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Over_the_Edge_Players'_Survival_Guide

Player's guide to Over the Edge rpg

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Players’ <strong>Survival</strong> <strong>Guide</strong><br />

CHARACTER CREATION<br />

Each of <strong>the</strong> four traits entails a sign, some visible<br />

or tangible aspect of that trait.<br />

mini-maxing, but here are some ways to get powerful<br />

traits, if that is your goal.<br />

Powerful Traits<br />

With no numbers to manipulate and all traits subject<br />

to GM veto, how can you mini-max? How can<br />

you get <strong>the</strong> most powerful traits? I’m not condoning<br />

Example Central Traits<br />

The phrases in paren<strong>the</strong>ses are example signs<br />

that might be associated with <strong>the</strong> trait. (Of course,<br />

you should invent your own signs for your traits).<br />

The numbers at <strong>the</strong> end of <strong>the</strong> description indicate<br />

<strong>the</strong> number of dice that would be assigned to that<br />

trait normally (<strong>the</strong> first, lower number) and how<br />

many dice would be assigned if it is <strong>the</strong> character’s<br />

superior trait (<strong>the</strong> second, larger number; see below<br />

for an explanation of superior traits). If <strong>the</strong> scores<br />

listed are “4/6,” this represents higher than normal<br />

scores for “narrow” traits. See that optional rule<br />

later in this chapter (p. 16).<br />

Aristocrat — Wealth, familiarity with valuables,<br />

knowing how to conduct oneself among <strong>the</strong> elite.<br />

(regal bearing, disdain for work) 3/4<br />

Cat Burglar — Casing buildings, sneaking, overcoming<br />

security equipment, and finding fences<br />

for loot. (stealthy step, night owl) 3/4<br />

Doctor — Includes ability to diagnose diseases,<br />

perform surgery, prescribe drugs, administer<br />

first aid, and charge outrageous fees with a<br />

straight face. Probably entails wealth, certainly<br />

education, though this education may be narrow.<br />

(terrible handwriting, clinical air) 1/2<br />

Military Background — Includes fighting barehanded<br />

and with a variety of weapons, first<br />

aid, keeping cool under fire, and possibly one<br />

specialty field, such as mechanics or demolitions.<br />

(wears camo clo<strong>the</strong>s, battle scars) 3/4<br />

Musician — Includes <strong>the</strong> ability to sing and probably<br />

play a few instruments, possibly familiarity<br />

with illicit drugs, knowledge of how things really<br />

get done in <strong>the</strong> music scene, a personal style, and<br />

<strong>the</strong> ability to self-promote. May entail wealth<br />

or poverty, depending on talent, luck, and o<strong>the</strong>r<br />

factors. (flamboyant dress, uses slang constantly,<br />

self-satisfied demeanor) 4/6<br />

Painter — Producing attractive paintings, though<br />

11<br />

Make It Interesting<br />

Take some care in sculpting a unique and intriguing<br />

trait that <strong>the</strong> GM will genuinely want to see in play.<br />

Even if she thinks <strong>the</strong> trait might be too powerful, if<br />

<strong>the</strong> audience for this art may be limited if <strong>the</strong><br />

painter is truly talented. (paint-stained clo<strong>the</strong>s,<br />

grumbles about <strong>the</strong> limited tastes of <strong>the</strong> “bourgeoisie”)<br />

4/6<br />

Photographer — Perceptive, familiar with a variety<br />

of photographic techniques, can develop own<br />

film, may have connections in <strong>the</strong> publishing<br />

industry. (carries a camera everywhere, delights<br />

in visual imagery) 3/4<br />

Private Investigator — Surveillance, phone-tapping,<br />

subterfuge, and brawling. (keeps receipts<br />

out of habit, does Bogart impersonations). 3/4<br />

Professor — Well-educated, including at least one<br />

specialty, academic contacts, possible recognition<br />

for work done in area of specialization, potential<br />

for grants to do special work, status among <strong>the</strong><br />

intelligentsia. (Wears slightly out-of-fashion<br />

clo<strong>the</strong>s, left-wing views) 3/4<br />

Religious Charlatan — Good at conning people,<br />

appearing innocent, and convincing people to<br />

donate money to <strong>the</strong> cause. Also may be familiar<br />

with a specific religious or mystic tradition.<br />

(unnaturally dark and full hair for someone<br />

that age, sincere smile, quotes <strong>the</strong> Bible out of<br />

context) 3/4<br />

Scientist — Familiar with science in general, with<br />

one field of science as a specialty. Depending on<br />

<strong>the</strong> specialty, may be able to analyze chemicals,<br />

construct useful devices, and figure out innovative<br />

scientific devices. (uses big words, often lost<br />

in thought) 3/4<br />

Unusual — If you want to have an unusual character,<br />

perhaps <strong>the</strong> kind of thing that does not exist<br />

in <strong>the</strong> real world, you should probably take that<br />

trait as your central trait. Be sure to be clear to<br />

<strong>the</strong> GM what skills, abilities, and characteristics<br />

this trait covers.

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