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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 />

For example, Samantha and Arthur decide to<br />

search <strong>the</strong> bodies of <strong>the</strong> fallen pubes for anything of<br />

interest. One of <strong>the</strong>m has a note from a significant<br />

villain tucked in her sock, and that’s all <strong>the</strong>re is of<br />

interest here. Each PC searches half of <strong>the</strong> pubes,<br />

so only one has a chance to find <strong>the</strong> note. The GM<br />

rolls and determines that Samantha is searching <strong>the</strong><br />

pube with <strong>the</strong> note. Being perceptive (tied to being<br />

an investigator), she rolls three dice plus a penalty die<br />

for <strong>the</strong> darkness of <strong>the</strong> chamber; she gets an 8, good<br />

enough. Meanwhile, Arthur rolls a 4, and <strong>the</strong> GM<br />

tells him he found nothing. He doesn’t know that<br />

<strong>the</strong>re wasn’t anything for him to find, anyway.<br />

Now if <strong>the</strong>se two PC’s weren’t running for <strong>the</strong>ir<br />

lives, <strong>the</strong>y might have gone over each of <strong>the</strong> pubes<br />

toge<strong>the</strong>r (using combining dice). As it was, <strong>the</strong>y<br />

sacrificed thoroughness to save time and are once<br />

again fleeing for an exit from <strong>the</strong> cavern.<br />

Worst Roller — When two or more characters attempt<br />

something that should really be left to one of<br />

<strong>the</strong>m, <strong>the</strong> players all roll, and <strong>the</strong> worst roll is used<br />

to determine <strong>the</strong> result.<br />

For example, Arthur and Samantha have finally<br />

found an exit from <strong>the</strong> caverns, a tunnel that opens onto<br />

<strong>the</strong> private grounds of a wealthy Al Amarjan. While<br />

sneaking through an elaborate garden and looking<br />

for a way out, <strong>the</strong>y are discovered by a security team<br />

armed with tasers. Immediately Arthur pretends to<br />

be happy to see <strong>the</strong>m and launches into a quick tale of<br />

how <strong>the</strong>y had been chased here by traitorous fascists.<br />

Hoping to help, Samantha speaks up and adds some<br />

details about <strong>the</strong>ir imaginary pursuers. The GM tells<br />

each player to roll for <strong>the</strong> effectiveness of <strong>the</strong>ir stories,<br />

three dice for Arthur (who is good at manipulating<br />

people) and two dice for Samantha. Arthur, with his<br />

roll of 9, beats <strong>the</strong> guards’ roll of 7, but Samantha rolls<br />

only a 6, and <strong>the</strong> guards become suspicious. Ra<strong>the</strong>r<br />

than take chances, <strong>the</strong> guards taser <strong>the</strong> two of <strong>the</strong>m<br />

and drag <strong>the</strong>m off to an interrogation room.<br />

If Arthur and Samantha had taken time to invent<br />

and rehearse a story, <strong>the</strong>y would have been able to<br />

use combining dice (best three out of <strong>the</strong>ir five dice),<br />

but since <strong>the</strong>y didn’t coordinate <strong>the</strong>ir subterfuge,<br />

<strong>the</strong> guards had a much easier time seeing through<br />

<strong>the</strong>ir ruse.<br />

RULES OF PLAY<br />

Combat<br />

“Bodies are said to die, but That which possesses<br />

<strong>the</strong> body is eternal. It cannot be limited, or<br />

destroyed. Therefore you must fight.”<br />

— Sri Krishna to Arjuna, Bhagavad-Gita (tr. Swami<br />

Prabhavananda and Christopher Isherwood)<br />

The rules above rely a lot on common sense, <strong>the</strong><br />

GM’s ability to adjudicate ambiguous results, and<br />

your good-natured acceptance of <strong>the</strong> GM’s rulings.<br />

In combat, when things happen fast and your PC’s<br />

life is on <strong>the</strong> line, you probably need more specific<br />

rules. Here <strong>the</strong>y are.<br />

Initiative<br />

When <strong>the</strong> fight starts, each player rolls for initiative.<br />

Use whatever traits are appropriate. For example,<br />

traits such as “agile,” “good reflexes,” and “martial<br />

artist” count. Lacking any such trait, a character<br />

gets 2 dice. The GM can roll for all <strong>the</strong> GMCs with<br />

one roll for simplicity’s sake. The GM or a helpful<br />

player writes down <strong>the</strong> characters from highest roll<br />

to lowest. This is <strong>the</strong> order in which <strong>the</strong>y will act<br />

each round.<br />

Or skip <strong>the</strong> formalities and have each of <strong>the</strong> players<br />

act in <strong>the</strong> order <strong>the</strong>y are seated around <strong>the</strong> table, with<br />

<strong>the</strong> GM acting first or last, as she chooses.<br />

Rounds<br />

Each round is long enough for each character to do<br />

one thing. That way everyone stays involved all <strong>the</strong><br />

time. Generally, a round equals 3 seconds of action<br />

in <strong>the</strong> game world. The GM, however, can alter <strong>the</strong><br />

length of a round to match <strong>the</strong> speed of <strong>the</strong> action.<br />

If a combat represents a lightning fast exchange of<br />

blows between kung fu masters, each round might be<br />

a second, or even less. If <strong>the</strong> combat is a duel between<br />

two sophisticates who like to insult <strong>the</strong>ir opponents<br />

and hold a nasty dialogue while carving each o<strong>the</strong>r<br />

up, <strong>the</strong>n a round might be ten seconds or more. Unless<br />

<strong>the</strong> GM rules o<strong>the</strong>rwise, though, assume a round<br />

is about three seconds long.<br />

The GM calls on each player in turn, in <strong>the</strong> order<br />

of <strong>the</strong>ir initiative rolls. When you are called, your PC<br />

gets to do one thing that he can do in a few seconds,<br />

such as try to hurt somebody, run away, use a fringe<br />

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