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ASAT yy
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AN ADVENTURE, RESOURCE FOR
by Dustin BrowderOy erm ete
we need you,” is all the
dead man said — the
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that I had gotten that
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corpse. But whose
house, and why me?
And you thought Al Amarja was
weird? Try “the House.” It can be
forolol-Te Mola tal Melmtol
game-world at any time.
Enemies, allies, and factions, including the creepiest GMCs yet. Can
you tell friend from foe, when none of them are human?
. Dead Woman §
Had little to say,”"sox hubby
eles ated oes to slip the House into your series. Interweave it with
your own plots to create a complex and frightening story.
OVER THE EDGE™ Adventure Resources feature:
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y your series!An Over the Edge™ Adventure Resource
by Dustin Browder
Contents
The House...
Entrances and Exits
Introduction
How it Looks
How It Works
How It Changes.
Inhabitants and Invaders
The Chosen
The Ravagers..
Other Groups
House Call.
How to Set It Up.
The Real Story....
Development
Once Inside
Condlusion.... inne
‘A Possible Introduction
‘The Ravagers and Their Machine
The House in Your Series.
Intersection:Credits
Design: Dustin Browder
Editing: Jonathan Tweet
Product Manager: John Nephew
Cover Art and Illustrations: Cheryl Mandus
Layout and Cover Design: John Nephew
Playtesting: Christopher Bare, Jennifer Brock, Dustin Browder, Dan Cox, Mark
Malan
Over the Edge™ was written by Jonathan Tweet with Robin D. Laws.
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In which we explore a dark, strange comer of reality that
“The House,” as itis called by its inhabitants, is a
small pocket universe, pinched off from our own and
tucked quietly away in a small, dark corner of infinity. It
's separated from our own universe by its physical rules,
which do not conform to Newtonian physics, Itis
closed off by the very fabric of space and time. which
has a few holes by which its inhabitants can pass in and
ut, and through which “guests” may enter.
‘The pocket universe is inhabited by all manner of
strange and bizarre creatures, many of whom are from,
‘our own dimension and even our own planet. Those
‘who do not wish to live elsewhere or those who are
oppressed and are not allowed to live elsewhere
eventually find their way here. Here they live out
eternity under the guidance of their great leader,
Yuolandrlja, who may be the progenitor of the House
itselt
Entrances and Exits
‘There are three gates to the House, each random
and unpredictable.
lies behind every door
Alien Oddities
‘The first and easiest way to gain entrance to the
House isto go to Alien Oddities, a strange lite store
deep in the Edge. Here two very strange men watch
lover the shop, day and night, and rarely cay a word to
‘each other, though it always appears as though you
have jus interrupted some important conversation they
were just in the middle of. The shop never has any
customers
‘Alien Oddities is packed with litle odds and ends,
brass dragons, bottles of herbs and chemicals, umbrel
las, old books in strange tongues, tiny figurines, ancient
‘weapons, simple stone tools, antinal hides, bone
statues, quils, and rolled up papyrus. The list is
endless.
‘The tear in the wall between universes is stable
here, and some of the pocket universe spills out info our
‘own world, In order to enter you simply must walk
deep into the aisles of the shop, which seem to extend
miles back into the store. Once you turn around and
try to leave, you find that you have only walked a few
paces and that the shop does not look quite the same
anymore,Over the Edge™
Now the shop owners look monstrous, though they
stilldon’t speak. Outside the world is different, very
different.
PCs may try to snag a few things from the shelves.
as they walk through; nobody is watching, and really
nobody cares. Many of these things are magical or
supernatural in origin, However, many of them have
only minor powers or are even slightly cursed. Many
‘more of these items will never appear to have any real
power at all and the PCs may never figure out what
they do, ifthey do anything. Following are a few
‘examples to help you out. Let the PCs find only those
items that you are willing to let into your series.
Astral Barometer
At apparently random times, the gauge on this litle,
blobby, ron device Just jumps around, i measures the
“pressure” of the “atmosphere” on the astral plane.
Particularly powerful astral storms register as “low” on.
this barometer. People’s tempers get shorter and
violence increases during astral storms, and bizarre
coincidences and inexplicable events are more frequent.
‘The PCs, however, may never even figure out what the
silly gauge means.
Atlas of Worlds
‘An incomprehensible book containing hundreds of
maps, all in a strange language. The Atlas was in fact
‘made by the alien civilization {now long dead) that lived
‘on a planet orbiting Cygnus X-1 and used the black
hole located there to travel across the universe, The
Alla contains a complete documentation of every place
they discovered (both within our universe and outside),
Earth is on one of the pages, though the map depicts it
as it was eighty million years ago. Eighty million years
ago, the Americas, Asia and Atica were four blobs
around a small central sea, Australia was starting to
break off from Antarctica and India was wandering
north and east from Africa where it will later collide with
Asia, Europe was nothing more than a litle sland
between North America and Asia and the Pacific
covered more than half the globe. Only a character
with some background in paleontology or geology is
likely to recognize the map as depicting earth,
Movers’ Lexicon
One in a series of tomes that explains the entire
history and goals of the Movers. The entire thing is a
fabrication by one of the Movers and none ofits true,
oris it?
Hiahelmet
Looks much like an ordinary, Roman helmet. In
fact, the Hjahelmet is a prison to one of earth's most
‘evil spirits, This ancient and nameless entity will control
the body of anyone who wears the helmet. If someone
removes the helmet the spirit is forced to release
control,
Useless Items
‘These abound, such as a small pink, dusty bottle
filled with litle yellow leaves that are a euphoric in the
Andromeda galaxy but inert to the metabolisms of
‘creatures in this galaxy. The PCs can find a lot of
useless junk here,
As you ean see, some of these items might bo
useful while others might be even dangerous or at best
useless. Never hand out fantasy “magic iterns” through
this curiosity shop. ll the items should have very
subtle powers and many should be next to useless to
anybody but an extremely creative and experimental
PC.
