Over the Edge
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
- Former drug runner fleeing from former partners, who now want to kill you.
- Incarnation of Atlantean high priest.
- Zombie who is breaking free of voodoo control and seeks complete freedom with the help of a wizard rumored to live on the island.
- Psycho killer commando who escaped from CIA brainwashing program when the programming failed.
- Creature of goodness from a higher plane trapped in a mortal body and trying to gain release.
- Decadent dilettante seeking stimulation for jaded tastes.
- Addict of strange drug who has followed the supply line to the island, where the drug is plentiful.
- Unsuspecting tourist.
- Professor on sabbatical studying decadent social systems, strange medicines, weird science, unorthodox archeology, etc.
- Beneficiary/victim of Hitler's secret Übermensch project.
- Charlatan religious leader spreading the word on Al Amarja.
- Photographer compiling a photo profile of strange lands.
- Ex-Green Beret looking for work as a mercenary or assassin.
- Playwright looking for inspiration from Al Amarja's avante garde theater community.
- New Age dupe told by "the cards" to seek his destiny on Al Amarja.
- Master of New Age wisdom who has been guided to Al Amarja by a higher power.
- Unfortunate mutant who has heard that the "genetically challenged" have an easier time of it on Al Amarja.
- A tough biker-gal.
- A doctor on a compulsory vacation after her "unorthodox" treatments were uncovered by hospital authorities.
- Writer of experimental fiction.
- Retired politician living it up on the winnings of several profitable decades as a corporate lapdog.
- Defense Department research scientist who's faked his own death after inventing a weapon too terrible for the human mind to accept.
- Expatriate Russian scientist, a specialist in some secret scientific techniques.
- Italian cabbie running from an unhappy love affair.
- Quechuan mystic.
- Socialite youth running away from home.
- Avante garde musician whose music has met with poor reception in less open minded locales.
- Libyan laborer looking for work.
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
- To win power & glory.
- To become wealthy.
- To defeat Amaless, the Heartless Mage. *
- To find your long lost daughter. *
- To write the great American novel.
- To escape the law.
- To find employment in your rare vocation.
- To make the world a better place.
- To live an exciting life.
- To penetrate mysteries and gain secret knowledge.
* 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
- Fleeing from law because you killed your family.
- Psychosis barely controlled by your medication.
- You are a cannibal.
- Perverse tastes (specify what they are).
- You're actually a former criminal who only poses as a reporter.
- You are gay and feel the need to keep this a secret.
- You worked for the CIA (or still do).
Important People
- Attila the Hun, who inspired your thirst for power.
- Your grandmother, who taught you hexing.
- Your father, who kicked you out of the house when you were sixteen so you could learn to fend for yourself.
- Edgar Allen Poe, whose mystical symbolism you alone have deciphered.
- Timothy Leary, an old friend of yours, now distant.
- The pet lizard you had as a child, who first told you of your true identity and destiny.
Player Character Sheet
Player:
Character:
Concept:
Central Trait:
Side Traits:
Flaw:
Motivation:
Secret:
Important Person:
Possessions:
Physical Description:
Background:
Drawing: