Karoshi Suicide Salaryman
I just wanna die!
- Hiroshi, a Karoshi Suicide Salaryman
(The game and it's sequel on armorgames.com)
The Karoshi Suicide Salaryman goes on adventures, dies, respawns, jumps into an active volcano, respawns, futilely tries to solo the BBEG, dies, respawns, and repeats this process over and over again.
Adventures: Karoshi go on dangerous adventures, visit deadly places, and otherwise do everything they can in order to kill themselves. Really. The level up in order and make enemies for the sole purpose of finding someone who would use a Wish or something similar to kill them permanently.
Characteristics: Karoshi are generally not super useful. They started out as plain members of society, after all.
Alignment: Karoshi cannot be Chaotic. The entire reason for their mindset is that they followed the nebulous "Rules of Society" without complaining.
Background: The Karoshi Suicide Salaryman started out as a simple blue collar worker, but eventually got tired of his 9-to-5 job. However, he couldn't risk unemployment because he needed the money to live his solitary lifestyle. Now he just wants to die. The problem is that the universe disagrees with him.
Races: Any with sophisticated culture and technology and populations that could lead to the above background.
Other Classes: Most classes tend to look down upon the Karoshi, as he/she is not a true adventurer. Merely a regular person that wants to die.
Role: Karoshi can fit a few roles in a party, most notably: Disposable Meat Shield, Disposable Melee DPS, Disposable Scout
Adaptation: Generally, the Karoshi is only fit for campaigns that at least touch upon an industrialized and advanced environment. However, a Karoshi may also be a single, middle-aged farmer, or a blacksmith that has been blacksmithing for all his life, etc.
GAME RULE INFORMATION
Karoshi have the following game statistics.
Abilities: Intelligence and Wisdom are both useful in figuring out how to kill yourself. If you build up your Charisma you may be able to convince people to kill you.
Alignment: Any non-Chaotic.
Hit Die: d4
Starting Age: As Wizard, but not yet Old.
Starting Gold: 200 gp
The Karoshi's class skills (and the key ability for each skill) are: Appraise (Int), Jump (Str), Knowledge [Local] (Int), Profession (Wis), Search (Int), Spot (Wis)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Level BAB Fort Ref Will Special Respawn Time 1 +0 +0 +0 +2 Unfortunately Immortal, Ageless, Bloody Splat 1d6 1 day 2 +1 +0 +0 +3 Focused on Death 18 hours 3 +1 +1 +1 +3 Bloody Splat 2d6 18 hours 4 +2 +1 +1 +4 Final Sprint +10 12 hours 5 +2 +1 +1 +4 Bloody Splat 3d6 12 hours 6 +3 +2 +2 +5 9 hours 7 +3 +2 +2 +5 Bloody Splat 4d6 9 hours 8 +4 +2 +2 +6 Final Sprint +20 6 hours 9 +4 +3 +3 +6 Bloody Splat 5d6 6 hours 10 +5 +3 +3 +7 Improved Blood Splatter 3 hours 11 +5 +3 +3 +7 Bloody Splat 6d6 3 hours 12 +6/+1 +4 +4 +8 Final Sprint +30 2 hours 13 +6/+1 +4 +4 +8 Bloody Splat 7d6 2 hours 14 +7/+2 +4 +4 +9 1 hour 15 +7/+2 +5 +5 +9 Bloody Splat 8d6 1 hour 16 +8/+3 +5 +5 +10 Final Sprint +40 30 minutes 17 +8/+3 +5 +5 +10 Bloody Splat 9d6 30 minutes 18 +9/+4 +6 +6 +11 10 minutes 19 +9/+4 +6 +6 +11 Bloody Splat 10d6 10 minutes 20 +10/+5 +6 +6 +12 Super Karoshi, Final Sprint +50 1 minute
The following are the class features of the Karoshi Suicide Salaryman, abbreviated as the Karoshi.
Weapon and Armor Proficiency: The Karoshi is proficient with all Simple Weapons and Light Armor and Shields.
Unfortunately Immortal (su): The Karoshi just wants to die. Unfortunately, the world doesn't want him to stay dead. Whenever the Karoshi dies, he will respawn after a length of time as shown on Table: The Karoshi (see above) under the "Respawn Time" column. Respawning brings the Karoshi back to life with full hitpoints and with no foreign effects on him (such as Ability Drain caused by an enemy's spell, mind control, etc.). He loses all equipment except for his primary and secondary weapon(s) - if he has them - and all clothing, armor, and shields he had equipped to him at that time.