The Sentinels
Guardians of Alien Oddities
One has a long, horizontal scar across his forehead
and the other has a scar on his throat and litle scars all
‘over his body. They only talk to each other, only in
hushed whispers, and never in the presence of others.
‘These “men” are in fact dual-dimension beings,
with a presence both in the House and in our own
tuniverse. They were cursed ages ago to stay at this
gateway and guard it against those who should not be
allowed in. Supposedly Yuolandja controls them, and
itis rumored that they hate him dearly for it. In our
universe they look as they are described above. How-
ever, in the House one has a third eye in his forehead
while the other has a second mouth in his throat and
Ittle mouths all over his body (where the scars are).
Vaguely Oriental men, appear to be 40 years old,
155 om, 75 kg. They both have short black hair, and
wear a hodgepodge of clothing that looks like it comes
from several different centuries (which it does). They
are both greasy, dirty and unkempt, with teeth falling
‘out and bald spots dotted around their heads.
Languages: unknown
Attack: 5 dice, X2 damage
Defense: 5 dice
Hit Points: 60 (dual nature)
Astral Pool: 6 shotsAncient Wantiors, 5 dice — They have the skils of
many different war traditions from humankind’s past,
making them very dangerous in combat and very
unpredictable (giving them a bonus die against nar
rowly-trained opponents). (strange body language)
Dual Nature — Since they are creatures of two
different universes, they are nearly impossible to kil
You must kill both of their presences in each dimension
at the same time (if one can indeed synchronize attacks
in the two universes). If they are killed in one universe
but they ive in the other one, their presences slowly
reform where they were slain. First they are like ghosts,
but over time they become more substantial. (stightly
transparent)
Dimensional Gate, 4 dice — Besides controlling the
only reliable gate to the House, the Sentinels can open
smaller gates at will hus causing some of the other
Universe’s material to flow into our own. This can have
some very strange effects, especialy i they open a door
to the House in our own universe. Technology (which
requires precise rules of nature) may stop working,
creatures may flood in or whatever the GM wishes.
‘They only use this power if they are sorely pressed to
keep invaders outside of Alien Oddities. (gate comes
from their mouths when they use the power)
House Call
ry
Another entrance to the House isto catch a cab at
1:15 am. at the comer of D’Aubainne Avenue and
Victory Highway. It must be the right cab driven by a
very special cabbie (a mutant combining human and
dog forms). If you find this cab it wll drive you out of
the city and then turn around and drive back in. Once
you are dropped off, you may find that what you
thought was Al Amara has changed. This cabbie has
been known to show up at other places and other
times, There is a small chance every time you get into a
cab that it will be the cab going to the House. How:
ever, if you really want to go, and you want to go now,
you had better be at D’Aubainne and Victory by 1:15.
Back Doors
The final method of entering the House isto go in
the back door. This can only usually be found by
seeing “people” from the House leaving the House
through the back door and then entering before the
door closes. The back door has a single location in the
geography of the House ("Sad Mary's’), but it opens
up at no fixed location in our dimension. It alwaysOver the Edge™
opens into our universe through a building's back door.
The back door of a bar or restaurant is the most
common, though sometimes House creatures are seen
coming out of back doors of people's houses.
If you want to get in through the back door, you
‘must wait beside a back door long enough and hope
that some of the House's occupants decide to leave.
This is extremely unlikely, however, as many of them
are no longer able to leave the House, they have
become so clependent on it for ther own safety. The
back door also shows up at random moments, either as
you leave by a back door or by entering a building
After going through, you may suddenly find yourself in
the House, The back door only works at night and
when you look through it you may just catch a glimpse
of the House inside.
Exploiting the House’s
Entrances
Enterprising players may think of clever ways to
take advantage of the quirks surrounding the House.
‘They may find the back door and prop it open, they
may try to kill the mutant eab driver and take control of
the cab, or they may spend hours carting away items
from Alien Oddities and never get involved in the
adventure you spent so long in preparing.
Don't let them get away with it, The House has a
‘mind of its own, and you can’t cheat it. If they prop the
door open, whatever they propped it with breaks, or
gets moved. If they go away, it happens mysteriously if
they watch it carefully, it happens by apparent accident,
Ifthe PCs kill the cabbie, the car breaks down, or takes
them to a dangerously wrong place. The cabbie re-
appears in a new cab the next night.
Alien Oddities is filled with lots of things, most of
them useless, some of them dangerous. Ifa few bad
experiences don't teach the PCs to let things alone,
have a creature or a machine chase them from the
shop. Maybe there is an alien assassin robot who
activates when approached and chooses a PC as a
target, Maybe a creature is released from a box or a
cage which might spray a smell on the PCs which is
almost impossible to remove.
In short, you can’t cheat the House. It knows, it
has a mind of its own and itis capable of manipulating
events and using extraordinary forces to protect itself
and its interests. Use this flexibility to keep the story
moving,
How it Looks
This little universe's bulldings, streets, shops,
vendors and parks all bear a striking resemblance to
those of the Edge. However, some things are very,
very different. The inhabitants, for one thing: They are
all cteatures of the night. Supernatural, magical,
psychic, or alien, they all gather here where they are
lundersiood and may carry on with life without hiding
their true nature. They call themselves the Chosen in
recognition of their special status as inhabitants of the
House. English is the most common language here,
though Etruscan, Old High Venusian, and Byrethian
Sign Language (which requites tentacles to speak) are
also popular.
