And when he got done clearing this Sewer of Chaos, he would go back to the medieval shit-stain of a town that stood over it and kill the bullying bastards who tossed him down here.
He was now destined to become one of the feared-ones... the Edgelord.
You are a zero level noob who was probably hit by Truck-kun, died from over work at a terrible employer or had a heart attack overexerting yourself crossing the street somewhere in Tokyo. Now some obscure Divine Entity has Reincarnated and Isekaied your ass to another world and granted you the opportunity to become the Edgelord.
The Edgelord
Level Title Exp. Points Hit Dice Special Skills
0 Isekai'ed One 0xp 1d8-1
1 Adventurer 13xp 1d8 1 special
2 Killer 30xp 2d8 2 special
3 Ravager 80xp 3d8 3 special
4 Destroyer 275xp 4d8 4 special
5 Reaper 800xp 5d8 5 special
6 Reaver 1625xp 6d8 6 special
7 Slayer 3250xp 7d8 7 special
8 Butcher 5050xp 8d8 8 special
9 Edgelord 7200xp 9d8 +1 spell
Save as: Fighter of Equal level
Special Skills
The character may consume the remains of a monster and gain their special ability.
Poison
If an opponent is hit with a poisoned attack and misses his or
her saving throw vs. Poison, the opponent will usually die.
Note: Poison may be Neutralized with a Neutralize Poison Spell.
Paralysis
Paralysis is less dangerous than poison. When an opponent is hit
by a paralyzing attack and that opponent misses his or her
saving throw versus Paralysis, the opponent is "frozen" and
unable to do anything, but is not dead. The opponent remains
fully aware of things happening in the area, but is unable to do
anything that requires movement (speaking, spell casting, and
so forth) until the paralysis wears off. Unless otherwise stated,
paralysis will last for 2-8 (2d4) turns. Any attacks on a paralyzed
creature will automatically hit (only a roll for damage is
necessary). Paralysis itself has no permanent effects of any kind.
Note: A cure light wounds cleric spell will remove paralysis, but
will not cure any damage when used for this purpose.
Energy Drain
A successful hit by a PC will drain energy from the victim. Unlike
other special attacks, there is no saving throw against an energy
drain. Each energy drain will destroy one level of experience of
an opponent, or one hit die of a monster. The creature drained
of energy loses all the benefits (attack level, saving throws,
spells, etc.) of the former level.
Note: A Wish may restore levels lost to energy drain.
Charm
An opponent who fails to save vs. Spells against a charm attack
is unable to make any decisions. A charmed opponent will be
unable to attack or harm the charming PC in any way, and will
obey simple commands the PC makes, if understood (if the PC
speaks Common or if the opponent can understand the PC's
language). If a charmed opponent cannot understand a PC, he or
she will try to keep that PC safe from harm. Charmed opponents
are too confused to use any spells or magic items.
Note: The death of the PC will usually break this type of charm.
A charm may also be magically dispelled by a Dispel Magic spell.
Acid
A successful hit roll scored against the opponent's Armor Class
means that the acid has reached the skin. The acid damage will
be determined (no longer needing a roll "to hit") for as long as
the PC stays in contact with the opponent, and until the acid is
washed off (with water or wine). Acid attacks will destroy
armor in a given number of rounds, leaving the character and
opponent with an Armor Class of 9.
Note: Acid damage may be halted once physical contact by the
PC is discontinued.
Charge
When a PC rushes into melee combat this is called a charge. A
charge cannot be made after the opponents have closed to melee
range, nor can it be made in forest, mountain, jungle, swamp, or
broken terrain which prevents running. The charging PC must
move at least 60 feet. A successful charge attack by a PC with a
large weapon does double damage to an opponent.
Note: This attack may be countered by a sucessful hit roll using
spears or pole arms braced against the ground. Such counter
attacks will do double damage.
Continuous Damage
Certain types of attacks (acid, energy drain, etc.) will continue to
do damage automatically after the first hit is scored. So this
ability may be chained to acid and energy drain.
Note: Usually the PC must be killed to rescue the opponent.
Swoop
This is a diving attack. If the PC has surprise the diving attack
does double damage. This attack can be combined with energy
drain, acid, poison, or paralysis. In addition, on a roll of 18+, the
PC has grasped the opponent. and the attack may followed up by
continuous damage.
Note: Swoop attacks cannot be attempted against opponents
hidden by dense forest or jungle or other heavy cover.
Trample
This attack is an attempt by a PC to use its superior size and
weight to crush an opponent. Trample attacks add + 4 to a PC's
"to hit" roll against opponents of man-size or smaller. This
attack can be combined with Charge.
Note: Like Charge, Trample may be countered by braced spears
and polearms which do double damage on a successful to hit
roll.
Spell Casting
Spell-like Ability
The Edgelord may learn a single magicuser or cleric spell as a
special ability employable in exchange for using other special
abilities.
Note: this spell-like ability may be saved against if the spell
description allows it.
Hit Rolls
Opponent's Armour Class
Level 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8
0-1 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 20 20 20
2 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 20 20
3 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 20
4 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20
5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20
6 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20
7 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20
8-9 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Enjoy...
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