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Creating a Character

Create your character following these simple rules and guidelines.

Concept
Who or what you are. A short description of your character.
Traits
Your character has four traits. The first trait is your Central Trait, which forms who you are. The next two traits are Side Traits, consisting of further skills or character traits. One of these three traits will be your Superior Trait, chose the one you like the best or feel is most important to your character, the other two will be Good Traits. The final trait is your characters Flaw.
Trait Standard Unusual Narrow Narrow & Unusual
Superior (1) 4d 2d 6d 4d
Good (2) 3d 1d 4d 2d
Average 2d 0d 2d 0d
Signs
All four traits and your motivation have a Sign, or character trait, a noticable or physical aspect of that trait.
Motivation
What you want, why you do what you do.
Secret
The thing you don't want others to know.
Important Person
Someone who affected your life.
Drawing
Draw a picture of your character, at least a rough sketch.
Name, Background, Equipment, Finances, Etc.
Be reasonable.

Hints and Advice

Follow these guidelines when you create your character, it will ensure that you get as much out of the game as possible:

Create a character that engages you
Someone you care about or identify with in some way.
Create a character who is danger-worthy.
Your character will most likely step in the path of danger and require the resources to deal with it.
Use your imagination!
The rules for creating characters are very easy and free, so use that freedom.
Follow the Storyteller's lead
Develop a character that fits the campaign the Storyteller has in mind. If you don't, your character will have a tough time fitting in.
Be independent
Don't be dependent on other PC's or limited events in the game world.
Be cooperative
Create a character that allows others (especially other PCs) to help you and work with you.
Hook up
By looking for, hiding from or investigating someone or something, you can help your Storyteller get your character involved in the story.

Examples

Concepts

Central Traits

Aristocrat
Wealth, familiarity with valuables, knowing how to conduct yourself among the elite. (Regal bearing, disdain for work) 3/4
Cat Burglar
Casing buildings, sneaking, overcoming security equipment, and finding fences for one's loot. (Stealthy step, night owl) 3/4
Doctor
Includes ability to diagnose diseases, perform surgery, prescribe drugs, perform first aid, and charge outrageous fees with a straight face. Probably entails wealth, certainly education, though this education may be narrow. (Terrible handwriting, clinical air) 1/2
Military Background
Includes fighting bare handed and with a variety of weapons, first aid, keeping cool under fire, and possibly one specialty field, such as mechanics or demolitions. (Wears camo clothes, battle scars) 3/4
Musician
Includes the ability to sing and probably play a few instruments, possibly familiarity with illicit drugs, knowledge of how things really get done in the music scene, a personal style, and the ability to self promote. May entail wealth or poverty, depending on talent, luck and other factors. (Flamboyant dress, uses slang constantly, self satisfied demeanor) 4/6
Painter
Producing attractive paintings, though the audience for this art may be limited if the painter is truly talented. (Paint stained clothes, grumbles about the limited tastes of the "bourgeoisie") 4/6
Photographer
Perceptive, familiar with a variety of photographic techniques, can develop own film, may have connections in the publishing industry. (Carries a camera everywhere, delights in visual imagery) 3/4
Private Investigator
Surveillance, phone tapping, subterfuge, and brawling. (Keeps receipts out of habit, does Bogart impersonations.) 3/4
Professor
Well educated, including at least one specialty, academic contacts, possible recognition for work done in area of specialization, potential for grants to do special work, status among the intelligentsia. (Wears slightly out of fashion clothes, left-wing views) 3/4
Religious Charlatan
Good at conning people, appearing innocent, and convincing people to donate money to the cause. Also may be familiar with a specific religious or mystic tradition. (Unnaturally dark and full hair for someone that age, sincere smile, quotes the Bible out of context) 3/4
Scientist
Familiar with science in general, with one field of science as a specialty. Depending on the specialty, you may be able to analyze chemicals, construct useful devices, and figure out innovative scientific devices. (Uses big words, often lost in thought) 3/4
Unusual
If you want to have an unusual character, perhaps the kind of thing that does not exist in the real world, you must take that trait as your central trait. Be sure to be clear to the Storyteller what skills, abilities, and characteristics this trait covers. If you have a weird, unusual power, the Storyteller may give you a "psychic pool," which represent how many times per day you can use that power. This pool may contain 3 shots (users per day), or you can roll a die to see how many shots it contains. (If you have several fringe powers, you can roll the die once for each and take the highest roll.)