When looking for a map of the House, simply look
at the map of The Edge (OTE, p. 62). The geography
's exactly the same, however the people are not. All the
buildings are nearly the same, but they are often slightly
different in appearance. Below isa list of things that
can make a building seer slightly different, without
‘making it so strange that the entire city looks like a giant
‘montage of the bizarre. Make most changes barely
noticeable, “Hey, from this angle that building looks
kind of like a human head!”
‘Appears to be breathing
Wider at top than at the base
‘Strange Geometric Shape
Very tal
Physically impossible
'No windows or doors
Strange Smell
On fie, al the time
Looks lke a snail shell
Filled with bugs
Everything is broken
Foundation has wheels
Painted Flesh Color
Glows
Resembles human body part
Building appears to be “fat”
Crows cover every ledge
Strange noise
Hums song
Has leaves and branches
Covered in runic graft
Oczes blood or other fuid
Covered in statues
Looks like your house
Of course, buildings may look different to different
people, On the other hand, the entire city may consis
tently look like one of the above suggestions, sort of the
dimension’s “theme” for that vst.
The streets look fairly similar to the Edge’s streets,
only they are always cracked and broken, Furthermore,
few of the street lamps work, which makes the city very
dark at night. Unfortunately, itis nearly always night in
the House. There are at least two moons (sometimes
more), and no one remembers seeing a sun, Some-
times when a third moon rises it looks kind of ike a very
«dim sun, only it does not give off enough ight to evencast shadows, It ook like the sun seen through smoked
lass
‘When three or more moons are up. the sky some
times changes to a yellow-olive complexion. Otherwise
the sky is almost always black, with the exception of the
stars, which are extremely bright and seem to have a
variety of extra colors that we don't see here on Earth,
The constellations are all wrong. If you stare at the sky
Jong enough, you begin to see faces staring back at you
(recommended only for the marginally sane),
When looking for specific locations in the House,
simply refer to OTE. There you will find a host of
already strange and bizarre locations. In order to make
them fit into the House, simply twist them out of shape.
For instance, Ahmed’s Kwik Klinik could be the practice
of a very insane fringe scientist who performs all sorts of
bizarre experiments on passersby. Cesar’s Hotel might
cater to the mote attractive members of the House who
come here to engage in a wide variety of strange games
of chance. The Chrome Dome might be full of psychies
who ate all listening to “the Music of the Spheres,”
though nobody else can hear anything, You'll get the
hang of it
Incidentally, if you try to walk away from the city,
vyou find that after about a hundred yards vou find
vourself facing the city again. Space at the borders of
the pocket universe curves and twists back upon the
dimension, making it impossible to leave, It's not like
there is a wall or anything, there is just nowhere to else
tog0.
How It Works
When the House was created from the basic fabric
of our own universe, it acquired many of our universe's
characteristics such as gravity, electromagnetic radiation
(including light) and a host of other properties that we
all take for granted. However, many of these laws
become distorted and confused within the House,
‘making it very different from our own universe
Its impossible to hide one’s true nature in the
House. Everyone's true appearance comes out,
whatever that may be. Many mortals may find this
disconcerting, Brave men find out that they are in fact
cowards, strong men discover that they are weak, and
beautiful people may find that they are really quite ugly.
Each PC shows his true nature after spending a long
time in the House, and this may reveal some secrets
‘This may provide a serious incentive to get out of the
House quickly for those who have secrets that they
cannot allow to be revealed.
House Call
‘Time passes at different rates depending on
subjective experience. When people are separated and
re-united, they may find that a different amount of time
has elapsed for each of them. The temporal order of
‘events may even vary according to the observer.
‘Magic and psychic powers are especially powerful
in the House, though this power may be too unpredict
able for someone new to the house to use safely. If you
need a rule of thumb, double the shots in PCs’ Psychic
Pools and double their dice with fringe powers. You
may have more fun simply winging this increased
power, and letting the PCs' abilities vary at your whim,
‘The House operates under different rules of
physics. Coincidences, synchronicity, strange events,
and so on are more common here. fone lives in the
House long enough, one adjusts to the physics there,
and existence in our world becomes painful and even
life-threatening
How It Changes
‘The House can change in whatever way you wish
as time goes on. Remember that appearance and time
are fluid inside the House. Perhaps when the PCs enter
a second time they arrive back in the House's remote
past, before it was discovered by many of its inhabit-
ants. pethaps before the first days of humanity.
Another idea isto change the basic geography.
Maybe the House takes on the appearance of whatever
city you entered into the dimension through, or perhaps
ittakes on a woodland appearance. If the PCs are too
comfortable with the Edge. perhaps you want to change
the city to a completely imaginary one filled with
buildings and monuments from the world over. The
Library of Alexandria sits next to the Empire State
Building and the Eiffel Tower stands against the dark
sky,
Alternately you could make the city exactly ike
your home town, This has some obvious advantages,
like you will know where everything is, On the other
hand, one's home town is rarely frightening or eerie and
this can take away some of the effect
Change the House any time you like to suit your
own needs. Do not feel obligated to follow any of the
information presented here, use it only as you want it or
to take your imagination in new directions. If every
time the PCs enter the House they find ita new chal:
lenge, your series will remain fresh and exciting for
many sessions,Over the Edge™
INBABIPANTS AND INVADERS
Wherein we meet those who live in madness and those
‘The House is power. Its mad, incomprehensible
laws make it useful to those who wish to create some-
thing that would not work ois hard to make here in
‘our own universe. Many wish to conquer the House so
that they may use it as their own home, or for more
sinister purposes. Conspiracies and counter-conspira-
cies surround the House; those listed below are just a
few.
The Chosen
“I'm here because I'm dead, What's your excuse?”
