogin are a prideful and noble race who believe the
most admirable traits are loyalty and bravery. Despite be-
ing incredibly intimidating due to their size and battlefield
prescence, leogin are fiercly loyal and will often risk their
own lives to save their comrades.

Physical Description
The leogin stand at around 6’7” on average. Their build is
very muscular and most males are seen with a mane of
sorts, even sometimes braided for decoration. The leogin
have tiger-like stripes that vary between individuals. They
have paws, claws, and sharp teeth.

Society
Living on Foragna, leogin love to lead, and as such typically
don’t follow orders well unless they have full trust in their
leader. In such a case, the leogin will be most loyal to them
and die for their cause.

Way of Life
Leogin worship positive traits such as inner strength
and bravery.

Relations
The leogin have taken it upon themselves to
protect the felinx whenever they can. Knowing
that they themselves are bigger and more battle-
oriented, leogin feel obliged to keep their fellow
furry friends safe. Among themselves, leogin
are generally nice to one another, but because
of their competitive nature often challenge
each other to friendly contests (such as arm
wrestling).

Adventurers
Almost any leogin is up for a challenge and an
adventure--they would see it as a form of
competition.

Values: Bravery, Loyalty, Community


Despises: Cowardice, Deceitfulness, Seclusion

Male Names: Abbos, Braeth, Brizgar, Dardhat, Karambe,


Kefris, Mazbor, Okambe, Shishoshi, Tijet
Female Names: Kra, Kovu, Jelba, Lerisha, Meira, Miara,
Rakasha, Rala, Sekhma, Shiku

11
Leogin Traits Stripeclaw Leogin
Stripeclaw leogin are more tiger-like in appearance. They
• Brawn: Leogin gain +2 Strength for being naturally also have two larger teeth on each side, much like a
strong. sabertooth. Stripeclaw tend not to be appointed leaders as
• Battle Roar: With great ferocity, a leogin may battle often as the prideborn; however, they make up for this by
roar, erupting into the air a sound of resonating being apex predators.
inspiration for their allies... and a call of doom for their Attribute Bonus: +1 Strength, +1 Dexterity, +1 Toughness,
enemies. Roll 1d6. Allies gain +X ATK, +X DEF, and +X +2 Wisdom, -3 Intelligence.
to their intimidation checks until the end of your next
turn. X may not exceed your Tier Level. (Action) Proficiency Bonuses: +1 Athletics, +1 Perception, +1
• Courageous: Very few are as fearless as the mighty Survival
leogin. +2 Resolve. Other Proficiency Bonuses: +Wildland Walk

Size: Leogin are massive in size, standing at around 6’7” tall • King of the Hunt: Apply a “Mark of Prey” on a target.
and weighing nearly 350 lbs. You gain +2 ATK vs. targets with a “Mark of Prey.”
Speed: 5 (Boost)
Language: Common, Libra • Natural Predator: You are unaffected by traps unless a
Speech: The leogin are proud people, and as such speak 1 or 2 on 1d6 is rolled when making a trap check.
with great authority and convinction. It’s difficult for a leo-
gin not to proclaim their words in a loud, carrying manner.
Age: 14 years (Adult), 60 years (Middle-Aged), 80 years Steelmane Leogin
(Old), 110 years (Elder) These leogin are covered in grey, silver, or white fur. They
are tough and hold the unique ability to harder than
exterior, creating a steel-like coat to make them near
Prideborn Leogin indestructible.
Natural born leaders, charismatic and brave. Those that
stand against the prideborn are fearful, while those that Attribute Bonus: +1 Dexterity, +2 Toughness, +1 Wisdom,
stand next to them feel inspired to great lengths! +1 Resolve, -3 Intelligence.

Attribute Bonus: +1 Strength, +1 Dexterity, +1 Toughness, Proficiency Bonuses: +1 Athletics, +1 Perception, +1


+1 Wisdom, +1 Resolve, -3 Intelligence. Survival
Other Proficiency Bonuses: +Wildlands Walk
Proficiency Bonuses: +1 Athletics, +1 Influence, +1 Survival
Other Proficiency Bonuses: +Wildland Walk • Steelmane: The silver manes of these leogin can be
hardened to steel when they learn how to utilize their
• Command of the Pride: You are able to heal any astral energy. Consume 8 AST to prevent the next
number of downed allies by 1d6. This cannot exceed 4/6/8/10/12 damage done to you this turn. This skill
your Resolve. Limit once per day. (Action) levels up per Tier Level.
• Power of the Pride: As long as you have at least 12 • Silver Coat: Gleaming in battle, a steelmane’s fur
health and no allies are downed, gain an additional is capable of providing a strong resilience to those
1d6 attack roll. that stand by their side. Whenever you defend, you
may give a target within 10ft. of you +TL Elemental
Resistance until your next turn.

12
13
14
Chapter 3: Classes
Leveling Up

Normal
Level Experience
Your class in Otherworlds determines your character’s
specialization and skillsets. Once a class is determined, you 1 0
must then design your class’s Skill Tree, which is comprised 2 200
of three Skill Branches. 3 400
4 800
The assassin, for example, has access to the Affliction,
Archery, Assassination, Blood, Darkness, Deception, 5 1,600
and Swordsmanship Skill Branches. Assassination is the 6 2,400
assassin’s primary Skill Branch, meaning they will always 7 3,200
have access to it. Secondary ones are optional and may be
8 4,000
interchanged through leveling up.
9 4,800
Level Bonus 10 5,600
Whenever you gain a level in Otherworlds, you acquire a 11 7,200
skill point that can be spent at any time to acquire a skill. 12 8,800
The new skill must be one within your Skill Tree and it must
13 10,400
be in a Tier Level you have already unlocked. Tier Levels are
special categories separating your skills, beginning with your 14 12,000
starting skills and moving all the way up to your ultimate 15 13,600
ones! The more you level up, the higher Tier Level you will 16 15,200
acquire. See the reference below: 17 16,800
Tier 1: Levels 1+ 18 18,400
Tier 2: Levels 5+ 19 20,000
Tier 3: Levels 10+ 20 21,600
Tier 4: Levels 15+
Tier 5: Levels 20+
Level Average Experience Given
Additionally, when unlocking a Tier Level, you not only get Tier 1 100 - 400
access to sweet new abilities, but you also gain all of the Tier 2 500 - 800
following: Tier 3 900 - 1,200
Tier Level Bonus Tier 4 1,300 - 1,400
Tier 1: Tier 5 1,500
• +1 Discipline
• +3 Proficiency Points distributed among proficiencies
(proficiency levels, weapon subtypes, additional
standard language, or landwalk).
Tier 2-5:
• +1 Discipline
• +3 Health or +5 Astral
• +2 Attribute Points distributed among your attributes
(Strength, Dexterity, Toughness, Intelligence, Wisdom,
Resolve).
• +3 Proficiency Points distributed among proficiencies
(proficiency levels, weapon subtypes, additional
standard language, or landwalk).
• You may forgo 3 Proficiency Points and a Skill Branch
you currently have unlocked to gain access to any other
Skill Branch (regardless of class).

15
Below, you’ll see what proficiencies and equipment Defender
you’ll get from selecting a specific class. Protect and Swerve
With an oath and a shield, defenders seek to protect
Purchase the full Otherworlds Creation Guide to thier allies.
unlock 9 additional classes. Including the Berserker, • Weapon Proficiencies: Combat Rifles or Knight
Grifter, Gunslinger, Hunter, Reaper, Seraph, Soldier, Swords, Shields
Tank and Warrior! • Skill Proficiencies: +1 Athletics, +1 Influence, +1
Perception
• Other Proficiencies: +Standard Language or
Assassin +Exotic Language
Cloak And Swagger • Equipment: Combat Rifle or Knight Sword, Shield,
Elusive and deadly at any range. Assassins specialize x3 Standard Auras
in taking out single targets and not being spotted in • Primary Skill Branch: Protection
the process. • Secondary Skill Branches: Endurance, Martial
• Weapon Proficiencies: Katanas or Sniper Rifles,
Knives
• Skill Proficiencies: +1 Acrobatics, +1 Silver Tongue, Subclasses
+1 Stealth The following subclasses may also be chosen when
• Other Proficiencies: +Disguise Kit, +Thieves’ Tools, you build your character. The below Archer sublcass
or +Spells is a subclass of the Warrior, meaning they share many
• Equipment: Katana or Sniper Rifle, Knife, x1 Vial of similarities to the Warrior class, except it places a
Poison further emphasis on the Archery skill branch.
• Primary Skill Branch: Assassination
• Secondary Skill Branches: Archery, Deception Purchase the full Otherworlds Creation Guide to
unlock 9 additional subclasses. Including the Killer,
Swordsman, Deceiver, Basilisk, Druid, Combat Medic,
Battle Mage Strategist, Fortress, and Squire!
Blastin’ and Castin’
A practicioner of the unorthodox methods of Battle
Magic. Battle mages study the deadliest of spells Archer (Warrior)
and were crucial to the Thousand Year War. After the I Used To Be An Adventurer...
conflict, because the power of the battle mages was Warriors who specialize in archery.
so deadly, they were feared and hunted by troops on • Weapon Proficiencies: Shortbow or Longbow or
Anthos. Crossbow, Dagger
• Skill Proficiencies: +1 Acrobatics, +1 Perception,
• Weapon Proficiencies: Elemental Weapons, Spells +1 Survival
• Skill Proficiencies: +1 Astrana, +1 Investigation, +1 • Other Proficiencies: +Highland Walk or +Wildland
Lore Walk, +Fletching Tools
• Other Proficiencies: +Divining Tools or +Any • Equipment: Choose any two of the following:
language of your choice Shortbow, Longbow, Crossbow, Dagger, x12 arrows
• Equipment: Spell Rifle, Spellbook, x2 Ethereal or crossbow bolts.
Shards • Primary Skill Branch: Archery
• Primary Skill Branch: Battle Magic • Secondary Skill Branches: Endurance, Martial
• Secondary Skill Branches: Arcane, Elemental

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Endurance Martial
Those that train to endure the toughest of circumstances Trained Fighters
and conditions. A non-magical skillset focused on learning the basics of
weapon training.
Role: Fighter
Health Bonus: +9 Astral Bonus: +4 Initative Bonus: +4 Role: Fighter
Level 1 Skill: Fit: Increase your Health by 3. Additionally, Health Bonus: +9 Astral Bonus: +4 Initative Bonus: +4
once per day, when you have a hearty meal, you gain 1d6 Level 1 Skill: Train: Gain a +1 bonus to any Attribute.
Absorb, to a maximum of your Toughness. Additionally, learn gain any weapon proficiency of your
choice.
Tier 1 (Level 1+)
Tier 1 (Level 1+)
Roided: At the start of each day, gain +1d6 absorb to a
maximum of 6. Blitz: Killing an enemy with a gun gives you +2 SPD until
the end of your turn.
• Fortitude: Gain elemental resistance to any element of
your choice. Disarm: Lowers the success needed to use the “Disarm”
• Super Roided: At the start of each day, gain +1d6 Combat Maneuver to 1. (Boost)
absorb to a maximum of your Toughness.
Gun Duality: Disregard dual wielding penalties with gun
Stout: Gain a 50% chance to not being knocked down. weapons you are proficient with.

