Over_the_Edge_Players'_Survival_Guide
Player's guide to Over the Edge rpg
Player's guide to Over the Edge rpg
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CHAPTER 1<br />
<strong>Over</strong> <strong>the</strong> <strong>Edge</strong><br />
friend exists. Even if <strong>the</strong> friend does exist, <strong>the</strong> GM<br />
might turn it into a mixed blessing.<br />
The actual nature of <strong>the</strong> secret is not as important as<br />
its subjective nature in <strong>the</strong> mind of <strong>the</strong> character. The<br />
secret should be something that worries <strong>the</strong> character<br />
to some degree. The list of example secrets, <strong>the</strong>refore,<br />
must be taken just as examples that work for some<br />
characters, but not for all. A wild and self-destructive<br />
character may have various obscene tattoos on his<br />
body and be proud of it, while a more reserved and<br />
proper character may have a single obscene tattoo (left<br />
over from a hell-raising youth, perhaps) and would<br />
be mortified if anyone were to find out about it. That<br />
tattoo makes a fine secret for <strong>the</strong> second character, but<br />
not for <strong>the</strong> first one. A secret for <strong>the</strong> first character<br />
may be an abiding devotion to <strong>the</strong> music of Air Supply.<br />
The point of a secret is to provide for dramatic<br />
tension by creating something that <strong>the</strong> PC is afraid<br />
o<strong>the</strong>rs will find out about.<br />
Example Secrets<br />
Light-skinned black passing for white<br />
Sleeps with a teddy bear<br />
Votes Republican<br />
Sports an obscene tattoo<br />
Worked for <strong>the</strong> CIA (or still does)<br />
Writes romance novels for a living because his<br />
serious fiction keeps getting rejected<br />
Gay (and in <strong>the</strong> closet)<br />
Donates to charities (if <strong>the</strong> character pretends to<br />
be hard-nosed)<br />
Fleeing from law because he killed his family*<br />
A cannibal*<br />
Perverse tastes (specify what <strong>the</strong>y are)*<br />
A former criminal who only poses as a reporter*<br />
* These secrets may or may not qualify as “flaws,”<br />
depending on how you define <strong>the</strong> situation.<br />
Important Person<br />
Choose one person who was important in <strong>the</strong> PC’s<br />
past, and decide how that person was important to<br />
<strong>the</strong> character. It could be someone <strong>the</strong> PC knows<br />
20<br />
personally, or merely someone he admires, even a<br />
fictional character.<br />
The point of this detail is to provide your PC with<br />
more depth and to provide some connection, no matter<br />
how tenuous, with someone else in <strong>the</strong> world. PCs in<br />
role-playing games run <strong>the</strong> risk of being “orphans,”<br />
with no connections to anyone in <strong>the</strong>ir pasts, and this<br />
detail helps you avoid that tendency.<br />
Example Important People<br />
Attila <strong>the</strong> Hun, who inspired his thirst for power<br />
Her grandmo<strong>the</strong>r, who taught her hexing<br />
His fa<strong>the</strong>r, who kicked him out of <strong>the</strong> house when<br />
he was sixteen so he could learn to fend for himself<br />
Edgar Allen Poe, whose mystical symbolism he<br />
alone has deciphered<br />
Timothy Leary, an old friend, now distant<br />
The pet lizard she had as a child, who first told her<br />
of her true identity and destiny<br />
His ex-wife, whose unique brand of mental cruelty<br />
has driven him to Al Amarja<br />
A lost love<br />
Drawing<br />
Draw your character. All my players complained<br />
when I told <strong>the</strong>m <strong>the</strong>y had to draw <strong>the</strong>ir characters,<br />
but <strong>the</strong>y all did it, and <strong>the</strong> characters are much richer<br />
for it. Give it a shot. I take this step very seriously<br />
indeed.<br />
If you want to wimp out, claiming congenital<br />
failure of artistic ability, <strong>the</strong>n draw something else:<br />
<strong>the</strong> PC’s car, his family coat of arms, a prized possession,<br />
etc.<br />
This step is important because it carries <strong>the</strong> creation<br />
process beyond <strong>the</strong> verbal and establishes hyperneural<br />
connections among centers of your brain that<br />
are not directly connected (especially motor control<br />
and vision centers).<br />
Background & Possessions<br />
Fill in all <strong>the</strong> details you want about your character’s<br />
background. What language(s) does he speak, and<br />
how well? List <strong>the</strong> possessions <strong>the</strong> character brings to