Side Traits

Beautiful
Improves reactions that others have toward you, although you may also attract unwanted attention. (Perfect skin, fashionable wardrobe) 3/4
Brawling
Fighting with bare fists, broken bottles, chains, knives, and impromptu weapons. Use for both attack and defense rolls (See rules for combat below). (Missing teeth, calloused knuckles) 3/4
Casing
Looking over an area to find easy means of illicit access, suitable hiding places, useful escape routes, etc. (Always aware of surroundings) 3/4
Cool
Remaining unfazed in dangerous or mind blowing circumstances, attracting those of appropriate gender orientation, impressing people. (Self assured demeanor, carefully chosen wardrobe) 3/4
Double Jointed
Slipping out of a pin, freeing self from manacles, avoiding injury from blow that would break the joints of others. (Very limber, loose fitting clothes) 4/6
Foiling Security Systems
Spotting and disarming alarms, picking locks, anticipating placement of security devices. (Wears gloves, protects hands from possible harm (won't help change a tire, for example)) 3/4
Fringe Power
Any unusual type of power, usually called magical or psychic. if you go this route, do yourself a favor and invent a unique and interesting fringe power. Most likely you have a "psychic pool," representing the number of times per day you can use this power. You can have 3 shots in your pool, or roll a die to determine the number of shots. (If you have several fringe powers, you can roll the die once for each and take the highest roll.) (Sign depends on the nature of the power) 1/2
Hypnotism
Calling up repressed memories, implanting post hypnotic suggestions, getting another character to act like a chicken. Hypnosis cannot force someone to behave contrary to their nature. (Penetrating eyes, calm manner) 1/2
Intelligent
Putting clues together to form a valid hypothesis, understanding meaning of obscure names and words, impressing similarly intelligent or erudite people. This trait resent a broad intelligence, whereas a trait like "scientist" includes intelligence highly focused on the specific area of knowledge. (Does crosswords rapidly and in pen, uses big words) 3/4
Tells Good Jokes
Useful for putting people at ease, passing the time, or picking up lovers. (Can improvise witty remarks, loves to hear others' jokes) 4/6
Martial Arts
Use this score in combat, both attack and defense, when using bare hands or weapons appropriate to the martial art one has learned. (Does origami, effects an ersatz Japanese style) 3/4
Ladies' Man
Impressing, charming, and seducing women. (Has a "little black book," winning smile) 3/4
Good Negotiator
Settling differences, either personal ones or disagreements between others. A good negotiator is often a middle child. (Frequently intervenes in arguments, rarely disparages others) 3/4
Personal Manipulator
Getting others to trust you or to do what you want them to do; usually involves convincing them that such actions are in their best interests. (Air of self confidence, has no long-term friends) 3/4
Quick
Can move and react quickly. Use this score for either attack or defense rolls, but not both in the same round. (Good reflexes, lithe body) 3/4
Straightfacing
Lying, dissembling, and bluffing without showing emotion. (Reserved demeanor) 3/4
Strong
For attacks in combat (but not defense rolls), breaking down doors, pinning a captive, etc. (Big muscles, works out a lot) 3/4
Tough
Resist poisons, pain, and fatigue. (Big boned) 3/4

Flaws

Believes in an Imaginary Friend
You believe in an imaginary being of some kind and often turn to it for advice. (Talk to yourself, repeats crazy information and refuses to reveal the source)
Bungling
Two left feet, clumsy, klutzy, whatever you want to call it. Receive a penalty die on all actions involving agility and coordination. (Constantly knocks things off tables, food stains on tie)
Closed Mind
Unable to accept ideas that run counter to pre-established beliefs. (Mocks any mention of that which his culture or faith does not accept or understand)
Disgusting Appearance
Penalty die on rolls to impress people favorably. (Scraggly beard, unkempt hair, unwashed face)
Doppleganger
Someone who looks just like you appears in your life from time to time, often causing trouble for you. (Makes a habit of not showing his face)
Drunk
Addicted to alcohol. (Always saying "I need a drink")
Enemies
Somebody is out to get you; you may not be sure who that is. (Continually looking over your shoulder)
Fat
Penalty die on feats of endurance, inability to fit in tight places, need for custom-tailored clothes. (Fat)
Hard of Hearing
Penalty die on eavesdropping, hearing people sneak up on her, or noticing the ticking sound coming from the package you're about to open. (Pretend to follow conversations you can't hear)
Heavy Smoker
Penalty die on feats of endurance; need for nicotine. (Bad breath, nicotine stains on fingers)
Hypochondriac
Always wasting time and worry over imaginary ailments; may suffer and actual ailment that friends ignore out of habit. (Carries ready supply of medicines)
Nerd
Penalty die in social situations. (Poor taste in clothes and hair styles, uncomfortable around members of the opposite sex, talks endlessly about his powerful characters in roleplaying games)
New Age Dupe
Likely to trust untrustworthy people, books, remedies, and psychic tools. (Fusses over crystals & proper foods, talks about "vibes" and means it)
One-Track Mind
Unable to keep track of two goals at once. (Constantly forgetting things)
Paranoid
Believes that others are out to get him, may cry wolf once too often, unable to distinguish the people who are really out to get him from everyone else. (Eyes always dart from side to side)
Prone to Reckless Violence
When frustrated, there is a one in six chance that the character will fly into a fit of uncontrollable rage. (Sullen demeanor)
Strong Body Odor
Penalty die in many social situations. (Strong b.o.)
Sucker for a Pretty Face
Penalty die when resisting manipulation by an attractive person. (Always talking about this or that good looking man or woman)
Technophobe
Inability to deal with technology, such as computers, answering machines, and VCRs. (Clothes too small because can't get the hang of the drier settings, asks others to make phone calls)
Weak
Penalty die on attacks and feats of strength. (Thin limbs, sunken chest)

Hit Points

Bestial, bodybuilder, brawn, bulk, dense, determination, durable, grit, guts, martial training, mass, muscle, physical training, physically fit, resist pain, resilient, rugged, stamina, stocky, tough, wiry.

Motivations

* If this is an easy task, accomplishing it will leave your character without a goal, so be careful with a motivation like this one. Of course, your GM can see to it that this is no easy task.

Secrets

Important People

Player Character Sheet

Player:
Character:

Concept:

Central Trait:
Side Traits:
Flaw:

Motivation:
Secret:
Important Person:

Possessions:

Physical Description:

Background:

Drawing:



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