• Hold The Line: Gain +1d6 to checks that involve Stick To Your Guns: Gain a proficiency in any two gun
you being pushed backwards or knocked down. subtypes of your choice. Additionally, guns you have
Additionally, you and those within eyesight of you gain equipped cannot be disarmed.
a +1 bonus when opposing an intimidation checks.
• Tireless: Once per day you may spend 1 Discipline to Ammo Replenish: Deft with your hands, you’re able to
ignore exhaustion for the next 1 hour. quickly reload your smaller firearms with ease. Reload an
equipped small size gun. (Boost)
Tier 2 (Level 5+)
Charge: Focused only on the enemy, you charge towards
Fortress: You may spend 1 Discipline to reduce damage them, thinking only of how they must be defeated. Move
done to you by 1d6. (Reaction) a distance up to equal your speed +2. Additionally gain +2
ATK and -2 DEF until the end of your next turn. You must
• Anvil: Switches your base Strength with your base move towards an enemy target. (Movement)
Toughness. (Boost)
• Bulk Up: Channeling your inner energy, you create Melee Duality: Disregard dual wielding penalties with
a hardened exterior of astral energy, granting you melee weapons you’re proficient with.
further protection. Consume 3 AST. +2 DEF this round.
You must consume 2 AST at the beginning of your turn Back to Back: When adjacent to an ally with this feat, and
to keep the bonus. This skill cannot stack. (Action) surrounded by three or more enemy targets, you both gain
• Ironclad: Pierce damage loses its ability to ignore your a +2 bonus to combat. (Attacking and defending)
armor.
Battlebond: You may gain any boost that an adjacent ally
Indomitable Will: Whenever you reach 0 health, roll 1d6. has.
In the result of a natural 5+, you remain at 1 health.
• Unyielding: As long as you have more than 50% HP, Battleborn: After a battle has concluded, gain a stack of
you cannot be lowered to 0 HP in one attack. “Battleborn.” You may spend a stack of Battleborn to gain
+1 ATK or +1 DEF. Stacks last until the end of the day. Max:
1 (Stack)

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Spring Attack: Allows you to move and attack any number Longshot: Double the range of an equipped gun you
of times, as long as you do not exceed your movement or control until the end of turn, you lose edge when attacking
the amount of times you can attack in a turn. with that gun this turn (Boost)

Smash and Bash: The next melee attack you make this turn Setup The Shot: Your next attack with a ranged weapon
that deals bludgeoning damage gains +Edge. (Boost) cannot be evaded (Movement)

Vice Grip: You cannot be disarmed. Additionally gain +1 Battle Fury: For your next melee attack, use your strength
Defense when holding a sword in at least one hand. stat doubled instead of your weapon’s attack value. You do
not roll an attack roll for your next attack. (Boost)
Visceral Shot: Pressing the barrel of your gun to the
enemies weakest area, you deal a devastating blow. Gain Battle Mastery: Enemies gain no additional bonuses
edge with an equipped gun this turn. Only use if the target to outnumbering you when you are wielding a melee
is within touch range. (Boost) weapon. Additionally, you gain +2 ATK with your equipped
weapon when two or more enemies are adjacent to you.
Quick Reload: Spend 1 Discipline to reload an equipped
weapon free of action. Improvised Weapon Mastery: Gain +1 Discipline.
Additionally you gain proficiency with improvised
Tier 2 (Level 5+) weapons.

Action Reload: Whenever you reload an equipped weapon Mighty Blow: Add +1d6 impact to your next attack. (Boost)
you control, roll 1d6; In the result of 3+ the weapon you
reloaded gains the following benefits until the end of turn. Weapon Guard: Gain +2 DEF against the next melee attack
+1 ATK and your choice of either +Burst-Fire, +Pierce, that would target you. Use this skill only if you have a
+Spray-Fire, or +Trespass. melee weapon equipped. (Reaction)

Run & Gun: You may attack with guns and make a normal
move for one turn point. (Boost)

Stockpile: Increases everyone’s weapon magazine in your


party by 1.

Strafe: Whenever you attack with a gun, you gain +2


defense until your next turn.

Long Ranger: +2 range with equipped rifles

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Protection a celestial entity and compels you to act on your beliefs
behave.
Gain the following benefits:
A Duty To Protect • Persecute: Your devotion to your cause, has led you to
Those that protect, have something to protect. Protection being respected by all forms of order. Gain +Edge when
grants various magical and non-magical boosts to making a check to convincing any number of people
defending those you value the most. that someone is guilty and/or evil.
• Zeal: Gain +Edge in combat. You must attack the
Role: Fighter closest enemy target. (Boost)
Health Bonus: +9 Astral Bonus: +4 Initative Bonus: +4
Level 1 Skill: Oath: A Defender’s Oath aligns their path, Oath of Crown: You fight for your land, your people, and
and is a duty they hold sacred to themselves. Select any the laws of society.
Oath below. You may not select more than one Oath.
Spell Technique: Verbal Gain the following benefits:
• King’s Power: You gain the power of the king. Select
Tier 1 (Level 1+) one weapon or armor. Your power is channeled
through that equipment. If the equipment is destroyed,
Defend: You may redirect any attack done to any ally; to you lose your ability to cast spells until the equipment
yourself. The ally you’re defending must be within 10ft. of is restored by magical means. Weapon: +2 Attack
you. Limit to once per round per Tier Level. bonus, +damage done by this weapon is considered
• Defender’s Avatar: A target within line of sight gains spell damage. Armor: +2 Armor bonus. +Spell
your protection through an astral manifestation of resistance
your own being. Whenever a target you’re protecting • King’s Speech: Gain a +2 bonus to Resolve (Influence)
this way becomes attacked, you may choose to checks when speaking to a crowd of 7 or more people.
consume 2 AST, to redirect the attack to yourself, this
counts as “Defend.” (Reaction) Oath of Redemption: You have gone through a long
• Advanced Block: The shield is rather an iconic symbol journey of past regrets, but you have learned that the
for a Defender. They learn the best ways to protect past doesn’t define you. What defines you are the actions
themselves. +2 DEF when equipped with a Shield. you make here and now, and it’s those actions that are
(Reaction) shedding darkiness.
• Superior Defend: Increase the range of Defend by 10ft.
Gain the following benefits:
Oath of the Sword: You have an unquestioned loyalty to • Rebuke: When an ally target within 20 feet of you is
honor above all else. This honor is represented through attacked and damaged, you may have the attacker
your sword, which serves as an extension of your justice. take the damage they dealt directly inflicted to them.
They have a 50% chance to reduce this damage by half.
Gain the following benefits: (Reaction)
• Sword Discipline: The time trained with your sword, • Reconcile: You may have a successful melee attack
is Immeasurable. Gain +1 Discipline. Gain +Sword deal no damage. If you do, make a Resolve (Influence)
sub-type proficiency. Learn one Tier 1 Skill in the check vs the defending targets Resolve. If successful,
“Swordsman” skill branch. the target’s heart is filled with hope, causing them to
not want to fight any longer, (If they are then attacked
Shield Blow: +1 ATK with shields. by you, they will continue fighting as normal).
• Shield Slam: Make an attack check with a shield. If
successful, deal STR + TL + 1d6 daze damage. (Action Oath of Vengeance: You are commited to slaying all that
• Smite: Your next melee attack gains +TLd6 energy oppose your beliefs.
damage. If that target is a demon, living dead, or
monster, then they take double damage. Limit once Gain the following benefits:
per day. • Penance: You put the fear of your diety into the souls
of those you face. Make an intimidation check against a
Oath of Devotion: You are devoted to your own moral target. If successful, the target is not only intimidated,
compass and belief system. This belief is usually guided by but also has its speed reduced to 0 until it loses
intimidation.
• Relentless Conviction: You gain 2 degrees of edge
when defending against Intimidation checks.
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Tier 2 (Level 5+) you control to heal you or an ally by its guard capacity. You
may only use this skill up to your Tier Level times per day.
Counter Blow: Roll an additional 1d6 for your next attack, (Action)
if you used Advanced Block last turn and took no damage.
The strongest ally is time and patience. (Boost) Resolute: Gain an additional 1d6 when resisting status
effects and spells that require you to make a check and
Parry: You gain +Parry when defending (Roll 2d6 and choose the highest result. (Reaction)
choose the highest when defending).
Resurgence: All allies gain life steal until your next turn.
Shield Toss: Throws your shield at the enemy. Your (Action)
equipped shield gains +X Range until the end of turn,
where X is your STR. (Boost) Shelter: You’re able to conjure a magical barrier that
• Shield Richochet: Allows you to attack an additional protects the target in a coat in an etheral barrier. Consume
target within range, with Shield Toss. 3 AST. Target gains elemental resistance for the next 1
hour. (Action)
Stand Ready: Gain +1 DEF, If you’re equipped with a shield,
gain an additional +1 DEF. This effect lasts until your next Shield Barrage: Relentless with your shield attacks, you’re
turn. (Movement) able to bash all those who dare venture close. Attack any
number of targets equal to or lower than your Tier Level
Serve & Protect: Consume 2 AST. All allies gain +2 Defense with an equipped shield. This is treated as one attack.
until your next turn. (Action) (Action)
• Safe Guard: Consume 2 AST to give any target +TL
Absorb. You may only have Safe Guard active on one Tier 4 (Level 15+)
target at any time and many cancel its effect at any
time free of action. (Action) Rebound: With great perception and timing, you’re able to
use Astral Energy to redirect an enemy attack. As a Defense
Stand Against: Creates a 30ft. wide hollow barrier adjacent Combat Maneuver with 2 success, you may redirect an
to you. The barrier can absorb up to X damage where X is attack to any target within range by consuming 3 AST. This
the amount of AST consumed for this ability times 2/3/4/5. is treated as a counter attack. (Reaction)
The barrier is depleted once it takes X damage. (Action)
• Superior Stand Against: Doubles the amount of Recompense: You love to share and what better to share
damage your hollow barrier can absorb than the gifts your enemies love to give? Your next attack
gains +X ATK where X is 1 per 3 damage you take this turn.
Steadfast: Gain +TL against toughness, wisdom, and (Reaction)
resolve checks until your next turn. (Reaction)
• Superior Steadfast: Steadfast can now target adjacent Reserved Protection: Whenever you reach critical health
allies (25% or lower), you may consume any amount of AST, if
you do, gain +X DEF and Elemental Resistance, where X is
Tier 3 (Level 10+) the amount of every 2 AST consumed this way. X cannot
equal more than your Tier Level.
Bulwark: Covering yourself in a thin light blue layer of
hardened astral, you’re able to strengthen your bodies Respite: If your Health is above 1 and you take enough
armor. Consume 6 AST, prevent the next 5/6/7 damage damage that will kill you, your health goes to 1 instead.
done to you. Limit once per day. (Reaction) Limit once per day.

