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Over the Edge

Welcome to Al Amarja

Welcome you tourists, sight-seers, entrepreneurs, seekers, sybarites, and you terminally misguided; welcome to Al Amarja. May your stay be pleasant or eventful, whichever you wish.

To make your stay in Al Amarja more enjoyable, kindly keep in mind the following facts about our small island in the sea of night.

Firearms — Slugthrowers and directed energy weapons of all types are outlawed since these weapons may inadvertently damage the protective domes that contain Al Amarja's atmosphere. Only the Peace Force may carry firearms. If you have smuggled firearms into Al Amarja and are caught with them, you will face severe punishments.

Controlled Devices — All intoxicants, neurochemical modifiers, and genetic manipulation generally illegal in the civilized galaxy are illegal in Al Amarja. Do not be deceived by appearances.

The Temple — Social and spiritual needs may be met at the Temple of the Divine Experience on D'Aubainne Avenue. Celebrants of all faiths and sects (save Ahrimites) are welcome at the services. Please note that the high priestess of the Temple is Cheryl D'Aubainne, daughter of Her Exaltedness Monique D'Aubainne, Historic Liberator and Current Shepherdess of Al Amarja. Utmost respect is therefore due to the Temple, its celebrants, and its creeds.

Currency — Al Amarja uses the Imperial signet ($) as its currency. Exchanges of other currencies, as well as valuable substances in general, may be made at Swaps, on the Plaza of Gold. Please note that Swaps is run by Constance D'Aubainne, the daughter of Her Exaltedness Monique D'Aubainne, Historic Liberator and Current Shepherdess of Al Amarja. Utmost respect is therefore due to Swaps, its employees, and its policies.

Medical Services — Should you find yourself in need of medical services during your stay (and may the gods forbid such a calamity), you may seek medical attention at the D'Aubainne Clinic, on D'Aubainne Avenue. Dr. Nusbaum and his staff are eager to ease your suffering. Special programs are available for those who are unable to pay for the services they require.

History — Al Amarja was liberated from the Followers of Voya on October 7, 1940, by Her Exaltedness Monique D'Aubainne. Since that time, she has brought stability, excitement, peace, security, and prosperity to Al Amarja. It was she who saw the wisdom of adopting the language and currency of the New Imperium and thus put us in our enviable position among the Rimworlds. Al Amarjans continue to enjoy a healthy mix of cultures and languages, while relying on our connection to the New Imperium for unity and stability. And we freely offer the delights of these cultures to our visitors. Welcome, and enjoy.


Al Amarjan Slang

Al Amarja has some unique slang. Total Taxi provides this guide to Al Amarjan argot as a courtesy to their customers.

Barrio
One of the sectors or neighborhoods in the Edge, taking the name of the plaza around which the neighborhood is located. E.g., the Sunken Barrio encircles the Sunken Plaza. Barrios are often simply referred to by the name of the plaza, as in "Sad Mary's is in Flowers."
Bennie
One who works for a patron.
Black
Firearms(s), esp. in the phrase "to carry black" (to go armed).
Bruno
A thug, esp. a thug for hire.
Burger
Newcomers to the Al Amarja. "Burger" is both singular and plural.
Deep
Spiked with depressants, as in "deep coffee."
Jumped
Spiked with stimulants, as in "jumped coffee."
Maalesh
No sweat, don't worry, take it easy, relax, chill out, etc.
Martian
Al Amarjan (shortened and corrupted form).
Normal
Someone who does not take part in the Al Amarjan lifestyle.
Pube
An adolescent who has legally acquired the status of an adult.
Ractol
A fringe scientist, from Susan R'Actol, creator of the Androsynth.
Rimmer
An Ahrimite. Don't call them this to their faces.
Scarab
A newcomer to Al Amarja, "burger"; because the scarab beetle eats dung.
Starver
An artist, especially an independent one.
Ugly
Someone deformed by genetic misfortune.
Willie
Slave; all slaves on Al Amarja are voluntary slaves.
Zero
A worthless, hopeless person.

Words for "Yes"

The street speech of Al Amarja includes several forms of the word "yes", adopted from a different languages. Each is used to convey a slightly different connotation of the word.

Da
Used to convey sadness, depression, and hopelessness.
"I hear you got canned."
"Da."
Hai
Used to convey efficiency and polite, formal acknowledgement among business circles.
"So we have a deal?"
"Hai."
Ja
Used by an inferior to convey acknowledgement of a superior's higher status. Similar to "yes sir" in common Imperial usage.
"Johnson, do you have my papers ready?"
"Ja."
Oui
Used for romance, often as "oui oui."
"How about drinks, my place?"
"Oui oui."
Si
Used to convey grudging agreement, often as "si si si."
"Get back to work, you lazy scum."
"Si si si."
Yes
Standard "yes."

Courtesy of Total Taxi. For your total taxi needs, call 222-444.


