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On the island paradise of Al Amarja weirdness is the soup du jour. Every day brings something new and strange. Secret agents. Alien invasions. Ancient conspiracies. Drooling psychopaths. Weird science. A quick but painful death. Any of them could be waiting around the corner.
This is an RPG of unsettling experiences and surreal undercurrents set in a place where rules are meant to be broken. There are rarely answers only more questions. You’ll never be sure what you’re up against who’s on your side or why it’s all happening.
But one thing’s for sure. Life on Al Amarja’s not boring.
This second edition adds a new humdinger of a chart detailing what each Al Amarjan conspiracy thinks of all the other ones updated references to all published supplements and improved layout and graphic appearance.
Over the Edge uses a freeform character system. Instead of skills lists and random rolls players define their characters how they want using character concepts traits flaws and secrets. Put the focus on character development and motivations.
In the open setting of Al Amarja anything goes. The core book gives GMs plenty of ideas to get started but the chaotic environment makes it easy to tailor the game to your group’s preferences and keep everyone at the table from getting bored.
Streamlined mechanics keep the focus on the story instead of crunching numbers and looking up tables all the time. Again the GM’s chapters provide a lot of support and advice to help with this including three starter adventures.