Defiance: Each time you are attacked and receive 0 Shield of Aegis: Consume 6 AST to creates a golden layer
damage, add a stack of “Defiance.” Spend a stack of of energy around you, making you indestructible. You
Defiance to gain +1 resistance to status effects, elemental cannot take damage while indestructible. This lasts for one
damage or spells. Stacks empty at the end of day. Limit: 5 round. Limit once per day. (Action)

Energy Syphon: Harnessing your defensive astral abilities, Valiant +25% Toughness. This only counts your base stat.
you’re able to syphon the energy produced by your guard, Tier 5 (Level 20+)
and use its properties to heal your allies. Deplete a guard

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Arcane Tier 2 (Level 5+)

Animate Object: Consume 3 AST. You bestow magical


Mages that specialize the ancient teachings of energy into an object that is equal in weight to your
character level x 10 lbs. The object moves to your
astral magic, learn powerful arcane arts that reach
command up to 1 hour. The object when out of your sight,
phenomenal heights. Such heights include, but will no longer move, unless given a specific command.
certainly are not limited to, bending time to your Commanding the animated object does not use a turn
whim, creating black holes, and conjuring a massive point. (Action/Ritual)
amount of force to push away your enemies.
Arcane Resonance: Whenever you are within 10 feet of an
Role: Mage ally that is proficient with Spells, gain edge on spells you
Health Bonus: +5 Astral Bonus: +12 Initiative Bonus: +2 cast.
Level 1 Skill: Thaumaturgy: Using thaumaturgy you can
create harmless but magnificient miracles. Such miracles Signal Sense: Conjures an invisible magical area up to your
can be any of the following: discretion. Once any tiny or larger target moves into this
• Projecting a sound up to three times its original invisible magical field, it will trigger an alarming sense
volume. in your mind. This field lasts until it’s diminished free of
• Creating a unique sound that’s eerie or vaguely mimics action or up to 3 hours + TL Hours. (Ritual)
a sound you’ve heard before. Walk on Water: This spell grants the ability to move across
• Change the color of an object. any liquid surface as if it were solid ground. You may target
• Moving an object no heavier than 10lbs. within your 2 times your Tier Level number of targets. This effect lasts
line of sight. for 1 hour. (Ritual)
Spell Technique: Somatic
Without Breathing: Consume 2 AST per target within 30
Tier 1 (Level 1+) feet. The chosen targets can go without breathing for the
next 1 hour. (Action/Ritual)
Augury: You employ some divining tool that will grant
you a message from an otherworldly presence. This will
result in an omen of grand or woeful outcomes. This is
represented by the WM’s discretion. A grand outcome
could be represented by a flower blooming, as a woeful
omen could be determined by a rabbit being
picked up and torn apart by a murder of
crows. Nothing may happen if the omen
is determined as neither good nor bad.
(Ritual)

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Battle Magic Summon Weapon: Consume 3 Astral to summons one
weapon of your choice to your side. Weapons summoned
this way are considered magical. If you’re proficient with
Not all mages sit on the sidelines, mumbling spells to a weapon summoned this way, it’s bonuses apply. The
themselves, as they hope to hit their enemies with summoned weapon lasts for up to 1 minute per level you
their fireballs. Battle Mages head into the fray of battle, are. At the end of the duration, the weapon disappears.
equipped with weapons, armor, and a mix of spells to give (Action/Ritual)
them the advantage over their enemies. • Greater Summon Weapon: You may summon a
number of weapons at once equal to your Tier Level
Battle Magic was formed combining the best of the arcane For each weapon summoned this way, you must
arts to maximize destruction during the Thousand Year consume 3 Astral. (Action/Ritual)
War. Almost a century later, Battle Magic is looked down • Summoned Weapon Strike: Attacks any number of
upon by those who remember its roots, but it’s practices enemies up to a range of 100 feet with the weapons
still make for a powerful asset for mages. you have summoned by firing at them. For each attack,
make an attack check using the weapons base Attack
Role: Mage value + your Resolve. If successful, deal damage equal
Health Bonus: +5 Astral Bonus: +12 Initiative Bonus: +2 to the weapon’s ATK + 1d6 damage per success. If the
Spell Technique: Somatic weapon has an effect, such as, “pierce,” it applies as
Level 1 Skill: Magic Missile: Consume 2 AST to attack a well. After attacking with a summoned weapon this
target within 80/100/120/140/160ft. The attack of this way, it disappears. (Action)
spell is equal to your Resolve + TLd6. You may attack
multiple targets with this skill. This skill requires 2 Spell Sniper: Double your spell’s range this turn. (Boost)
additional AST per additional target. This skill levels up per • Toil and Trouble: By concentrating your arcane
tier level. “It’s too cliché not to do.” (Action) abilities, you’re able to strengthen the lethality of your
spells. Gain edge with spells that you consume 10 or
Tier 1 (Level 1+) less AST for. (Boost)

Astral Sense: You learn to sense strong levels of astral Tier 2 (Level 5+)
energy. As long as you are concetrating, you’re able to
sense anything that emits astral within 10 feet of you per Blink: Consume X AST. Teleport 10 feet per 1 AST
Intelligence. consumed this way + your speed. Teleporting ignores
heights. You may also teleport through obstacles as long
• Astral Boost: When attacking you may consume any as your character doesn’t end their turn in an obstacle.
amount of AST less than or equal to your current (Movement)
TL. Your next attack gains a +ATK bonus equal to the
amount of AST consumed. (Boost) Delay: Consume X AST equal to or less than your TL. A
• Astral Steed: Learned to increase mobility on the target up to 60ft. makes a WIS check. AST + 1d6 > WIS +
battlefield. Consume 5 AST to conjure a steed 1d6. If successful, that target gains -X SPD, where X is the
composed of astral within 10 feet of you. This steeds amount of AST consumed. If 3 or more AST is consumed
stats are considered “0,” with the exception of its this way; that target also loses edge when being attacked.
speed which is considered 10. The Astral Steed will In addition that target can no longer use reaction skills
vanish once it takes any damage. Any target you allow or attack more than once during their turn. At the end
is able to ride the steed. (Action/Ritual) of their turn, the target makes another WIS check. This
skill lasts until they succeed the check or 3 rounds pass.
(Action)

Dispel: Consume X AST and then roll 1d6. Add that


amount to the AST consumed to negate a spell’s effect if it
consumed less astral than that total. Range: 50 Feet per an
additional +10 ft. per Tier Level unlocked. (Reaction)

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Dream Catcher: Whenever you meditate or rest, gain an
additional amount of astral equal to your Resolve. Elemental
Dream Grasp: Make a melee touch attack check against a Those that are able to manipulate astral to the elements of
target, if successful the defending target makes a Resolve the world.
check (RES + 1d6) if they fail, they become asleep for TL +
1d6 minutes, receive damage, or are shaken. Role: Mage
• Energy Drain: Drain a target within touch range by 1d6 Health Bonus: +5 Astral Bonus: +12 Initiative Bonus: +2
AST + TL. You may increase the range of this by 10ft. Level 1 Skill: Elemental Control: You harness the power of
per 1 AST consumed. Draining will replenish you AST the elements, allowing you to do extraordinary things such
by the amount drained. This will not inflict damage. as the following:
• Elemental Touch: Deal 1d6 damage of the type of your
Force Blade: Consume up to X AST to add +X to your melee choice to a target within touch range. (Acid, Burn,
attack. Limit to your Tier Level. Using this skill more than Frost, Petrify, and Shock).
once per day will make your character exhausted until you • Element Manipulation: You may manipulate fire, wind,
have a full rest. water, and earth to small effect, such as increasing the
size of a fire by twice its original size. Increasing wind
Haste: Consume X AST equal to or less than your TL. A speeds by double. Moving boulders or manipulating up
target up to 60ft. gains +X SPD, where X is the amount of to 5 feet of water, changing its direction or freezing it.
AST consumed. If 3 or more AST is consumed then the None of these manipulations are powerful enough to
target additionally gains edge when defending or evading, cause much harm if any, in themselves.
and may attack an additional time. This ability lasts for 3 Spell Technique: Verbal
rounds and does not stack. (Action)
Tier 1
Overload: A new technique acquired by the Battle Mages.
Overload, capitalizes on the new guard technology, and Acid Spit: Make a ranged attack check up to 30 feet away.
optimizing it for more power. Whenever you cast a spell, This ranged attack check is equal to your DEX + TL + 1d6. If
you may deplete any amount of your guard up to your TL, successful, deal TL acid damage to the defending target.
to add that amount to your spell’s attack. (Boost)
Element Bloom: Make an attack check. If successful, this
attack deals TLd6 of the element you have last attacked
Protection from Fey: When the kingdoms used fairies to
with. (Action)
send the opposing troops to sleep, the Lancen knew they
had to form counter measures. The scientists captured the Lightning Weapon: Consume 4 AST to conjure a lightning
fairies, testing their magical abilties and devised a spell melee weapon with the following stats: 7/--/1 +100%
to protect their troop from the fey. Gain edge defending shock damage.
against charm, influence, and sleep checks.
Tier 2 (Level 5+)
Rift Walk: Those that didn’t like drawing attention, riding
a steed throughout the battle, sought a new mode of Astral Lightning: Consume X AST. For every 3 AST
transportation. The Battle Mages, learned a way to move consumed this way, roll 1d6 and add it to your Resolve. If
themselves quickly, without exhausting thier astral energy. the result is equal to or higher than the defending target’s
Teleport up to a distance equal to your movement speed. Resolve, they take TLd6 shock damage. Range 110ft.
When performing this skill, you cannot be attacked. (Action)
(Movement) • Astral Storm: You may attack up to three targets with
Astral Lightning. You roll once and apply that result to
Roast: The conflicts of The Thousand Years War were all targets.
predominately knights wearing heavy armor. Like any good
mage, they saw this obstacle as opportunity. Consume 10
AST. Deal Xd6 burn damage to a target within 60 ft. X is Beyond the Limit: Consume any amount of AST equal to
equal to the defending target’s armor value. (Action) or lower than your TL. Your next attack with a weapon
gains + X additional Elemental damage. This damage is the
same element as the current weapon. This skill only affects
weapons with an elemental property. (Boost)

