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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 />

CUTUP Character Generation<br />

Creativity is <strong>the</strong> process of filtering random, nondeterministic<br />

data through meaningful structure, as<br />

in <strong>the</strong> evolution of a species or <strong>the</strong> development of<br />

a novel. The CUTUP (Causally Unrelated Thoughts<br />

Under Pressure) system for player-characters gives<br />

you raw data that you <strong>the</strong>n “make sense out of.”<br />

Since <strong>the</strong> data are random, you face creative puzzles<br />

that you might not develop spontaneously out of<br />

your personal bio-computer; but since you have final<br />

say in what <strong>the</strong>se data mean, you retain creative<br />

control. Enjoy.<br />

Step 1. Determine Catch-Words<br />

Before getting into <strong>the</strong> nuts and bolts (i.e. your<br />

character’s traits), roll three times on <strong>the</strong> chart below<br />

to determine catch-words that involve your character.<br />

You may use <strong>the</strong>se catch-words any way you want,<br />

but <strong>the</strong>y must somehow be a part of your character.<br />

Once you have generated <strong>the</strong> catch-words, a character<br />

concept previously lurking in your sub-psyche<br />

may spring A<strong>the</strong>na-like from your head. If so, create<br />

your character <strong>the</strong> normal way (i.e., inventing traits).<br />

If no character concept fights its way to your consciousness,<br />

move to Step 2 and keep rolling.<br />

You have a lot of leeway in making sense of <strong>the</strong>se<br />

catch-words. For example, consider <strong>the</strong> following<br />

group of catch-words: doubt, heart, training. These<br />

words could inspire <strong>the</strong> following concepts for a new<br />

PC named Samantha:<br />

Catch-Words<br />

Roll a die three times for each catch-word. The first die determines which chart to use, and <strong>the</strong> 2nd<br />

and 3rd dice determine which word from that chart to use.<br />

Chart One (use on a roll of 1, 2, or 3)<br />

Second roll indicates column, third roll indicates row.<br />

1 2 3 4 5 6<br />

1 addict blood coma damage drug ghost<br />

2 alien brain computer death fear grind<br />

3 ancient broken contraband deep fire hand(s)<br />

4 assassin bro<strong>the</strong>r/sister control disease flesh heart<br />

5 beast cancer cult doubt foreign holy<br />

6 book car current dream genetic insane<br />

Chart Two (use on a roll of 4, 5, or 6)<br />

Second roll indicates column, third roll indicates row.<br />

1 2 3 4 5 6<br />

1 insect money overload random side effect UFO<br />

2 lie mo<strong>the</strong>r/fa<strong>the</strong>r pain religion snake unconscious<br />

3 light movie poem reverse space virus<br />

4 logic music poison secret subterranean visitation<br />

5 love mystery psychic sex <strong>the</strong>ft vision<br />

6 mind neural radiation sharp training warp<br />

27

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