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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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 />
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