— Zombie from the House to an uninvited visitor
‘Type: Supernatural Club
Rep: Very exclusive, Very few people know they
exist
Brief: The Chosen are the inhabitants of the
House. They ive there and they are ruled by a great
being called Yuolandrja. The Chosen is made up of a
huge variety of creatures, many of which are one of a
kind, They are generally friendly
Allies: Earthlings, True Believers
Enemies: Neutralizers, Ravagers, Houngans
‘The Chosen have a tough time of i Their dimen-
sion offers power to a great many people who are
already very powerful and would love to have it for
their very own, Yuolandrija is a great being who
watches over the House and who leads the Chosen
during times of crisis. These times of crisis have be:
come more and more frequent as pressures in our own
universe force many supernatural creatures to attempt
entrance into the House to escape persecution or to
obtain power.
‘The Chosen come from a thousand different
locations and have a thousand different origins. Any-
thing is possible, so fee! free to let your imagination
roam. In an emergency, steal ideas from films or books.
Horrible Aliens of litle Gremlins are just as likely as
anything else in the House. There are some general
levels of organization among the Chosen, however.
Each organization has its own aims and each one has its
‘own methods of controlling or fighting with the other
groups.
The Lions are predatory members of the Chosen.
They have adopted the practice of stalking and hunting
who wish to
prey interminably before making the kill, so as to get as
‘much enjoyment out of each kill as possible. (If they
kalled t00 many of thetr fellows, they would be expelled
from the House.)
‘The Chosen known as the Rangers seek safe
‘methods to leave and retum to the House. They also
sometimes go on missions for Yuolandrija into the
‘outside world (in which case they are given special
drugs to survive the trip). It is the Rangers who have
‘begun to learn the rudimentary art of moving one’s
spirit across the universes and possessing someone in
‘our own universe, The science is stil young, but they
are improving, Ifthe PCs get stuck in the House, they
should come and see these guys for the easiest ways
out (like any of the three entrances)
GMCs
Connie Adam
Chosen Lion
Connie was born without a heart. None of her
organs work. She is, for all practical purposes, dead.
Her parents put her up for adoption when they discov-
ered her “problem.” Twenty years later. one could find
her in a circus for the very rich and jaded. The crea:
tures held for display were always bizarre, hideous, and
often sentient, Two years later, Connie fled to Al
‘Amatja, and she found her way to the House,
Connie requires violent emotion to survive. She
has no emotions of her own (she has no heart, both
literally and figuratively) and she needs the emotions of
‘others to live. Thus, she uns with the Lion prides of
the Chosen so she can be there when death and pain
‘come upon the Lions’ victims.
Anglo woman, age 22, 180 cm, 55 kg. A thin,
beautiful woman with short, pale blonde hair and a
cold, blank look on her face.
Languages: English
Attack: 3 dice
Defense: 3 dice
Hit Points: 40 (no pain)House Call
Traits
Bestial Fighter, 3 dice — Connie has an animal's
Instinct for survival, which leads her to a barbaric and
ferocious fighting style. It is the only time that she
seems to be emotional (in fact she is only aping anger to
frighten opponents). (cat-like walk)
‘Survival, 4 dice — Connie knows how to survive
how to steal, sell her body, or whatever is necessary.
She is good at hiding and at obtaining whatever she
needs to live. (looks very nervous and observant)
Emotion Drain, 3 dice — In order to live, Connie
‘must drain emotions from others. She must be close to
her target, at least within a few yards. Whatever
‘emotion the target is experiencing simply drains away
within a ten to twenty seconds, Connie has found that
‘emotions have flavor, despair and fear being her two
favorites, This can help her in combat because she can
drain an enemy's will to fight, giving her an edge (target,
gets a penalty die). (blank eyes)
No Heart — Makes it very difficult to kill her. It also
makes it impossible to make her fall in love, become
angry, or become afraid. (extremely logical and
unemotional)
Shel
A chosen Ranger
‘Shal was the only member of his civilization that
thought escape was possible (or even necessary} when
his home planet's star went nova. Shal escaped with
his own invention that allows him to move across vast
distances by skipping across realty, entering a non:
reality space, or another dimension as he goes.
Several thousand years (and light years) later Shal
arrived at our planet looking for a place to live. He tried
to adapt to our culture. Unfortunately, he had been
riven quite mad over the countless centuries of
wandering and he was unable to adapt to humans’ strict
society. He changed his body shape by creating a
machine out of the remains of his dimensional trans-
port. Once he found he could not fit in. he attempted
to rebuild his dimensional ship and escape to some-
where else, but his device was on its last legs and it
could only take him as far as the House before it came
to rest on alien soil for the final time.
‘Now Shal lives in the House, obsessed with
rebuilding his long lost culture, or somehow finding a
‘way to go back through time and space to rejoin his
ancient roots
Very average European male, apparent age 35,
{actually 5,000 years plus), 177 em, 70 kg, black hair,Over the Edge™
average build, very average in all ways — too average,
in fact.
Languages: Any (see below).
Traits
Master Scientist, 5 dice — Shal can build a large
variety of devices to do some very strange things. His
ship that brought him here and the device that changed.
him into a human are two good examples, However,
he is not used to the strange physics in the House and
he has a lot of trouble using hie skills here. (always
mumbles equations to himself)
Translation, 4 dice — Shal could not keep up with
the different methods of communication that he had to
earn over the millennia, so he altered his brain to
receive messages telepathically from creatures that are
frying to communicate to him. (answers questions
before they are completely asked)
Madiness — Shal has been driven mad by the
centuries of exile that have deprived him of his natural
home and his chance to die. His race had bizarre and
strange rituals that would bring about the death of a
member of the society that no longer wished to live or
who had become useless. They could not die naturally
otherwise. (sometimes talks in his allen language)
Thomas Kelly
Hiding Zombie
‘Tom lived in Chicago and ran with a gang since he
was ten. He never expected to live past the age of
twenty, and he was right. At eighteen he was gunned
down in the street in a drive-by shooting. That was not
the end for Thomas, though. His body was dug up by
a woman who changed him. She was a Houngan, a
priestess of Voodoo, and she brought him under her
control after raising him from the dead,
Tom escaped one night when, ina battle with a
rival Houngan, his master was rendered unconscious.