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Cold Shoulder: Consume 2 AST and move up to your SPD
+ 3 in a straight line. If stop your movement adjacent to a
target, deal STR + TLd6 frost damage to the target. They
get to roll for defense. (Movement)

Corrosive Cloud: Consume X AST to create a 3x3 area of


corrosive gas that deals 2/3/4/5 poison damage to all
targets within the affected area. During the beginning
of a turn, If a target is within the affected 3x3 area, they
receive X direct acid damage, where X is the amount of
AST consumed. (Action)

Element Mantle: Learn


one of the following
Corrosive Mantle, Ice
Mantle, Fire Mantle, and
Thunder Mantle. This
spell deals damage of the
elemental type selected
(Acid, Frost, Burn, and
Shock) respectively.
Consume up to TL astral
to gain absorb of an
equal amount. Whenever
you move adjacent to
an enemy target or an
enemy target moves
adjacent to you, they are
inflicted with elemental
damage equal to the
amount of absorb you
have.

Flash Freeze: X AST +


WIS + 1d6 frost damage
to all targets within 20ft.
(Action)

26
27
Archery Tier 2 (Level 5+)

Archer’s Bane: Your growing mastery of bows has given


The Archery Branch covers proficiency with bows and siege you advantages not only offensively, but defensively
weapons. Such things include firing multiple arrows at as well. Gain edge when making a defense roll vs. bow
once, or learning to shoot your arrows further. attacks.
• Archer’s Return: When you successfully defend you
Role: Fighter or evade a bow attack taking no damage, you may
Health Bonus: +9 Astral Bonus: +4 Initative Bonus: +4 immediately make an attack with an equipped bow
Level 1 Skill: Pull and Release: You have grown you control using the arrow that was fired at you.
accustomed to the motions of firing your bow, it’s become (Reaction)
second nature to you. Your next attack with a bow this
turns gains +Edge (Roll an additional 1d6 and choose the Double Arrow: When you attack with one bow in a turn,
highest result). (Boost) you may attack twice with it. You may only use this once
per turn.
Tier 1 (Level 1+)
Immediate Shot: Whenever you have the highest initiative,
Arrow Eyes: Your eyes have begun to attune greatly when you may make an attack with your equipped bow free of
using a bow, you can follow your target, able to land shots action.
right on target. Increases the the success a target needs
to evade your next attack by 1 when attacking with a bow. Mindblast Arrow: Consume 3 AST. Make a ranged attack
(Boost) with your bow. This attack deals TLd6 psychic damage.
• Bow Duality: You suffer no penalty when wielding two Choose one ally within 50 feet of the defending target. If
small sized crossbows. the defending target fails a Resolve check with a difficulty
• Fletch: Gain +1 Craft. Additionally you learn how to of your Wisdom + Tier Level. The defending target cannot
craft arrows. (Wisdom + Craft) attack or target the chosen ally until the end of your next
• Overdraw: You tighten the string back, using all of turn. (Action)
your might, you fire with deadly force and precision!
Your next attack with a bow this turn gains +2 ATK and Quick Shot: You may make a ranged attack as a boost as
+Pierce. (Movement) opposed to an attack action. If you do, this attack loses
edge. (Boost)
• Improved Quck Shot: You no longer lose edge, from
using “Quick Shot.”

Seeker Arrow: Consume 3 AST. Make a ranged attack


with your bow. This attack cannot be evaded and can turn
corners, maneuvering through obstacles until it reaches
its control. If successful, choose one of the following. A.)
Disarm the enemy target’s primary or secondary weapon

Volley: Your bows gain +Lob. Additionally your bows gain


+3 range.
Path of the Arcane Archer: You begin studying the
teachings of the Arcane Archer, allowing you to turn your
basic arrows, into magical forces of disaster. You gain
proficiency with spells. If you were already proficienct with
spells, instead you gain +1 Discipline. Additionally, your
discovery of the arcane has granted you a +15 bonus to
AST.
• Arcane Arrow: Upon firing an arrow, you may have it
deal spell damage. The magical essence of the arrow,
leaves upon the arrow making contact with a target or
missing.
• Arcane Archer Lore: Gain +1 in Astrana and +1 in
Survival.
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Assassination • Assassin’s Dodge III: Reduce the next physical damage
you would take this turn by 50%. Additionally, you may
make a counter attack with any small weapon you have
Hide And Sneak equipped. (Reaction)
The art of stealth and the unseen kill. The Assassination
Branch focuses on single target elimination from up close Backstab: Whenever you attack with a knife from stealth,
or from a distance. gain an additional 1d6 attack bonus.

Role: Rogue Death Mark: Consume 2 AST to “Death Mark” a target.


Health Bonus: +6 Astral Bonus: +4 Initiative Bonus: +6 Targets that attack an enemy that is “Death Marked” gain
Level 1 Skill: Assassinate: Deal double damage vs. a target +1 ATK. (Boost)
that has not taken a turn yet or is immobilized. (Boost) • Greater Death Mark: Death Marked targets receive a
-2 Defense penalty.
Tier 1 (Level 1+)
Expose Weakness: Make an attack check. If successful, the
Sharpened: +1 Attack with weapons that deal slashing defending target loses all resistances until the end of your
damage. Additionally, you may have slashing damage you next turn. (Action)
deal, do piercing damage as a Combat Maneuver with 1
success. Hidden Agenda: Being a master of stealth, you’re able to
conceal and carry small weapons on you that others will
Path of the Sniper: You specialize in taking out enemies not notice such as small throwing knives, daggers and
from afar. When you study your target for 1 minute of small firearms. These weapons do not have to be in your
time, you gain an additional +1d6 attack bonus when equipped slots, but it should be designated that they are
attacking them. on you.
• Target Practice: +1 ATK and +1 RAN with sniper rifles.
Additionally, you Gain edge when making a Dexterity Hidden Blade: You are armed with a hidden blade weapon.
(Stealth) check, as long as you have been prone for at This weapons’ stats are X/0/0, where X is your stealth
least one round. bonus. This weapon does not take up a weapon slot.

Path of the Mage Killer: You specialize in killing mages. Lethal Striker: Gain edge when throwing precision
Per haps, this is because a mage once destroyed your weapons.
family, or maybe it’s just because you simply hate magic,
either way, mages will learn to fear you. Gain a +1 Defense Pin Point: Your next attack with a sniper rifle gains +TL
bonus when attacked by a spell. Additionally, you learn the Swift. (Swift gives you +X attack, as long as the defending
following skills (each skill must be learned in any order by target attempts to evade. You must declare using this skill
spending 1 Skill Point). as you attack). (Boost)
• Mage Disrupt: A target damaged by you, cannot cast a
spell until your next turn. (Boost) Say Goodnight: Make a melee attack check. If successful
• Mage Strike: Whenever a target within 10ft. casts a the target is rendered asleep for 1d6 x 1 minutes. If the
spell, you may make an attack against that target prior. target is attacked in any way, they will wake. (Action)
(Reaction)
• Mage Ward: Reduce damage done to you by a spell by Vital Strike: As a Combat Maneuver with 1 success, you
50%. (Reaction) may ignore 50% of the defending target’s Armor.

Tier 2 (Level 5+) Vulnerable Strike: Make an attack ignoring the defending
target’s resistances. This does not not ignore Affinity or
Assassin’s Dodge: Reduce the next physical damage you Immunities the target may have. (Action)
would take this turn by 50%. (Reaction)
• Assassin’s Dodge II: Reduce the next physical damage
you would take this turn by 50%. Additionally, you
may make a counter attack with an equipped dagger.
(Reaction)

