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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 />

Chapter 1<br />

Character Creation<br />

CHARACTER CREATION<br />

In <strong>Over</strong> <strong>the</strong> <strong>Edge</strong>, you play a modern-day person<br />

in a strange environment. You have great freedom in<br />

determining what kind of person you will portray in<br />

<strong>the</strong> game. The more wisely you use this freedom, <strong>the</strong><br />

more fun you will have. In creating a character for<br />

play, please keep in mind a few rules of thumb.<br />

1) Create a character that engages you, someone you<br />

care about or identify with in some way.<br />

2) Create a character who is danger-worthy. Your<br />

character is likely to be put into danger from time<br />

to time, and he should have <strong>the</strong> resources to cope<br />

with it.<br />

3) Use your imagination! I’ve sometimes had to<br />

restrict players’ creations to keep <strong>the</strong>m reasonable,<br />

but mostly I’ve let <strong>the</strong>m get away with more than<br />

<strong>the</strong>y first thought possible. As you will see, <strong>the</strong><br />

rules for character creation are loose and easy, so<br />

take advantage of that freedom. Don’t take <strong>the</strong> lists<br />

in this chapter as definitive; <strong>the</strong>y merely stimulate<br />

your own creativity.<br />

4) Follow <strong>the</strong> GM’s lead. Your GM’s series may be<br />

zany, high-powered, mundane, or whatever else<br />

she wants it to be. If you develop a character that<br />

does not fit <strong>the</strong> series that <strong>the</strong> GM has in mind,<br />

change your concept to fit. If you don’t, <strong>the</strong> GM<br />

will have a hard time fitting your PC easily into <strong>the</strong><br />

series, and <strong>the</strong> PC may have a hard time surviving<br />

as a result.<br />

5) Be independent. There are several ways you<br />

can mess yourself up by creating a character who<br />

is somehow dependent on o<strong>the</strong>r PCs or limited<br />

events in <strong>the</strong> game world. For instance, it might<br />

be interesting to run a PC who is tailing ano<strong>the</strong>r<br />

PC and reporting back to “headquarters” on <strong>the</strong><br />

o<strong>the</strong>r PC’s actions, but what do you do when <strong>the</strong><br />

player of that character doesn’t show up for a<br />

game session, and you have nothing to do? Or<br />

what happens when <strong>the</strong> o<strong>the</strong>r PC gets killed and<br />

your mission is over?<br />

6) Be cooperative. If you intend your character to<br />

interact regularly with o<strong>the</strong>r PCs, have a character<br />

who is open to working with o<strong>the</strong>rs. If your reason<br />

for coming to <strong>the</strong> island is so secret that you’ll never<br />

allow o<strong>the</strong>rs (o<strong>the</strong>r PCs) to help you, or you won’t<br />

work with <strong>the</strong>m, <strong>the</strong>n you’re in for a potentially<br />

boring game.<br />

7) Hook up. A hook is a detail of your character that<br />

encourages him to get involved in <strong>the</strong> action. By<br />

providing a hook in your character, you can help<br />

<strong>the</strong> GM decide how to draw your character into<br />

<strong>the</strong> various plots of her series. The hook can relate<br />

to a trait, a secret, or motivation, or it can just be<br />

additional information about your PC. Hooks can<br />

include looking for someone (or something), hiding<br />

from someone (or something), or investigating<br />

someone (or something).<br />

8) Consider <strong>the</strong> group. The PCs in your series may<br />

have a focus (see “The PC Group” on p. 25). If so,<br />

design your PC to fit.<br />

Creating Your First<br />

Characters<br />

Since your imagination and your GM’s mercy are<br />

<strong>the</strong> only limits to <strong>the</strong> type of character you can create,<br />

it can be a challenge to fix on a concept for your first<br />

few characters. The GM, however, has three readyto-play<br />

adventures that she can use to get your series<br />

rolling. Each of <strong>the</strong>se adventures describes certain<br />

types of characters that would be most appropriate,<br />

which may make developing your first characters<br />

easier. Once you have experienced <strong>the</strong> world, <strong>the</strong><br />

rules, and <strong>the</strong> process of creating a character, doing<br />

so with less guidance shouldn’t be a problem.<br />

Concept<br />

First, get an idea of <strong>the</strong> character you will portray.<br />

It might help to look over <strong>the</strong> steps detailed below.<br />

Have a good idea of who you want to be before you<br />

start any details.<br />

7

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