Without direct orders he found that he could go any.
where that he pleased and he fled, eventually finding his
way to the House, where he hides in fear from his
former master.
Young African-American male, Age 18, 178 cm, 73
kg, athletic and well proportioned. “Tom's skin is
deteriorating with age, and he looks a litle gray
Attack: 3 dice
Defense: 3 dice
Hit Points: 40 (feels no pain, no important organs)
Traits
Zombie — This gives Tom many benefits. He
cannot feel any pain, but he also cannot heal. Any
damage is permanent, and Tom will have to simply
cover it up as best he can, He does not bleed.
skin)
Street Fighter, 3 dice — Allows Tom to fight with
his fist, knives, and guns. (huge scars where bullets
kalled him)
The Ravagers
(grayish
‘ma show you something in a size eleven,
Na shoe sla
‘Type: Secret supernatural society
Rep: None, secret
Brief: Evil creatures of the night, formerly in the
Nazi ranks
Allies: Movers
Enemies; Neutralizers, Earthlings, a large number
‘of world governments
During the final days of the Third Reich, few would
have stood by Hitler and his falling country, few except
certain creatures of the night. These entities have a
variety of origins and shapes, but they are all after the
same thing: humans, For one reason or another these
entities ike to kill, drink the blood of, eat, torture, or
‘otherwise exploit human beings. That's why they were
Nazis, When the Third Reich fell, most of the normal
humans got caught, but these villains escaped.
Once they had mastered the art of remaining
hidden, they created an organization they called the
Ravagers. This strange “club” of monsters kept in touch
with each other through a variety of elaborate methods.
They left codes to each other in telephone booths, sent
signals by flickering the lights in their hotel rooms. and
sent messages by killing people in a particular way that
was in fact a code to other Ravagers across the country
‘who would see the details in a paper. Thus did they
ersevered until the present day.
‘The Ravagers really have no connection to Nazism
any longer. These creatures simply need humans for
food and they need war and genocide to hide their
needs. They have been in Bosnia, in the wars between
Iran and Iraq, in Ethiopia, Azerbaijan, Cambodia,
Kurdistan, and anywhere else where they could torture
and killto their pleasure.
Now these creatures want to escape again. Things
have been getting tough on Earth. The Earthlings and
the Neutralizers have begun to close in on them, and
they need a place to escape to. They discovered the
House a few years back, and they have been plotting its
capture,
Some of the Movers are now interested in using
these Ravagers for their own reasons, and they are
10secretly assisting them by holding back the Earthlings
and the Neutralizers, The Movers are not aware that
the Ravagers are planning on fleeing our dimension.
They certainly would oppose any such move as it would
remove the Ravagers from their carefully crated plan
(whatever that may be)
GMCs
Frank Muller
Bug-Thing
Frank developed some rather strange tastes during
the war. It became rapidly obvious to him that he was
not normal, He would sometimes grow large insect-like
‘mandibles from his mouth, and the world would seem
to slow down for him, At these times he had strange
cravings, especially for human eyes. Fortunately, in the
death camps there were plentiful sources. After the war
ended, Frank fled to America where he became a shoe
salesman.
In fact, Frank is part of an ancient attempt by an
alien species to breed with humans. The plan failed
and the aliens died off, lacking proper females because
ofa disease that spread among their people. Yet some
of the aliens’ genes have been passed recessively down
through time and at random Frank's parents were both
camtiers of the genes. They combined in him. The
physical effects did not manifest themselves until Frank
finished the violent hormonal swings of puberty
Now Frank is part of the Ravagers’ secret under-
ground. He wishes to escape this world, which is
nothing but a torment for him now. All the eyes seem
to be staring at him all the time, they are always looking,
ooking at him. Calling him a freak with their silent,
staring eyes. Their delicious eyes.
German man, age 71 (appears to be 50), 160 cm,
60 kg. A short, balding, chubby litle man who wears
an old tan suit and a brown shabby little hat
Languages: German, Franch, English
Attack: 4 dice, X2 damage with claws and man-
dibles
Defense: 4 dice (2 dice if not transformed)
Hit Points: 28 (primal fury)
Armor: 1 die of chitinous armor (when trans-
formed)
Traits
Transformation, 3 dice — Frank can change himself
into a homible monster with insect mandibles, a thin
carapace, and long, sharp claws. When in this shape he
is very fast and very dangerous. He will often go
House Call
berserk in this form and lose all control of his anger in
hhis madness. (big eyos and dry, hard ekin when in
human form)
Blending In, 4 dice — Frank has spent so much
time on the run from Nazi hunters and the Mossad that
he has gotten very good at blending into a crowd and
disappearing. He can disappear into a city very easily
and never be found, He has a variety of aliases that are
ready to use whenever he needs them, and he is a
master buffer. (several sets of LD.)