29
Deception •

least seven people.
Daring Dash: You’re always ready to move to a
better position, and react quickly when blood hits the
The art of deceiving. pavement. Gain +X to your initiative, where X is your
Tier Level. Additionally gain +1 speed, during the first
Role: Rogue turn you take.
Health Bonus: +6 Astral Bonus: +4 Initiative Bonus: +6 • Free Runner: You may ignore difficult terrain that
Level 1 Skill: Tap The Table: You are able to communicate is no more than 10ft. in size. Additionally, you take
with those that you have aligned yourself with. You can 50% damage from falling and do not lose edge when
give silent signals to any target with no chance of being attacked while climbing.
caught. The signal you give can be of any meaning, but the • Stride: Gain a +2 bonus to any Dexterity (Acrobatics)
target must be within line of sight. (Verbally communicate check you make this turn. Additionally you may move
with the player, but in the game, you’re signaling the through enemies as though they were allies. (Boost)
player silently).
Tier 2 (Level 5+)
Tier 1
Apply Poison: Applies poison to an object or melee
Path of the Con Artist: You’re great at using your words weapon of your choice within 5 minutes of time unless you
and your ways to deceive others. At the time of selecting are proficient with spells. The poison level is equal to you
this path, acquire any skill below. Acquire additional skills Tier Level.
below for an additional skill point per skill.
• Identity Thief: You have a false alias, registered Exploit Attack: Whenever you successful evade an attack,
number, I.D, and information, detailing you as negate it and inflict 1d6 + DEX damage to the target that
someone you’re not. attacked you. (Reaction)
• In The Cards: When playing a card or board game,
your character can make a stealth check with edge. If Mirror Mockery: At any point you may copy a
successful, you have a guranteed victory by cheating characteristic trait of any target character. Gain a +2 bonus
the game. If you fail, you are caught trying to cheat in when influencing someone with the same characteristic
the game. trait as you.
• Mastermind: You may spend 1 Discipline to add or
subtract 1 from any roll before it’s rolled. This can be Mockery: Upon being attacked, you make an insult that
used for any roll. throws off the enemy, causing them to lose -X to their
• Mirror Match: If you are attacked by an enemy target next attack this turn. X equals 1d6 to a maximum of your
who uses a boost skill to alter their attack, you may do Intelligence. (Reaction)
the same for your next attack, as long as the boost can
Mug: Make a melee attack check. If successful, replace the
be applied to your attack.
damage you would deal with gild. This Action only works
• Play The Part: You’re able to assemble any disguise,
once per target NPC. The gild you gain is 1d6 x 10GL. Using
and act in any way which will have others believe
this action on a target is considered an attack. (Action)
you’re someone you’re really not.
Snatch: Roll an additional 1d6 for defending when a
Path of the Dodger: Your actions can speak louder than weapon or item is thrown at you. If that result is higher
your words. You use your wits to evade suspicion and than the enemy target’s Dexterity then you catch that
avoid danger. At the time of selecting this path, aquire any weapon or item. You must have a free hand open to do so.
skill below. Acquire additional skills below for an additional (Reaction)
skill point per skill.
The Slip: Gain a +TL bonus to grapple checks. Additionally
• Action Plan: You see danger right before it happens you’re unabled to be followed or tracked by targets of a
and are able to think fast on your feet, allowing you to lower level than you, unless they succeed an Intelligence
make quick decisions in the blink of an eye. Whenever (Investigation) check with a difficulty equal to your
initiative is determined, you may move up to half of Intelligence (Stealth).
your speed rounded up free of action.
• Blend Into: You’re able to blend into large crowds of Zig-Zag: Move up to your speed. Until your next turn, you
enemies with ease. Gain edge when making a stealth receive a +2 DEF bonus when evading. (Movement)
check while in a crowd. A crowd is considered to be at

30
Quick Builds Level 1 Skill: Rage
Background: Worker

If you’re in need of creating a quick character, consider Bounty Hunter


using these templates below. Each class is listed with three • Mercenary – Dexterity, Intelligence, Toughness,
class builds and a series of attributes listed beside them. Wisdom, Resolve, Strength
For example, if you wanted to create an assassin quickly, • Inquisitor– Intelligence, Dexterity, Toughness, Wisdom,
decide if you want the assassin to be more of a fast and Resolve, Strength
strong cutthroat or a well attuned to their surroundings • Sellsword – Strength, Toughness, Dexterity,
stalker? If you can’t decide or are in need of making a Intelligence, Resolve, Wisdom
quicker decision, go with the first choice, as it’s the most
standard way to build the class. Level 1 Skill: Prime Target
Background: Fortune
Once you select the class build you want to build, apply
the attributes rolled or distribute 1, 2, 3, 4, 5, and 6 given Defender
in the order listed among the type you select. Wanting to • Guardian – Toughness, Strength, Dexterity,
create a quick berserker that acts like a barbarian would Intelligence, Resolve, Wisdom
have 6 strength, 5 toughness, 4 dexterity, and so forth. • Knight – Strength, Toughness, Dexterity, Resolve,
However, if you want a berserker that uses guns, try the Wisdom, Intelligence
gunzerker build, which would give them 6 dexterity, 5 • Protector – Toughness, Strength, Dexterity, Resolve,
toughness, 3 strength, and so on. The template you select Wisdom, Intelligence
has no mechanical effect on the characters built using
them. Level 1 Skill: Defend
Background: Noble
Assassin
• Cutthroat – Dexterity, Toughness, Strength, Resolve, Grifter
Wisdom, Intelligence • Deceiver – Dexterity, Intelligence, Wisdom, Resolve,
• Darkhand – Dexterity, Intelligence, Resolve, Toughness, Strength, Toughness
Wisdom, Strength • Performer – Resolve, Dexterity, Intelligence, Wisdom,
• Stalker – Dexterity, Wisdom, Toughness, Intelligence, Strength, Toughness
Strength, Resolve • Informant – Intelligence, Wisdom, Dexterity, Resolve,
Strength, Toughness
Level 1 Skill: Assassinate
Background: Vandal Level 1 Skill: Pack A Punch
Background: Vandal
Battle Mage
• Elementalist – Resolve, Dexterity, Strength, Gunslinger
Intelligence, Wisdom, Toughness • Lawbringer – Dexterity, Resolve, Intelligence,
• Controller – Resolve, Dexterity, Intelligence, Wisdom, Toughness, Wisdom, Strength
Toughness, Strength • Outlaw – Dexterity, Wisdom, Strength, Toughness,
• Warcaster – Resolve, Strength, Dexterity, Toughness Intelligence, Resolve
Intelligence, Wisdom • Desperado – Dexterity, Toughness, Wisdom, Strength,
Resolve, Intelligence
Level 1 Skill: Magic Missile
Background: Sage Level 1 Skill: Loaded Die
Background: Vagrant
Berserker
• Barbarian – Strength, Toughness, Dexterity, Wisdom,
Resolve, Intelligence
• Gunserker – Dexterity, Toughness, Strength, Wisdom,
Resolve, Intelligence
• Bruiser – Toughness, Strength, Dexterity, Resolve,
Wisdom, Intelligence

31
Reaper Warrior
• Specter – Dexterity, Resolve, Intelligence, Wisdom, • Fighter – Strength, Toughness, Dexterity, Resolve,
Strength, Toughness Wisdom, Intelligence
• Wraith – Strength, Dexterity, Wisdom, Resolve, • Leader - Toughness, Strength, Resolve, Dexterity,
Intelligence, Toughness Intelligence, Wisdom
• Phantom – Dexterity, Resolve, Wisdom, Intelligence, • Savage – Strength, Wisdom, Toughness, Resolve,
Strength, Toughness Dexterity, Intelligence

Level 1 Skill: Fear The Reaper Level 1 Skill: Hack & Slash
Background: Vagrant Background: Military

Seraph Races: While there are many sub races players can choose,
• Acolyte – Dexterity, Resolve, Intelligence, Wisdom, if you’re looking to build a quick character, the best route
Strength, Toughness to go are humans, which are actually the most populated
• Healer – Resolve, Dexterity, Toughness, Wisdom, race among the worlds. Listed below is the stats to give
Intelligence, Strength to your character to build them quick, you might noticed
• Cleric – Strength, Resolve, Toughness, Dexterity, it doesn’t match verbatim any of the other humans listed
Wisdom, Intelligence in the core rulebook. This is because the one below is
optimized to be the most flexible, where as the race sub
Level 1 Skill: Consecrated Ground types, offer more specialized skills tailored to what type of
Background: Noble human you’re building.

Soldier Humans grant the following: +2 to attribute points


• War Hero – Resolve, Dexterity, Toughness, Intelligence, distributed between two attributes. +3 proficiency points
Wisdom, Strength distributed between up to three proficienies. Additionally,
• Battlefield – Dexterity, Toughness, Intelligence, gain a proficiency for any one weapon subtype.
Resolve, Wisdom, Strength
• X-Soldier – Dexterity, Toughness, Wisdom, Resolve,
Strength, Intelligence

Level 1 Skill: Locked and Loaded


Background: Military

Tank
• Behemoth – Toughness, Strength, Dexterity, Resolve,
Wisdom, Intelligence
• Blaster – Dexterity, Strength, Toughness, Resolve,
Wisdom, Intelligence
• Hammer – Strength, Toughness, Dexterity, Resolve,
Wisdom, Intelligence

Level 1 Skill: Provoke


Background: Military

32
33
34
Chapter 4: Background Worker Subtypes: If you want to further specify what
type of work you have done, you may choose one of
the following worker subtypes. For starting gild, use the
Everyone comes from somewhere, so choosing your worker’s starting gild of 1d6 x 100GL +400 (or 700 GL).
character’s background will not only provide some Proficiency, Skills, and Equipment differ based on which
relevance to their story, but will also determine the subtype you choose.
different things your character will be proficient with and
how much gild they will start with. The seven character Artist
backgrounds are vandal, vagrant, worker, military, sage,
noble, and fortune. • Proficiency Bonus: +1 Craft, +2 Perception
• Artistry: You become proficient with artisan’s tools.
Vandal: You were raised on the streets with little to • Equipment: Artisan’s Tools
no money to keep your basic needs satisfied. You’ve
scrambled and struggled to survive, and have come to Blacksmith
know the streets of your home world like the back of your
hand. Being a vandal means you’ve probably lied, cheated, • Proficiency Bonus: +3 Craft
and stolen to get to where you are now. Whether you’ve • Blacksmith Expert: You become proficient with
relinquished your old ways or not is entirely up to you. metalcraft.
• Equipment: Hammer, Mobile Forge
• Starting Gild: 1d6 x 100GL (or 300 GL)
• Proficiency Bonus: +1 Acrobatics, +1 Silver Tongue, +1 Communications Expert
Stealth
• Black Market Connection: You have a reliable contact • Proficiency Bonus: +1 Influence, +2 Technology
who deals within the black market. You’re able to get • Hacker: You become proficient with hacking digital
messages to and from your contact, even over long programs using hacking tools.
distances. • Equipment: Hacking Tools, Mobile Nexus
• Equipment: Disguise Kit or Thieves’ Tools
Deep Sea Explorer
Vagrant: For anyone raised in tribes or nomadic groups,
or anyone that is an orphan perhaps would be a vagrant. • Proficiency Bonus: +1 Athletics, +1 Craft, +1 Perception
The vagrants learn many things during their travels, such • Deep Sea Expert: You become proficient with fishing
as how to properly navigate different locations, and the equipment. Additionally, gain edge when operating a
native tongues of the lands you’ve wandered. ship.
• Equipment: Artisan’s Tools (Fishing equipment)
• Starting Gild: 1d6 x 100GL + 200 (or 500 GL)
• Proficiency Bonus: +1 Lore, +2 Survival Demolitions
• Epic Discovery: Along your travels, you’ve found a
mysterious and ancient artifiact. Your World Master • Proficiency Bonus: +1 Craft, +2 Engineering
should work with you on what this artifact may be. • Demolitions Expert: You become proficient with
• Language: Two standard languages of your choice or mining, stone cutting, and explosives.
one exotic language of your choice. • Equipment: x2 Detonators, Pick Axe

Worker: You’re a hard worker and you always have been. Enforcer
You may not be anything special, but you’re good at what
you do. • Proficiency Bonus: +1 Athletics, +2 Influence
• Halt: Make a Resolve (Influence) check vs. a defending
• Starting Gild: 1d6 x 100GL + 400 (or 700 GL) target’s Resolve. If successful, the target will become
• Proficiency Bonus: +3 levels in any one proficiency immobilized until threatened, whether by violent
• Workmanship: You’ve formed a bond with fellow gesture or attack. (Action)
workers of the place you used to work. These contacts • Equipment: Enforcer Pistol, Stun Baton, Enforcer
are willing to help you, providing simple housing, food, Uniform, I.D. Badge
and basic supplies, should you be near.
• Equipment: A tool from your line of work (wrench, tool
belt, mining axe, microphone, etc.).

