Overload

**OVERLOAD**

Overloads are a special rule subsystem designed for the Disgaea D20, added here for ease of reference.

An Overload skill is a powerful skill utilized by Overlords that allows them to get the upper hand in a battle. An Overload skill is the epitome of emotional power gained from fully realizing the subject of your ire and revenge. Not all overlords possess overloads and some must experience trauma and hardship to learn one of their own, and also some creatures can gain Overload abilities without becoming an Overlord.

If you wish to possess an overload power, you must possess the Combat Stamina, and Revengeance feats first. After which you can qualify for an overload whenever you would gain a feat naturally. (You cannot gain the Overload through bonus feats unless the DM states otherwise).

After selecting the Overload feat, you gain the following ability.

**OVERLOAD**

You have the ability to activate a powerful overload technique when you have reached a point of revenge. When your revenge pool is full, you can choose to activate your Overload as a free action. An Overload can only be activated once per encounter no matter how many times your revenge pool is filled. When activated you gain a unique effect. With this feat, you have 4 Overload points that can be spent to create your Overload technique. You gain +1 point to add to your overload for every 3 levels you possess. When you reincarnate, this number stays the same and does not lower with you, however it also no longer grows with you, only increasing if you choose to cause it to grow.

Whenever you would naturally gain a feat (Not through bonus feats), you can choose to not gain a feat and instead gain 3 more points to your Overload pool.

You must possess a target, an effect, and a duration, however the rest of your points can be spent on any of the other abilities when you gain additional points. You can also take a specification, which grants you additional points by making the Overload only work against specific Targets. The selections are available below.

***TARGETS***

The first part of crafting an Overload is selecting it's target. This is how the overload effects creatures and what they will need to do to resist it. Your Overlord can only possess one of the targets below.

*1 Point Target:*

*Single touch (Fortitude):* You effect a single target within touch range. You must make a touch attack to have this effect take place. This ability gains a Fortitude saving throw DC: 10+ 1/2 character level+ ability modifier determined when you gain the Overload feat.

*Single touch (Reflex):* You effect a single target within touch range. You must make a touch attack to have this effect take place. This ability gains a Reflex saving throw DC: 10+ 1/2 character level+ ability modifier determined when you gain the Overload feat.

*Single touch (Will):* You effect a single target within touch range. You must make a touch attack to have this effect take place. This ability gains a Will saving throw DC: 10+ 1/2 character level+ ability modifier determined when you gain the Overload feat.

*5 foot square (Fortitude):* You effect a single square creature within 5 feet of you. This ability gains a Fortitude saving throw DC: 10+ 1/2 character level+ ability modifier determined when you gain the Overload feat.

*5 foot square (Reflex):* You effect a single square within 5 feet of you. This ability gains a Reflex saving throw DC: 10+ 1/2 character level+ ability modifier determined when you gain the Overload feat.

*5 foot square (Will):* You effect a single square within 5 feet of you. This ability gains a Will saving throw DC: 10+ 1/2 character level+ ability modifier determined when you gain the Overload feat.

*Personal:* You effect only yourself with this ability.

*2 Point Target:*

*Area (Fortitude):* You effect every creature within 5 feet of you. This ability gains a Fortitude saving throw DC: 10+ 1/2 character level+ ability modifier determined when you gain the Overload feat.

*Area (Reflex):* You effect every creature within 5 feet of you. This ability gains a Reflex saving throw DC: 10+ 1/2 character level+ ability modifier determined when you gain the Overload feat.

*Area (Will):* You effect every creature within 5 feet of you. This ability gains a Will saving throw DC: 10+ 1/2 character level+ ability modifier determined when you gain the Overload feat.

*Single Target (Fortitude):* You effect a single creature within 30 feet of you. This ability gains a Fortitude saving throw DC: 10+ 1/2 character level+ ability modifier determined when you gain the Overload feat.

*Single Target (Reflex):* You effect a single creature within 30 feet of you. This ability gains a Reflex saving throw DC: 10+ 1/2 character level+ ability modifier determined when you gain the Overload feat.

*Single Target (Will):* You effect a single creature within 30 feet of you. This ability gains a will saving throw DC: 10+ 1/2 character level+ ability modifier determined when you gain the Overload feat.

***DURATIONS***

The second part is selecting the duration. This determines how long the Overload lasts for. Your overload can only have one duration.

*1 Point Duration:*

*1 Round:* The effect lasts for 1 round, ending at the beginning of your next round.

*Instantaneous:* The effect takes place immediately and everything is resolved instantly and everything ends at the end of your turn.