Terror, 3 dice — Frank often causes terror in his
victims, especially when he eats someone’s eyes (bonus
die for him). This terror is caused by a human racial
‘memory of Frank's ancestors, Those who fail a roll
against Frank's “terror” suffer a penalty die on all
actions. Non-humans are immune. (aura of feat)
Eye Eater — Franik is obsessed with the idea that
he is being watched and that people are staring at him,
If he doesn’t conquer this paranoia periodically by
eating someone's eyes right out of their head he will
have a break down and enter a manic rage or a deep
depression. (always watching other people and making
eye contact while licking his lips)
Kaala
Ravager Fungoid Colony
Early in Earth's history, many organisms developed
and were wiped out by the tidal forces of evolution that
eventually overcomes all species, great and small
However, the Kaala, as it calls itself, still clings to life.
This fungus was no longer able to compete with other
‘organisms that fed off of dead animal and plant tissue,
but one single colony out of milions was fortunate
‘enough to mutate and gain the ability to invade a host
animal.
Over millions of years, this same colony has
invaded host after host, evolving along with its host
bodies unti it could inhabit a hurnan body and have
enough of a collective intelligence to survive in human
society. It has tried many times to create new colonies
but with no success. It has joined the Ravagers because
ithopes that some creature in the House will be useful
as.a host for a second colony,
{in the body of a...) Bulgarian man, age 29, 175,
cm, 71 kg, slightly stooped, dresses modesty.
Languages: Has learned countless languages, but
‘mastered none, over the centuries.
Hit Points: 21 (ferocious survival instinet)
Traits
Drive to survive — Kaala has an amazing survival
instinct that allows it to struggle on through incredible
11Over the Edge™
adversity. Should the creature's lfe be seriously
threatened, it ean perform feats of strength and athletics
that would not seem possible. It gets a bonus die on
any physical action it wishes, though at the cost of 1 hit
point each time (because of the strain). (snarls when
threatened)
Allien Intellect — Kaala does not think like most
beings on the planet. Its primary purpose is survival
and reproduction. It has no interest in morality, rei-
ion, the afterife, or anything else that bothers other
sentient creatures. This may give the creature advan:
tages or disadvantages depending on the situation.
Infection, 3 dice — Kaala can infect a new host
body and abandon the old one when it grows old or is
threatened. Kaala needs a moist environment, and
since itis fungus it cannot move by itself. Frequently it
will bite its new host and transfer as many cells as
possible through the mouth and into the vietim’s
wound. Once inside, the fungus gains control of the
nervous system and spreads into the brain case. Here
Kaala assumes control of all motor functions and slowly
consumes the brain. The victim, a helpless prisoner,
goes insane and fades away as his brain slowly disap.
Pears, without even being able to ery for help to those
close to him who haven't noticed anything wrong,
Rakskan
Bio-engineer
Not all races develop mechanical solutions to their
problems. Rakskan’s race began their technology with
biology. As the years progressed they made everything
from living organisms to serve them, even space ships,
and they developed a star empire. Rakskan was an
engineer, but his people did not approve of his exper-
‘ments or his methods. He was to be executed, He
coded his DNA into a small capsule and with a recon-
struction of his brain he sent i into space. There it
slowly reconstructed his body long after he had been
executed. The capsule drifted for millons of years in
the cold of interstellar space. finally caught by the
gravity of one small, yellow sun,
Rakskan has no natural form, and he changes his
current one with bizarre devices whenever he likes
Recently he has preferred the shape of a tall, elegant
‘woman with red hair and green eyes,
Attack: 2-4 dice, depending on how agaressive a
shape he takes on,
Defense: 2-4 dice, again depending on his shape.
Traits
Body Change — Rakskan changed his body
somewhat when he had it reconstructed in space. By
eating DNA, he can use it to change his own shape. By
recombining it with other DNA he has already eaten
{and added to his DNA “library”, he can produce some
very strange and interesting results. This allows him to
change into a variety of creatures, many of which he
makes up for the occasion. It takes from three days to a
‘week to change shape, depending on how drastic a
‘mutation its
Other Ravagers
Its impossible to summarize completely as diverse a
sroup as the Ravagers. but they do have some traits in
common. They all had to be able to pass for normal in
the Third Reich. Not only must they be able to assume
‘or mimic human form at the least, they also be able to
Jook European, (No Aftican leopard-men among the
Ravagers...) A typical Ravager gets 3 dice in combat,
has 21 hit points, and has some strange kind of fringe
power: domination, invisibility, vibration control,
telepathic powers, or poison gas glands. They also,
without exception, prey on humans, often sating
unspeakable tastes,
Other Groups
‘Several other groups wish to know more about the
House. Here are a few quick ideas for you to chew on.
‘The Houngans are a group of Voodoo wizards and
priests who have lost many of their zombie servants to
the House. These zombies are forever tied to theit
masters and their magic, but in the House they can hide
safely. Thus, the Houngans wish to break into the
House and steal their servants back
‘The True Believers are a secret group of ordinary
humans who want to become supernatural. Many
believe that if they can find the right magic, they can live
forever or have powers over ordinary men. They
discovered the House many years ago by accident and
wish to become one of the Chosen so that they can
have all the special fringe powers that they always
wanted
12House Call
HOUSE CALL
How to Set It Up
Go ahead, plan your next few adventures, and.
while you're thinking about those, weave this plot into
them. House Call requires a few bodies. Dead ones
are preferred, though those in extreme pain (it has to be
really bad) will do. Whenever the PCs have finished a
fight and they are standing around looking at the people
they have just killed or maimed for life, have one of
them suddenly jerk to her feet and say “Come to the
House, we need you.” Then the corpse falls down and
finishes dying, Do this a couple of times; it will drive
them nuts
The Real Story
‘The Chosen are under attack. The Ravagers have
a machine that allows them to get into the House for
short periods of time, While they are there, they are
trying to find a way to stay their permanently. Kill
Yuolandrja? Use the special drugs or magies of the
Rangers? Treat themselves with a special ritual? Take
cosmic measurements to refine their machine's settings?