35
Pilot Noble: You come from nobility and have a great
understanding of wealth, heritage, and privilege. Families
• Proficiency Bonus: +3 Engineering of nobles have great political influence.
• Pilot Expert: Gain edge when operating a vehicle.
• Equipment: Burn Suit, Helmet, Tinkerer’s Tools • Starting Gild: 5d6 x 100GL + 500 (or 2,000GL)
• Proficiency Bonus: +2 Influence, +1 Lore
Preacher • Nobility: As a noble, you come from an esteemed
heritage. Commoners that are aware of your nobility
• Proficiency Bonus: +2 Influence, +1 Astrana, will offer you housing and the best of services that
Ceremonial Kit. they have available. Additionally, you have a trusty
• Bestow Hope: Gain +2 Discipline. Additionally, companion that acts as your servant or bodyguard.
whenever you inspire a target, you may spend 1 Work with your World Master to see what benefit best
Discipline, if you do, the target you inspire gains +1 suits you and the story.
Discipline. Equipment: A set of noble clothes, a gold piece of jewelry
• Equipment: Holy Symbol, Holy Tome, Preacher Robe of your choice worth 50GL
(Robe), Ceremonial Kit.
Fortune: Jackpot! Either you’re a successful entrepreneur
Military: Whether you’re enlisted in the Iron Guard or the or your forefathers perhaps were. Either way, you’ve been
Krystos Paladins, you work for the Military and it has its dealt a good hand financially.
perks. • Starting Gild: 6d6 x 100GL + 600 (or 2,400GL)
• Proficiency Bonus: +2 Entertain, +1 Technology
• Starting Gild: 1d6 x 100GL + 400 (or 700 GL) • Social Network: Your business background has given
• Proficiency Bonus: Distribute 3 levels between any you a respectable business contact. This contact is
of the following proficiencies: Athletics, Engineering, reliable and can be called upon for aid.
Perception, Technology. • Equipment: Business Attire, Link Watch
• Military Credit: Being a part of the military, you’ve
gained extra funds to supply your armory with. “I don’t like to talk about my past. My dad killed my
+1000GL credit to spend on equipment. mother. I killed my dad. It’s a mess, really.” --Bella Jean

Sage: You’ve hit the books and learned all you could about
the worlds, the ancients, and the myths that play a vibrant
role in the universe.

• Starting Gild: 2d6 x 100GL + 100 (or 700 GL)


• Proficiency Bonus: +2 Astrana, +1 Lore
• Knowledge Seeker: You’re able to recall information
you’ve learned with ease. If it’s information you’ve
never learned, you’re often able to distinguish where
to go to learn such information.
• Equipment: Messenger Bag, Spellbook

36
Chapter 5: Characteristics Languages
Your race indicates the languages your character can speak
by default.
After selecting your character’s race, class, and back-
ground, it’s important to consider your character’s defining Language Typical Speakers
personality traits. This is a character with emotions, mo-
tivations, quirks, and other qualities that will make them Bei Bessk
stand out from other characters in the worlds. Argoth (Human), Van-
Bruta
ticar
This chapter will cover various characteristic traits to de- Common Humans
scribe your character, and their beliefs and ideals. Dandrin Dandrik
Dyahrin Dyahri
Name Felin Felinx
Your character’s name and appearance will likely be the Libra Leogin
first things other players will learn about your character.
Grug Ornok
Consider your character’s race and personality when deter-
mining your character’s name. Ra Raktii
Natael Faremek
Vampiric Varothan
Sex
Whether you play male or female will not garner any spe-
cial benefits or hindrances. Exotic Languages
These languages are rare, even to the status of myths and
Physical Characteristics legends. The vast populace believe in angels and demons,
How your character looks--their weight, eye color, skin but many have seen neither.
color, and so on--is up to you. Consider unique ways to
make your character stand out physically from the rest, While aberrations may appear in the form of spirits, Dark-
such as an unusual tattoo, scar, or eye color. speech is primarily spoken amongst the horrors of Xilos.

Lesser language is broken common, using a conjunction of


Standard Languages archaic words, allowing those that speak Lesser to speak to
Your character’s race, and background on occasion, indi- one another in secret.
cate which language they speak. Almost all races speak
Common.
Language Typical Speakers
Standard languages are ones found more commonly
throughout the Veralysis Galaxy. You cannot communicate Ancient Ancients
with a speaker of a different language without being able Celestial Celestials
to speak it yourself. If a campaign takes place on a more Darkspeech Aberrations
specific world, you may want to make it an option for the
Draconic Dragons, Vanticar
players to speak the native language of the people there,
even if it doesn’t match up with the reference charts. Nether Demons
Primoridal Elementals
Wise Tale Black Market Traders

37
The Fight Between Good And Evil How do you view rules?
As much as we would like to paint things in black and • Rules help uphold peace and justice in this world.
white--good and evil--life is rarely so simple. The charac- (Order)
ters in the world around you, as well as your own charac- • I like having rules, it keeps me a bit safer, while I can
ter, will face many challenges that will test their morals and use them to my benefit. (Ambition)
beliefs. • I can appreciate the rules, but I don’t particularly feel
strongly one way or the other. (Personal)
No one is pure, and no villian is without their reasons. • Rules are meant to be broken. The natural government
With this in mind, consider what your character values and is no government at all. (Discord)
what they despise. It’s important to keep your character’s
beliefs and other characteristics a focal point for how you Personality Traits
determine your character’s actions. A large array of descriptions, including your character’s
well-liked characteristics, flaws, and quirks.
For example, a character that believes in honor in a good
fight, face to face, wouldn’t be likely to backstab their op-
ponents. Destiny
This is your character’s resolve and primary motive. What
Traits are merely descriptions of your character. They have is your character’s purpose? Are they looking for their
no direct effect on your character, but traits regarding their lost weapon that was stolen from them? Are they seeking
size may matter for certain spells or attacks. revenge?

Additionally, personality traits will help shape your charac- It’s up to you to decide and add a story to it. Your World
ter’s personality. Just like people in the real world, Other- Master should work with you and your character’s Des-
worlds has a wide variety of characters--everything from tiny to have it be involved in your campaign. Your Destiny
the slimy, conceited thief to the towering brawler who’s a should also be something measurable. “Being the best
bit too clumsy for his own good. soldier,” isn’t something measurable. However, “Using your
life to save someone else in battle,” is.
By default, you’ll need to choose the following traits to
determine your character’s personality: Convictions, Con- Convictions
nections, Destiny, and three other traits (positive, neutral, These are your character’s ideals that they hold close.
flaw). These are generally principals you’d never betray. Your be-
lief may be that it is always wrong to lie, forcing you to play
Once these are detailed, you’ll gain more insight into a character that will not lie, no matter the circumstance.
what your character is like and how to play them. You may Alternatively, your character may have a conviction that it’s
choose any personality type that you wish, or choose one okay to lie, if it’s for what they percieve is for the greater
randomly from the ones pregenerated throughout the good.
chapter.

Getting To Know Your Character


Some of the charts below are broken into categories, such
as Order, Ambition, Personal, and Discord. You can tell
which of those four types your character is by answering
the following question...

38
Connections Personality (Neutral) are traits that aren’t inherintly good
Connections are things that your character holds close to or bad, just something that details your character more.
themselves. Even villians have something they value above
all else. What is it your character values? Quirks tend to make great neutral personality traits.
These could be certain irrational phobias or disorders
Convictions are your character’s moral ties and ideals. Your your character might have, that isn’t hindering in most
beliefs will depict what your character fights for. You’ll circumstances, but could make for a special interaction at
notice four charts of beliefs heroic, neutral, and discord. certain times.
These bare no mechanical difference, just offering a dif-
fernt theme of beliefs to choose from. 1d6 Personality Traits (Neutral)
By default, you choose a positive, neutral, and negative 1 Neat Freak: I can’t stand the sight of clutter.
trait. For example: 2 Talkative: No matter what, I can’t seem to re-
strain myself from speaking, even to the point to
• Kind, Allergic to Flowers, Quick to Judge where it annoy most of those around me.
• Determined, Motion Sickness, Aggressive 3 Emotional: I wear my heart on my sleeve, those
• Structured, Obsessive Compulsive Disorder, Over around me will know exactly what I am feeling.
thinks situations 4 Alert: I’m always watchful of myself and of
others.
As you may notice, many of the above traits can be a good
or bad thing. It just depends on how you let it work for you 5 Skeptical: I’m skeptical of others and their ideas
they propose.
in the story. A character that has Obsessive Compulsive
Disorder may have diffulty focusing in messy areas, but 6 Mysterious: It’s hard for people to get a good
may be the one to spot something that’s out of place, read on me and know my intentions, whether
allowing them to notice the book shelf that’s slid a little good or bad.
too far one way, granting thme an investigation bonus to
finding a secret entrance. Personality (Flaw) these are the traits that give your
character a little more vulnerability. While some might
Personality (Positive) are traits that are often beneficial to be opposed to adding flaws to their characters, consider
have. These are things such as strong-willed and witty. the greatest villians and what their flaws are. Every well
written character has a dynamic personality, and having a
flaw will help shape that.
1d6 Personality Traits (Positive)
1 Charming: I have a certain charm about me that
most others find redeeming and likable. 1d6 Peronality Traits (Negative)
2 Persistant: When I set my mind to it, I’ll do it. 1 Distant: I was hurt in the past, so I keep myself
Nothing will stop me. distant from others and am slow to trust.
3 Outgoing: I’m not shy, and tend to bond well 2 Dark Side: I’m a nice person, but I have a dark
with others easily. side of me as well...
4 Tolerant: I can tolerant the most unbearable of 3 Greed: I want everything and will do pretty much
people and events. anything for the right price.
5 Elegant: I move with an elegance that seems ef- 4 Failure: I have the unrelenting fear that I’m going
fortless, no matter what task I perform. to fail.
6 Sporting: I respect those that put up a good 5 Gullible: I trust others too easily.
effort, and am sure to congratulate them, even 6 Cynical: Everyone has an evil dwelling in them,
when we’re at opposing sides. so I expect the worst from people.

