TEXT: ©1997 John A. Nephew. This page may be reproduced for personal use.
  35
  Over the
  Edge Combat
  Brief
  Initiative:  Roll a combat, agility, or speed trait at the
  beginning of a combat.  Actions proceed each round
  from highest roller to lowest.
  Attack:  Roll a combat, strength, agility, 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 oppo-
  nent’s defense roll.
  Defense:  Roll a combat, agility, or similar trait.  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 successful hit, subtract the defense roll
  from the attack roll.  Multiply the result by the
  weapon’s damage factor to calculate the damage done.
  Armor:  The defender determines armor protection (usu-
  ally 1 point for casual armor, or one or two dice for
  good armor).  Subtract this protection value from
  damage done to get damage taken.
  Lost Hit Points:  Subtract the damage that exceeds armor
  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 nega-
  tive 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 recuperate (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 combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . X1
  Throwing knife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . X1
  Knives, lead pipes, throwing axe, etc.. . . . . . . . . . . . . . X2
  Swords, axes, etc.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . X3
  Light handgun or SMG. . . . . . . . . . . . . . . . . . . . . . . . X3
  Medium handgun or SMG . . . . . . . . . . . . . . . . . . . . . X4
  Large handgun or SMG . . . . . . . . . . . . . . . . . . . . . . . X5
  Light Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . X6
  Heavy Rifle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . X7
  12-gauge shotgun. . . . . . . . . . . . . . . . . . . . . . . . . . . X10*
  Taser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . X5**
  *Divided by “distance dice” (see “Weapon Ranges,” p. 23)
  **All damage from a taser is temporary.  Record it sepa-
  rately; it all comes back when the character recovers.
  Over the
  Edge™
  Rules
  Brief
  This page may be photocopied for personal use. Use it as a
  quick-reference sheet.
  Character Checklist
  Your character includes:
  • Concept (who or what you are)
  • Traits & Signs: One central trait and two side traits, one
  of the preceding three traits is your superior trait; one
  flaw; a sign for each trait (including the flaw).
  • 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)
  • 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 penal-
  ty 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, usu-
  ally representing a GMC’s traits.  You succeed if you beat
  the GM’s roll or the difficulty factor she assigns.
  Sample Difficulty Factors
  Task
  Difficulty Factor or Dice to Roll
  Easy
  4
  1
  Moderate
  7
  2
  Hard
  11
  3
  Really Difficult
  14
  4
  Near Impossible
  18+
  5 or 6
  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 in that session.  The dice from
  your experience pool act as a bonus dice.  As you play, you
  can acquire more dice for your pool.
  
SOURCE: textdata/thevault/Over the Edge/Over The Edge [2nd ed]/Sheets/Rule Briefs.pdf