The Chosen haven't been able to stop the Ravagers,
and they have been forced to go to the outside for help.
Thus the Rangers leave their bodies and roam around
in our world, looking for bodies to possess so they can
communicate.
Unfortunately the Rangers can only inhabit bodies
whose spirits are weak, and the weakest spirits are those
that are leaving their bodies. Once the spirit leaves, the
body dies and the Ranger cannot reanimate it to make
it talk. Thus the Ranger has a narrow window of time in
which he can possess a dying body and get off his
message before the body actually dies
‘The Rangers will talk to anybody, but the PCs are
the most helpful people who seem to be around dead
bodies a lot. The PCs may also have some fringe
power that makes their help particularly useful. (The
PCs may not even be aware that they have this power.)
What the PCs can do to help (and why the Rangers are
trying to contact them) really depends on the group and
your style of play.
In which the PCs discover sinister plots
‘The Rangers are also not able to give out any
important information while possessing another's body.
When the Ranger takes over it experiences the pain of
death along with its host, thus it can only force itself to
seream out its most basic and emotional message. This
results in nothing but a desperate plea for help and
perhaps saying something about a house or some Nazis.
Development
Since the Chosen are trying to get at the PCs, the
Ravagers will ty to keep them away. Whenever the
Chosen show up to inhabit a body, the PCs start to
notice that they are being watched by someone. This
someone is a Ravager agent who is trying to make sure
that the Chosen don’t get any help. If one of the
Chosen ever gets close to getting off a complete or
coherent message this Ravager agent attacks with
normal or fringe powers, as he deems necessary. At
first the PCs may think that the bodies were just en-
‘emies who were sill alive and that the Ravagers are
allies. Hopefully they will catch a clue. The Ravagers
are in town for a shoe salesman convention, and they
will always use their aliases when trying to deal with
suspicious PCs,
Setting up this conflict between the Rangers and the
Ravagers can be tricky, but you can take it any way you
want. The Ravagers might have devices or powers to
let them track the discorporate Rangers, so every time a
Ranger tres to talk to the PCs, the Ravager is there to
“help finish off that guy.” Or maybe the Rangers get
their message across to a GMC, who promptly shows
up dead (with his eyes eaten out?), The PCs investi-
gate, and that’s how they get caught up in all this. Or
the PCs hear some guy buying several drinks because
dead people keep talking to him. At first this seems like
an amusing incident, but when he winds up dead the
next day, the PCs take notice. And it gets especially
creepy when dead and dying people start talking to the
PCs, and they figure that they're next on the hit ist.
Eventually the Ravagers miss, or the PCs stop
them, or one of the Chosen inhabits a body that has a
litle longer to live. In this way the Chosen can explain
a little bit more to the PCs about the attacks by the
Ravagers, and she can tell the PCs one of the entrances
13Over the Edge™
they can go to in order to get into the House. The PCs
aro in the dark about the actual nature of the House
until they get there.
(Or, the PCs might never catch on. The pleas from
the corpses get more and more frantic, the shoe-
salesmen show up in greater and greater numbers and
soon the bodies stop calling out to them, The Ravagers
win. The House, under the mental influences of its new
‘inhabitants, becomes a living hell, and maybe some day
the Ravagers wil come back to our dimension for their
‘own purposes,
Once Inside
Now you can use all those cool GMCs you read
about in the last section. The Chosen generally ignore
the PCs, Lions may stalk them or bizarre creatures may
freak them out, but there is no organized group to meet,
the PCs at first. Just let them wander around for a little
bit and wonder what the hell is wrong with the Edge,
dust as the PCs start to wonder what was so bloody
urgent, someone approaches them (pick your favorite
GMC or make up your own). This “person” explains
about the Ravagers and what they are trying to do to
resist. What you plan for your conclusion will govern
what will happen from here.
Conelusion
The way this plot ends depends on how you like to
play. So, a few options are listed below. The reward
that Yuolandrla offers depends on what you want your
group to have. Magical or psychic training? Weird
science or magic devices? Information? Uranium (very
valuable, but how do you go about selling it)? Maybe
just a ticket home, if you're the stingy type
+ Yuolandilja has been seriously wounded by the
Ravagers. If Yuolandrla dies, the House is surely
doomed, The PCs must find a way to heal him,
Perhaps one of them has a fringe power that might
do it, or maybe they need to get a certain item
(from Alien Oddities perhaps). Worse it could be
some very rare item that must be begged, bor-
rowed, or stolen in Al Amarja or from a location
somewhere across the globe,
The PCs can negotiate with the Ravagers, threaten-
ing them with something (perhaps with something
they don’t even have). The Ravagers only want a
place to live, after all; maybe there are other pocketHouse Call
A Possible Introduction
Here is a plot that you can use to introduce the House to the PCs. Essentially, this plot provides
the dead bodies needed to let the Rangers contact the PCs. If you have your own plans for generat-
ing dead and dying GMCs, skip this section.
The CIA is greatly concemed with the population of some countries. America’s reproduction rate
has dropped to 1.9, whereas it is much higher in less developed lands. In the next ten years, the
third world nations will begin to have enough population to sertously threaten U.S. dominance.
Thus, the CIA needs a way to remove these extra people and to keep the third world in line,
To further this goal, the CIA has developed a new secret weapon. It is a combination of drugs
and chemicals that, when used in tandem, cause death in a variety of interesting ways. First the base
chemicals are introduced to the subject, either through his food, water or some other means. These
chemicals are not inherently harmful. But when the second group of chemicals is introduced into the
atmosphere of a major population center, all of those people who have taken the base chemicals die.