39
Destiny represents your character’s purpose or as we call 1d6 Destiny (Ambitious)
it in Otherworlds a Destiny. This is their path they choose
in life, their meaning, their purpose. When selecting a 1 Respect: I fight to earn the respect of my people.
Destiny, you may choose any goal you can think of for your 2 Artist: I seek to create something perfect or mag-
character. This will lead to better story-driven Campaigns nificent.
and a sense of purpose for your character. 3 Person: I seek to find a specific someone. (Love
of your life, murderer of your people, etc.)
Some examples may include but are not limited to:
4 Paradise: I believe there’s a place out there. A
place where I belong, and I’ll fight to find it.
A hell-crazed Varothan set out on making the finest
beverage of blood his tongue has ever tasted. 5 Cursed: I’m cursed by a demon, and will find a
A once murderous Bessk, seeks redemption and Tranquility way to reverse it.
but finds himself in situations he must fight his way out of. 6 Head Hunter: There’s a beast of destruction I
must slay, and claim its head.
A Leogin banished from his clan due to his small stature,
must find his own way alone and become one of the 1d6 Destiny (Personal)
greatest Leogin leaders of all time.
1 Knowledge: I seek the knowledge of the worlds.
Why are we here? What are these ancient beings
Note: The World Master may use your Destiny to influence
that came before us?
both shape the campaign missions and to give you special
skills tailored to your character if he or she desires. 2 Clear: Someone close to me was framed for a
crime they didn’t commit. I seek to clear there
Character Arcs name, and prove their innocence.
3 Lost Treasure: I must either reclaim or find a lost
Despite having the necessary requirements to reach level treasure.
20, your character will not being able to till they complete 4 Indebted: I feel indebted to someone for saving
their own personal Character Arc. your life.
A Character Arc is a character’s personal Destiny being 5 Freedom: I seek the freedom of myself and my
fulfilled through undergoing a series of campaigns that people.
lead them to either accomplish or fail their life long goal.
6 Balance: I seek to restore balance in this uni-
verse.

1d6 Destiny (Order) 1d6 Destiny (Discord)


1 Redemption: I wish to be forgiven for my past 1 Conquer: I wish to conquer and have others
sins. beneath me.
2 Hero: You are good at heart and wish to save 2 Evolution: I believe that wiping away huma-
something important to you, whether that be ity, we can start a new, a new better breed of
someone or something. evolved.
3 Legend: I want to go down in history as the 3 Immortality: I will find a way to live forever.
greatest adventurer who has ever lived. 4 Vengeance: Someone has wronged me, and I
4 Idol: I look up to a great legend, and I wish to ac- shall make them pay for it.
complish greatness as they once did. 5 Power: I look to reaching the top of my organiza-
5 Martyr: I believe that by sacrificing myself, I’ll tions hierarchy.
serve a greater purpose or that by dying in com- 6 Fame and Glory: Pretty self explanatory, I seek
bat, I’ll die honorable. the finest things in life. The praise of the people,
6 Order: I believe law establishes order, which cre- and the shower of their gifts.
ates peace. I wont stop until peace is attained.
Convictions are a character’s ideals and beliefs in regards
to themselves and the worlds around them. Those with he-
roic convictions, tend to believe in fighting for the greater
good, and are very conscience of morality. Neutral convic-
tions are more specific to firm beliefs one holds usually
to themselves, without idea about trying to change the
world. Convictions in the discord category are those that
40tend to be a bit more radical.
1d6 Conviction (Order) Connections are a character’s bond, something they
cherish and hold close to their heart. Even the most
1 Hero of Justice: I believe that no matter the
circumstance. I fight to make the word a better selfish of people have a person, or item they hold
place. I’d never leave someone in danger. close.
2 Charity: I always look to give more than I take. If I
see those in need, I’ll help. 1d6 Connections
3 Honor: I live by a personal code to serve the 1 Someone: There’s someone out there I’d do
worlds and my superiors. anything for.
4 Faith: If I trust in my beliefs, then I will be doing 2 Family: Blood runs thick, family comes first.
what is right, and things will work out for me. 3 Treasure: I have a gift handed to you by some-
5 Friendship: Material items come and go, but one of great value that’s no longer around. You’ll
friendship is magic. do anything to protect this treasure.
6 Family: Blood runs thickest, and I’d die for my 4 Bones: Family has wronged me, what really mat-
family. ters is my allies. I don’t need blood, I need bones.
5 Home: I’ll do anything to protect where I came
1d6 Conviction (Ambitious, Personal) from.
1 Reckless: A life not lived to the fullest, isn’t a life 6 Indebted: I feel indebted to someone for saving
worth living. my life.
2 Logic: Emotion must not cloud our judgments.
3 Heart: Follow your heart...your inspiration. Secrets
4 Tradition: I must preserve the traditions and
These are optional traits you can add to detail your charac-
cultures of my people.
ter. These are mysterious things about your past that the
5 Survival: Only actions that will lead to ones sur- other characters do not know. Keep your secret in mind
vival is what needs to be done. when playing out your character. Also, use your secret as a
6 Debts: I always repay any favor done onto me. basis for creating a story for your character.

1d6 Conviction (Discord) For example, if you get the Slayer secret, you may have
slayed hundreds of people, working for a corrupt company
1 Justified Means: I believe that the ends justify
as a bounty hunter, and now wish to never to kill again.
the means. The good of the many, outweigh the
This could create an interesting dynamic when your fellow
need of the few.
players aren’t aware of this, and you’re struggling to end
2 Finders Keepers: I take what I can, it’s the way the villianous mastermind you have managed to corner.
the world works. Alternatively, your character could have the same secret,
3 No Honor: I’ll dirty my hands to achieve my am- but it could be that your character appears kind, but during
bitions. Killing, lying, cheating, anything. a moment when you’re able to slay a bunch of bounded
4 Center: I could care less what others want, I have enemies, you do so.
something I want, and that comes first, always.
5 Independence: I do what I want, when I want,
how I want.
6 Violent: Violence solves everything.

41
4d6 Secrets (Dark) Further Developing Your Character
4 Artificial: I’m actually an artificial being con-
structed to exhibit your nature. Your background and characteristics traits will do a
5 Addict: I’m addicted to astral shards and the great job at developing your characters personality,
feeling it brings me. and give everyone a good idea at what your character
6 Beast of Burden: I have an ancient beast or en- is.
tity locked away and sealed within me.
For further development, ask these questions about
7 Offspring: Few know that I’m the offspring of a
ruthless murdering legend. your character.
8 Name: Few know my true name.
1: How old is your character?
9 Angelic: One of my ancestors were of celestial 2: Who are your parents?
birth.
3: What relationship do you have with your parents?
10 Identity: The personality I have is not of my own, 4: Are your parents still alive?
but of my fallen friend. I’m nothing but a mirror
5: If either of them are dead, how did they die?
of them...a puppet constructed to carry on their
6: What makes your character heroic (or villainous)
legacy they can no longer fulfill.
7: Why would you choose to join the current group?
11 Wanted: I’m wanted dead or alive, for a crime I
8: What type of adventure would your character ac-
may or may not have committed.
tively take charge in and be incredibly good at?
12 Deserter: I left my comrades to die...but not
9: Have you ever crossed someone or have been
without reason.
crossed?
13 Orphan: I accidentally killed my family as a child. 10: Do you have any enemies?
14 Slayer: I once was known for slaying hundred of
others, even innocents. Take It Even Further
15 Exploit: I try to twist every situation to benefit
me, which led to someone close to me dying, but 1. I turn the corner and see an enemy soldier wounded
I can’t help it. horrificly. In response I...
16 Spy: I was sent here to spy on your group by your 2. I will kill for...
enemies. 3. To obtain my goals, I’d sacrifice....
4. I only break the law when...
17 Romeo: I accidentally killed my past lover. 5. I believe the government is...
18 Burglar: I stole a precious relic, and am a wanted 6. I am being chased by zombies and the only way to sur-
criminal because of it. vive is to escape. My ally falls down and will sure die unless
19 Relative: I’m not only related to the person we I help them up, risking my life as well. I decide to...
are trying to kill, but I’m questioning my actions 7. I believe it’s okay to lie when...
about going against them.
20 Disease: I don’t have much longer to live, be-
cause of a disease that is killing me.
21 Unnatural: I have an unnatural fear for a particu-
lar animal, that others find is completely harm-
less. My theory is that they are of a hivemind,
secretly plotting against humanity.
22 Changeling: The appearance I show is not of my
own. A device I have alters my apperance.
23 Possessed: A demon lies within me and speaks
to me.
24 Enslaved: I am enslaved by an ancient race that
has me doing their bidding.

42
Chapter 6: Equipment Weapon Augmentation Upgrades: Weapons can be
augmented for an additional 300 GL per weapon. These
augmented weapons are considered an upgrade and
Adventuring through vast lands, treasure-laden deserts, deal an additional 1d6 damage based on the element
flourished forests, and the depths of dungeons, you are it’s augmented with (Acid, Burn, Energy, Frost, Poison, or
bound to find some wondrous equipment along your jour- Shock).
ney!
Armor
Below, you will see Equipment broken down into the fol-
Your first line of defense when taking damage (after your
lowing types:
defense roll) is your armor. Any damage done to you is first
reduced by your armor value. Each type of armor requires
• Weapons: What you kill stuff with
a certain amount of Strength to be worn properly.
• Armor: What keeps you from getting killed
• Guards: Extra protection, because again we stress, you
Cloth: 0 Strength, Light: 2 Strength, Medium: 4 Strength,
don’t wanna die
Heavy: 8 Strength
• Items: Trinkets, tools, potions, and the like
While you may equip armor that is too heavy for you, your
Weapons Dexterity and Speed suffer by 1 per difference. Addition-
Weapons kill stuff. Get better weapons to kill stuff better. ally, you no longer can gain an +Evade bonus, regardless of
You’ll make dead things deader! your Dexterity.

