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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 />

HELPFUL HINTS<br />

Keep your mouth shut whenever possible.<br />

Deception is an inherent good, and does not need<br />

an end to justify it. The sin is not deceiving, but<br />

getting caught.<br />

Just say no to strange drugs, until two smart people<br />

you semi-trust have told you <strong>the</strong>y’re OK — and <strong>the</strong>n<br />

only if you really, really want to.<br />

Get a job. You’ll see a lot of stuff first hand, instead<br />

of having to get it from questionable sources. You’ll<br />

meet people you o<strong>the</strong>rwise wouldn’t. You’ll have<br />

a cover. You’ll have <strong>the</strong> financial independence to<br />

turn down job offers.<br />

Write down everything.<br />

As with character creation, moderation is a virtue<br />

in play. One way to be ineffective is to be paralyzed<br />

by indecision. Ano<strong>the</strong>r is to lunge forward without<br />

enough preparation and forethought. Once you’ve<br />

committed to a plan, go for it all <strong>the</strong> way, but always<br />

have an escape route. Don’t be afraid to screw over<br />

o<strong>the</strong>r PC’s, but be subtle about it, and don’t do it<br />

unless you really have to (or really, really want to).<br />

Pass lots of notes to <strong>the</strong> GM. Don’t let o<strong>the</strong>r players<br />

know <strong>the</strong> full range of your character’s abilities.<br />

Secret conferences and covert alliances are part of<br />

<strong>the</strong> game.<br />

Don’t take anything for granted. Trust nothing.<br />

Remember that every o<strong>the</strong>r character has a secret,<br />

and many of <strong>the</strong>m are unpleasant. Watch out for<br />

betrayal everywhere. Don’t trust your mentor, your<br />

roommate, or your fellow players. Never tell anyone<br />

everything. Always have a backup plan. Always<br />

have a bolt-hole. Always have a spare identity, a hidden<br />

ally, an ace up your sleeve, and a knife in your<br />

boot. On Al Amarja, paranoia is simply sanity.<br />

And, oh yeah... have fun.<br />

Getting into <strong>the</strong><br />

OTE Mindset<br />

by Michael Halse<br />

Nicolai Tassaroff — Seven feet tall, built like<br />

Schwartznegger, <strong>the</strong> hairiest person you’ve seen since<br />

sasquatch, ra<strong>the</strong>r large incisors, and a strange webbed<br />

pattern on his hand. Nic usually wore a muscle shirt<br />

and sweats, and carried a large duffel bag. His fa<strong>the</strong>r<br />

was from <strong>the</strong> planet Q35, and extraterrestrial genes<br />

gave Nic retractable fangs, ma<strong>the</strong>matical genius, <strong>the</strong><br />

ability to “reverse-teleport” things to him, and <strong>the</strong><br />

physique of a bodybuilder.<br />

Nic was <strong>the</strong> first character I ever invented, and, I<br />

must say, truly amazing. He never had to go to a gym<br />

to maintain his physique, and <strong>the</strong> o<strong>the</strong>r characters<br />

didn’t seem to notice. Perhaps his attire was convincing<br />

enough for <strong>the</strong>m. On Al Amarja, Nic lived in a<br />

hotel, and his door was always unlocked (preventing<br />

repair bills from break-ins). I suspect that a few characters<br />

had checked out Nic’s room, but Nic always<br />

destroyed any shred of evidence of anything he had<br />

discovered or hid it elsewhere. He always tried to<br />

stay one step ahead of <strong>the</strong> o<strong>the</strong>r players.<br />

Nic was an extremely powerful character and had<br />

a bad temper, but he didn’t overuse his fringe abilities<br />

or reveal <strong>the</strong>m unnecessarily.<br />

Character Creation<br />

Create characters that you can identify with or ones<br />

that you really want to play. Think of your characters’<br />

backgrounds and acquaintances before <strong>the</strong>y left for<br />

<strong>the</strong> <strong>Edge</strong>. Design characters so interesting that you<br />

can’t wait to run <strong>the</strong>m.<br />

Make your characters real — or, if not real, internally<br />

consistent. If your traits don’t mesh, rethink<br />

<strong>the</strong>m. A combination martial artist, diplomat, and<br />

telekineticist might be more of a mini-maxing exercise<br />

than a real person, but if you can weave seemingly<br />

distant traits toge<strong>the</strong>r into a cohesive concept, <strong>the</strong>n<br />

go for it! (See Nicolai, above.)<br />

After you have your traits, come up with a secret.<br />

It could tie into your traits or be something completely<br />

different, but always keep one of those traits<br />

secret. Your secret ability doesn’t have to be a fringe<br />

power but could be something that might be handy<br />

in a pinch. Nic’s reverse-teleportation ability came<br />

in handy, and never drew attention to itself because<br />

I played it cool.<br />

When introducing my character, I’d always show<br />

<strong>the</strong> next victim (er…player) a good character drawing<br />

and explain it fully. Nic let <strong>the</strong> o<strong>the</strong>r characters<br />

know about his strength and ma<strong>the</strong>matical abilities<br />

but everything else was secret. The <strong>Edge</strong> has so many<br />

secrets that you’ll feel a little comfort in having a few<br />

of your own.<br />

59

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