Character Creation

  1. Create a character that engages you, someone you care about or identify with in some way.
  2. Create a character who is danger-worthy. Getting routinely creamed is not any fun.
  3. Use your imagination!
  4. Follow the GM's lead. Develop a character that fits the series the GM has in mind.
  5. Be independent. Don't depend on other PCs or limited events in the game world.
  6. Be cooperative. Create a character that allows others (other PCs) to help you and work with you.
Concept
Who or what you are.
Traits and Signs
One central trait and two side traits, one of the proceeding three traits is your superior trait; one flaw; a sign for each trait (including the flaw).
Determine Hit Points
One die in your experience pool.
Motivation
Why you do what you do.
Secret
The thing you don't want others to know.
Important Person in Your Past
Someone who affected your life.
Physical description.
Name, Background, Equipment, Finances, Etc.
Be reasonable.

Concept: Who or what you are.

Traits: One of these three traits is your "superior" trait; the other two traits are "good".

One central trait: general profession or character type

Two side traits: specific skills or abilities

Trait Category Average Good Superior Monstrous
T/U: Technical/Unusual
(doctor, electronics, sorceress)
- 2d6 3d6 4d6
NT/U: Narrow (Noncombat) Technical/Unusual
(dentist, robotics, wizard etiquette)
- 2d6 4d6 6d6
S: Standard
(gladiator, agile, brilliant)
2d6 3d6 4d6 5d6
NS: Narrow (Noncombat) Standard
(patient, double-jointed, Old Earth history)
2d6 4d6 6d6 -

Flaws: Flaws should be something meaningful, preferably something related to the character's personality. Don't waste a flaw on something silly. Player characters should have some reasonably common flaw. You can have more than the minimum number of flaws if you like, but you don't get any extra (or better) traits for it.

One standard flaw: e.g., "Relentlessly curious," "Driven to protect Humans," "Obstinate," "Prone to reckless overconfidence," "Megalomaniac"

Signs:

A sign for each trait: e.g., "Gladiator (brawny and scarred)," "Sorceress (one eye like a jade green billiard ball)"

A sign for each flaw: e.g., "Obstinate (frowns a lot)," "Must have hands free to cast spells (holds hands over head while casting spells)"

Hit points: 2d6 x (score of survival-relevant trait), 14 minimum. This goes up by 2d6 whenever the trait its associated with goes up (which won't be bloody often).

Experience pool: Starts at one die, and the GM will give you more.

Plot Hooks:

Motivation: Why you do what you do

Secret: A thing you don't want others to know

Important person in your past: Someone who affected your life

Drawing: Draw your character, at least a rough sketch.

Name, Background, Equipment, Finances, etc.: Be reasonable.


Mechanics

When you use a trait, you roll a number of dice equal to its score (usually three dice, or four dice for your superior trait).

If you get a bonus die (by having some advantage), you roll an extra die along with your normal dice and then drop the lowest die out of the bunch. If you have to roll a penalty die (from having some disadvantage), roll an extra die along with your normal ones, but drop out the highest one.

You compare your roll vs. that made by the GM, usually representing a GMC's (GM Character) traits. You suceed if you beat the GM's roll.


Your Experience Pool

You can use the die in your experience pool to improve one roll per game session. Once you use the experience die, you cannot use it again that session. The dice from your experience pool act as bonus dice. As you play, you can acquire more dice for your pool.

Combat System

Initiative:
Roll a combat, agaility or speed trait at the beginning of a combat. Actions proceed each round from highest roller to lowest.
Attack:
Roll a combat, strength, agiolity or similar trait. Compare it to the defender's roll. A non-combat trait can only be used for either attack or defense each round. You hit your opponent if you beat your opponent's defense roll.
Defense:
Roll a combat, strength, agiolity or similar trait. Compare it to the defender's roll. A non-combat trait can only be used for either attack or defense each round. You get one defense roll for each attack made against you.
Damage:
On a sucessful hit, subtract the defense roll from the attack roll. Multiply the result by the weapon's damage factor to calculate the damage done.
Armour:
The defender determines armour protection (usually 1 point for casual armour, or one or two dice for good armour). Subtract this protection value from damage done to get damage taken.
Lost Hit Points:
Subtract the damage that exceeds armour from the target's hit points. If the target is at half hit points or below, they take a penalty die on further actions. If at 0 hit points or below, the target is out of the fight. If at a level of hit points equal to the negative of their normal hit points (e.g. -21 for a character with 21 hit points), they are purchasing agricultural real estate.
Recovery:
After a chance to rest and recouperate (maybe half an hour), you recover half the hit points you lost. After that, you recover only by rest or medical care.

Damage Factors

Unarmed combatx1
Throwing knifex1
Knives, lead pipe, throwing axe, etc.x2
Swords, axes, etc.x3
Light handgun or SMGx3
Medium handgun or SMGx4
Large handgun or SMGx5
Light riflex6
Heavy riflex7
12ga shotgunx10, divided by Distance Dice
Taserx5, All damage from a taser being temporary; it all comes back when the character recovers.

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