Weapons Armor
Name Stats Size Gild Name Effect Type Gild
Broadsword / 6/--/1 Medium 150GL Cloak +1 Stealth Bonus Cloth 50GL
Katana
Robe +3 Astral Cloth 50GL
Rapier 5/--/1 Medium 150GL
Vest +2 Armor Light 80GL
Knife 4/--/1 Small 50GL
Uniform +1 Armor, +Evade Light 100GL
Hand Axe 5/--/1 Small 75GL
Studded +3 Armor Medium 150GL
Battle Axe 8/--/1 Large 180GL Leather
Mace 6/--/1 Medium 150GL Chainmail +4 Armor, +Slashing Resis- Medium 300GL
Club 5/--/1 Medium 50GL tance
Staff 5/--/1 Medium 30GL Fullmetal +6 Armor, +Slashing Resis- Heavy 500GL
Scythe 6/--/1 Large 200GL tance

Hardened Fists 6/--/1 Small 120GL Scalemail +6 Armor, +Piercing Resis- Heavy 600GL
+Touch tance

Shield 5/--/1 Medium 150GL


+Parry Guards
Pistol 4/5/4 Small 200GL
Revolver 5/6/3 Small 250GL Guards
Shotgun 10/2/2 Medium 410GL Name Effect Gild
Machine Gun 3/10/5 Medium 415GL Sub-Standard Guard Capacity: 1 150GL
Guard Recharge: 1
Sub-Machine Gun 5/5/5 Small 350GL
Standard Guard Capacity: 2 300GL
Combat Rifle 6/8/6 Medium 600GL
Guard Recharge: 2
Sniper Rifle 8/4/10 Large 800GL
Advanced Guard Capacity: 3 700GL
Minigun 1/15/5 Large 1,100GL Guard Recharge: 3
Rocket Launcher 5/1/5 Large 1,200GL Adept Guard Capacity: 4 1,000GL
+3d6 Guard Recharge: 4
Explosive
Epic Guard Capacity: 5 2,500GL
Damage
Guard Recharge: 5

43
Basic Equipment • Artisan’s Tools: Unique tools that include items
needed to pursue a craft or trade. These tools apply
Items
bonuses to arts and crafts.
• Apothecary Kit: This kit contains a variety of tools
Name Effect Gild
such as mortar, pestle, clippers, pouches, and vials
Medium Helmet +2 Absorb. This item’s 600GL used by herbalists to create a variety of potions. These
(Head) Absorb value replenishes tools apply bonuses to indentifying herbs and creating
after a rest.
potions.
Full Helmet (Head) +3 Absorb. This item’s 1,000GL • Ceremonial Kit: A kit that comes with proper sacred
Absorb value replenishes symbols, and a tome to perform a ceremony. These
after a rest.
tools apply bonuses to performing ceremonies.
Gauntlets (Arms) +1 Absorb. This item’s 400GL • Climbing Tools: Various tools that aid in climbing,
Absorb value replenishes including hooks, anchors, and gloves. These tools apply
after a rest.
bonuses to climbing.
Bracers (Arms) +1 Attack bonus with 300GL • Disguise Kit: This pouch of cloth, cosmetics, wigs, and
melee attacks.
small props allows you to alter your physical appear-
Cape +1 Influence 100GL ance. These tools apply bonuses to creating a visual
Goggles (Head) Ignores effects affect- 50GL disguise.
ing your sight (excluding • Divination Tools: With these tools and a combination
blind). of magic, you are able to decipher furture circumstanc-
Spellbook Reduces cost of spells you 600GL es. Ask the WM a question and the WM will answer
cast by 1 AST, to a mini- it truthfully with a short phrase. These tools apply
mum of 1. bonuses to deciphering the future.
• First Aid Kit: A kit full of medical supplies. These tools
Tools apply bonuses to medical checks.
Tools are items that are used to perform specialized tasks. • Gaming Set: This item contains a wide variety of games
Certain tools have requirements that need to be met in or- that include dice and decks of cards (for games such
der to use them. If the requirements are met, the tools will as Bullet and Spellslingers). These tools apply a bonus
grant a +1d6 bonus. Additionally, if the user is proficient when playing a game.
with the tools, they will gain edge (they roll three dice and • Hacking Tools: Tools and programs to assist in hacking
remove the lowest). technology. These tools apply bonuses to hacking.
• Investigation Kit: A set of tools including a voice
Tool Proficiencies recorder, writing utensil, paper, camera, flashlight,
• Strength: Climbing Tools (Athletics: 2+) and other tools that would allow you to perform an
• Dexterity: Disguise Kit (Stealth: 2+), Poisoner’s Kit investigation. These tools apply bonus on Investigation
(Stealth: 2+), Thieves’ Tools (Stealth: 2+) checks.
• Toughness: N/A • Jet Pack: An item used to make the user go airborne.
• Intelligence: Hacking Tools (Technology: 2+), Proficiency with this item allows you to use jet packs
Investigation Kit (Investigation: 3+), Jet Packs without penalty.
(Technology: 2+), Science Kit (Technology: 3+), • Medical Kit: A kit full of useful medical tools, too com-
Tinkerer’s Tools (Engineering: 2+) plex to use for the inexperienced. Proficiency with this
• Wisdom: Apothecary Kit (Medical: 3+), Artisan’s Tools kit allows you to use it.
(Craft: 2+), First Aid Kit (Medical: 1+), Medical Kit • Navigation Tools: A set of instruments used for naviga-
(Medical: 2+), Navigation Tools (Survival: 2+), Surgeon’s tion. These tools apply a bonus to survival checks.
Equipment (Medical: 3+) • Performance Kit: If you are proficient with a musical
• Resolve: Ceremonial Kit (Astrana: 2+), Divining Tools instrument, these tools apply a bonus to entertain
(Astrana: 2+), Instrument (Entertain: 2+), Performance checks involving an instrument.
Kit (Entertain: 2+) • Poisoner’s Kit: A kit that includes vials, chemicals, and
other equipment needed to create or apply poisons.
These tools apply a bonus to crafting and applying
poison.

44
• Science Kit: A set of tools such as a calculator, graph
paper, writing utensil, protractor, vials, and other tools
used for performing complex mathematics and science
applications. These tools apply a bonus to Technology
checks.
• Surgeon’s Tools: Aspirators, cast cutters, eye drills, and
many other surgical related tools. These tools apply a
bonus to Medical checks involving surgery.
• Thieves’ Tools: A set of tools that include a set of lock
picks, a small mirror mounted on a metal handle, small
file, scissors, and a pair of pliers. These tools apply a
bonus when attempting to pick locks or disarm traps.
• Tinkerer’s Tools: A set of tools to allow the user to
craft constructs. These tools apply a bonus when re-
pairing and crafting constructs.

45
Items Special Ammunition
First Aid Kit Use to heal an adjacent 10GL Tracer Leaves a 20ft. blue high- 10GL
target by 2. This requires 1 Round lighted trail emitting from
minute of time. the target
Medical Kit Use to heal an adjacent 20GL for 5 minutes. That target
target by 4. This requires cannot conceal.
at least 1 level of the Med- Ballistic Converts the damage dealt 50GL
ical proficiency to be used Round to explosive damage.
and 5 minutes of time. Ember +1d6 Burn Damage 50GL
Advanced Medi- Use to heal an adjacent 30GL Round
cal Kit target by 6. This requires Static Round +1d6 Shock Damage 50GL
at least 2 levels of the
Cryo Round +1d6 Frost Damage 50GL
Medical proficiency to be
used and 5 minutes of Virulent +1d6 Acid Damage 50GL
time. Round
Potion A vial of light blue liquid. 100GL Caustic +1d6 Acid Damage 50GL
Drink to heal an adjacent Round
target by 1d6. Leech Round +Life Steal 60GL
Greater Potion A vial of dark blue liquid. 200GL Ghost Round This bullet passes through 60GL
Drink to heal an adjacent the first inanimate object
target by 2d6. it hits.
Vial of Dragon “A vial of Dragon’s Blood 1,000GL Rain Round Detonates into a rain 70GL
Blood mixed with revolutionary of bullets to dispose of
science.” Drink to revive a threats below. Damages
target that has died in the the targeted area and ev-
last 1 minute to 1 health. ery target 20ft. away from
Frag. Can be thrown up to a 100GL the targeted area.
Grenade number of feet based on Richochet Upon dealing damage, this 100GL
your STR. Explosive 3. Round bullet will travel up to 20ft.
Ethereal Shard A crystal that contains 10GL to the closest target and
astral energy. Deplete to attack them. This process
gain +3 astral. will repeat itself until each
target within range has
Repair Kit A one time use kit 50GL
been affected once.
containing basic spare
parts, which are used to Arrows / x20 Arrows. Arrows are 20GL
repair broken machinery. Crossbow destroyed upon impact.
Bolts There’s a 50% chance to
Echo Link Allows for instant online 200GL
recover arrows that miss
communication.
their target. Bows and
Basic Ammunition
crossbows require arrows
Ammunition can be found all around the Veralysis Galaxy,
and bolts.
making modular ammunition highly abundant and not
anything you will have to keep track of. You do, however,
Scarcity
need to track how many shots your character’s eqiupped
Some World Masters may prefer to run their game with
gun has before it needs to reload.
a more survivalistic take, and as such may want players
to also have to purchase their basic ammunition to keep
Special Ammunition
their guns fed. In this case, basic ammunition is 10 GL for 6
Some ammunition in Otherworlds has special properties
rounds. In an apocalyptic setting where there’s a shortage
and can do incredible things. This ammunition can be
of ammunition, the price could be much higher.
expended and used by any gun that you control that deals
ballistic damage.

46
47
Looking for more Otherworlds content? Check out
Otherworlds Zero on www.vindicatedentertainment.com! It
includes everything you need to go on your first adventure!

48

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