How they dle depends on what base chemicals they were given. Some become delirious and
hallucinate. They will kill themselves or others in traffic accidents and similar incidents. Some
develop symptoms similar to a local plague and die within a matter of days. Some tum into psy-
chotic killers and go on a rampage of death and destruction before they are killed by the authorities.
Naturally the CIA is very excited about this new chemical weapon, and naturally they are eager to
test it So, of course, what is a more discreet place to test it than Al Amarja?
‘Thus the PCs chase around what appears to them to be some horrible mass-murderer who is
killing at random in a variety of ways. Perhaps they discover the chemicals. They may wonder if
there is a new drug on the streets that is causing this. In fact, they may never find out the cause.
‘When they find somebody dead you can have the dead get up and talk to them, and thus weave in
the House and its plots.
CIA agents are everywhere trying to get the PCs to go away (perhaps by using force), and the Al
Amarja Peace Force, of course, is trying to find out what the hell is going on and what the PCs have
to do with it,
If you want to take this plot further, ask yourself some questions. Could these drugs be a
‘weapon in the arsenal of a power group besides the CIA? Perhaps the Pharaohs have simply used
their CIA quislings to produce this drug, leading the CIA to think it's theirs when it isn’t at all. Why Al
Amarja?. Perhaps a Mover in the CIA has Moved the agents to choose Al Amarja as a test site,
knowing that Mover presence there means that they can benefit from the information gained as well.
Who else might be seeking the cause of these deaths? The Le Thuys might be quite interested in
finding out how these deaths are created, and they could fight with the PCs over the information
gained by the investigations. Depending on which plots you wish to develop, you can run with this
plot opener in any direction,
universes lying around that the PCs could locate for —_—_get into the House. Once this device has been
them. This would require a method of travel, to destroyed, the Chosen and the House will be safe
investigate these universes. Perhaps the PCs could again,
convince the Ravagers to let them use their Dimen- « Your PCs may not be altruistic. They may demand
sional Machine described below to explore other favors of the Chosen or they may be creatures of
Universes for the Ravagers and ty to find some the night themselves, and they may want to stay in
place suitable. the House with all the other weird creatures. Some
‘The PCs go back to their own universe and find out —_—_ groups might even be against the Chosen as a
‘what device or method the Ravagers are using to subversive group of monsters who will one day
15Over the Edge™
decide to leave their pocket universe and spill out
info our own. The possibilis are endless — pick
the one that best fits the motivation and goals of
your PCs.
The Ravagers and
Their Machine
‘The Ravagers' machine is hidden in a dark recess of
the Edge, the catacombs. These were dug during the
Roman era and expanded in the early Christian years
They have been closed up for centuries, and there are
no entrances to them except the ones the Ravagers
have dug. Here the Ravagers’ machine hums quietly
away to ise, constantly guarded by six Ravagers.
Entrances can be found in the sewers or under the
‘Temple of Divine Experience (which is built on ancient
holy ground). The Chosen can also tell the PCs the
way.
The machine itself s large and made of wood and
scrap iron, It is based on one of Leonardo da Vinet's
secret designs, the ones he thought he had completely.
destroyed to keep them from falling into the wrong
hands. It measures a good four hundred square feet
and is almost eight feet at ts highest point, Its pow:
ered by steam and a fire made with a strange, specially
treated wood which fils the catacombs with a black,
actid smoke, The device is an impossible jumble of
pulleys, belts, fans, levers, and gears. To use it one,
‘must power it up, pull a complex series of levers, and
step into a strange litle booth built into the side of the
machine, Then after smoke floods the thick, glass
booth it becomes apparent that the booth is empty.
The person has been sent to the House.
There are a huge number of dials and settings that
would allow one to travel to as many different universes
as you can imagine, This the PCs can do with or
without the Ravagers’ help, or perhaps they should just
destroy it, and let its secrets die unknown, (Exploring
alternate universes can be highly profitable as well as
extremely deadly.)
PRE POUSE IN YOUR SERIES
By its very nature, the House is open to being used
in many different ways. It can literally change over
right. Ifthe PCs always run there too often, maybe all
the traditional entrances are closed, or maybe the
connections between the House and our universe
disappear altogether. You only have to include it in
your series until itis no longer interesting, then itis
simply removed with no harm to the rest of your
creations.
Ifthe House has gotten stale, the PCs have figured
‘everything out and have met all the good GMCs you
could think of, change it — completely. The House
could easily become an entivaly different place. Per-
haps the PCs start to see some of the GMCs they met in
the House wandering around Al Amarja. When
approached, these “people” don't recognize the PCs.
Why are the Chosen entering our world? Why can't
they remember who they ate or who you are? Who is
living in the House now?
Maybe the pocket universe is collapsing and
everyone must escape, or perhaps as it collapses It
expels things into our universe, Perhaps a secret group
has conquered the pocket universe and they are
relocating its citizens. Maybe itis all some plan by the
Chosen to conquer our Earth, or to create another
pocket universe for some of them to lve in, The
choices are up to you.
Intersections
The material in other OTE products may comple-
ment House Call, Some ideas for combing source
material are given below. Atlas Games product titles
are in italics.
+ The excavations of the Ravagers have uncovered
the warrens of the Agaras. PCs expecting vile
Ravagers might accidentally slaughter a few peace-
loving Agaras. (New Faces)
+ Hunting through the sewers for the Ravagers'
‘machine can be an adventure in itselt (It Waits)
‘+ Acub reporter is sent to cover the shoe salesman
convention. (Airwaves)
‘+ The drug Broadeast may reveal the presence of
wellhidden Ravagers. (Unauthorized Broadcast)
‘+ Imagine the House’s version of a mental institution!
{Welcome to Sylvan Pines}
16