Memories of Connor's Adventures

Orlando the Adventurer pulled a Scimitar from beneath his Robes and smiled...

Saturday 21 December 2019

Basic Expert: The Edgelord

Hiroku stood at the entrance to the dungeon. This world of fantasy monsters and its subterranean realms was as far from the streets of Tokyo from which he had been isekai'ed by Truck-kun as he could imagine.
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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