When the Karoshi respawns, he respawns in the "safe space" closest to where he died. A safe space is defined as an unoccupied square that contains no conditions such that the Karoshi would be damaged from entering it. Additionally, if an enemy would threaten a square, it cannot be considered a "safe space", even if the Karoshi and none of his part members are aware he would be threatened in that square. For example, if the Karoshi were to respawn in a dungeon, and there was an invisible goblin threatening the square the Karoshi would respawn in, the Karoshi does not spawn there. He instead spawns in the next available space where he is not threatened.
The only thing that will destroy a Karoshi permanently would be something that destroyed his soul. A Wish to "Kill that Karoshi over there" would result in him dying and respawning, but the Wish "Obliterate that Karoshi's soul permanently" would destroy the Karoshi forever.
If the Karoshi is killed by a Bellator or something else with a similar "EVERYTHING JUST DIES" effect, the Karoshi dies. Completely. His soul is destroyed, his body is obliterated, the whole deal. Then he respawns after however much time., completely O.K.
Ageless (su): The Karoshi stops aging before he/she would receive a penalty to Strength/Dexterity/Constitution for their age.
Bloody Splat (ex): When the Karoshi does manage to kill himself, he erupts into a splatter of gore. This is regardless of whether he should or shouldn't be able to do so, like if he were killed by the Disintegrate spell. This splash deals 1d6 damage in a radius of 3 squares around him. A Reflex save (DC: User's Max Health) negates the damage. All who witness the blood and gore and are not already user to it must make a DC 20 Constitution save or becomes Sickened. At every odd level this ability increases in damage as shown in Table: The Karoshi.
*Anyone (mostly part members) who have been around the Karoshi for at least 10 Bloody Splats automatically succeed on the Constitution save, and need only make 1/2 the DC for the Reflex save.
Focused on Death (ex): You know how people become better at something when they want to do it? Or how they suddenly find the means to concentrate on an important task? Well, for the Karoshi, that task is dying. The Karoshi gets a bonus equal to 1/2 his Karoshi level (rounded down) to all skill checks for Karoshi skills for the purpose of suicide. For example, Hisashi the level 3 Karoshi would get a +1 bonus to a spot check in order to find a boiling pool of lava near a volcano so he can jump into it.
Final Sprint (ex): Just as mothers lift trees off their children trapped inside cars, so too does the Karoshi gain an extraordinary burst of speed when he is about to kill himself. While running or jumping directly towards his demise (he has to be running towards the lava pool, not towards the volcano itself), the Karoshi gains a +10 ft/round boost to his movement speed, and a +10 motivation bonus to all Jump checks. This bonus increases by 10 every 4 levels, to +50 ft/round and +50 to Jump at level 20.
Improved Bloody Splat: At level 10, the Karoshi's more developed internal energies and powers make his Bloody Splat bigger. This means a few things. First, the radius of it increases from 3 squares to 4 squares. Additionally, the damage of the Bloody Splat damage die is increased by a single step, to a d8. Therefore Hotashi, a level 13 Karoshi, would have a Bloody Splat that deals 7d8 damage, not 7d6.
Super Karoshi: By level 20, the Karoshi's powers have grown too much for his mortal body. If he so chooses, he may ascend to the level of Super Karoshi (as a standard action)! Super Karoshis have many defining characteristics, most prominent being their utter invincibility. This invincibility stems from the fact that a Super Karoshi cannot be hit.
No, not even Pun-Pun using all 5 million of his divine levels and every single one of his infinite BAB could land a single hit on a Super Karoshi. Not even a plane-wide black hole could touch the ultimate form of the Suicide Salaryman! Thus, any abilities that would preform an insta-kill of any sort on the Super Karoshi miss, and do not take place.
Additionally, a Super Karoshi can jump on air (but cannot fly), and gains a +200 Racial bonus to Strength and Dexterity.
A Super Karoshi's hair becomes yellow (not blond) and spikes upwards in great volumes. This is entirely aesthetic.
He stays in this state until he touches a sample of Green Glowing Rock Kryptonight (he cannot leave it voluntarily). This strange, crystalline, radioactive-seeming green rock is the only thing that can revert a Karoshi from Super Karoshi form. This rock is fairly rare, and can only be found at certain places on certain planes. Gods that feel threatened by the existance of the Super Karoshi may spawn a batch of Green Glowing Rock Kryptonight in order to revert him back to regular his Karoshi state. An epic Karoshi, after turning Super Karoshi, may go on a quest to find Kryptonight to mortal-ize himself again. Once the Karoshi leaves his Super Karoshi state, he must sleep for 8 hours before he can enter it again.
Note that in many cases a Karoshi would be reluctant to enter Super Karoshi state, because they want to die.