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Over_the_Edge_Players'_Survival_Guide

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

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