*2 Point Duration:*

*2 Rounds:* The effects last for 2 rounds, ending at the beginning of your turn after 2 rounds have passed.

*3 Point Duration:*

*3 Rounds:* The effects last for 3 rounds, ending at the beginning of your turn after 3 rounds have passed.

***EFFECTS***

The third part of an overload is creating the effect. This is what happens to creatures within the Target area for the duration of the Overload. You can apply any number of effects to your Overload, However you can only apply each one once.

*1 Point Effect:*

*Damage:* Deal 1d4 damage per level to the target. This does not stack with any of the other Damage effects. Damage is halved on a successful saving throw. You cannot select this for an overload that lasts for longer than 1 round.

*Blinded:* Enemy effected is blinded for the duration of the overload if it fails it's saving throw.

*Deafened:* Enemy is effected by deafened status for the duration of the overload if it fails it's saving throw.

*Attack Bonus:* The effected targets gain a +4 bonus to attack rolls.

*Armor Bonus:* You gain a +4 bonus to armor class. This bonus ins un typed and not bypassed by anything.

*Charm:* You effect the creature with a murderous command spell that lasts for the duration of the spell if it fails it's saving throw.

*Enlarge:* You increase by one size category. You gain a +2 bonus to strength and constitution, and take a -2 penalty to dexterity. You also gain a +2 natural armor bonus. This lasts for the entire duration of your Overload. This can be selected up to 2 times.

*Prone:* The target of the Overload is knocked prone if it fails it's saving throw.

*Single Ability Boost:* Gain a +4 bonus to a single ability score, selected upon selecting this effect. This can be taken up to 6 times, once for each ability score.

*Double Ability Boost:* Gain a +2 bonus to two ability scores, selected upon selecting this effect. This can be taken up to 3 times, gaining a bonus in each ability score. This does not stack with The Single Ability boost, Triple ability boost, quadruple ability boost, nor any of the other boost effects that apply to them.

*Combat throw:* When using the lift and throw combat maneuver or when using a thrown weapon, increase the distance you can throw by 10 feet. This can be selected multiple times, it's effects stack.

*Speed:* Gain a +10 foot bonus to your move speed for the duration of your Overload.

*Summon:* This can only be selected if you have the 5 foot square target for your ability. You summon a single monster class creature. This monster cannot be a spell casting monster. The monster is also at 1st level and lasts for the duration of the Overload.

*Summon Wall:* This can only be selected if you have the 5 foot square target for your overload. This summons a single 5 foot wide, by 10 feet tall, by 10 feet long  wall of stone or metal. This stone possesses a hardness of 20 and has 100 hit points.

*2 Point Effect:*

*Improved Damage:* Deal 1d6 damage per level to the target. This does not stack with any of the other Damage effects. Damage is halved on a successful saving throw. You cannot select this for an overload that lasts for longer than 1 round.

*Miss Chance:* The target gains a 10% miss chance for the duration of the Overload.

*Fast Healing:* The target gains Fast healing 5 for the duration of the Overload.

*Poison:* Create a poison spell that effects the targets. The duration lasts for the same duration as the spell if it fails it's saving throw.This ability ignores spell resistance.

*Confusion:* Effect enemies with the confusion ailment if it fails it's saving throw. The duration lasts for the same duration as the spell.

*Staggering:* Stagger all creatures in the area for the duration of the Overload if it fails it's saving throw.

*Health:* Heal the target of a number of hit points equal to your base damage if it fails it's saving throw.

*Triple Ability Boost:* Gain a +2 bonus to three ability scores, selected upon selecting this effect. This can be taken up to 3 times, gaining a bonus in each ability score. This does not stack with The Single Ability boost, Double ability boost, quadruple ability boost, nor any of the other boost effects that apply to them.

*Weapon Damage:* Deal damage to the target as if you successful hit with a weapon you are wielding. This does not stack with any of the other Damage effects. You cannot select this for an overload that lasts for longer than 1 round.

*Saving Throws:* The target gains +3 to all of their saving throws for the duration of the Overload.

*Magic:* The target gains a +2 bonus to their caster level and saving throw DC's for the duration of the overload.

*Fortification:* the target gains 25% fortification against critical hits and sneak attacks for the duration of your overload.

*Supreme Protection:* The target's DR increases by 5/- and your resistance to all energy types increases by 5 (Acid, Fire, Ice, Electricity, Sonic, Disintegration, Force) for the duration of your Overload.

*Curse:* The target takes a -4 penalty to all d20 rolls, armor class, and damage rolls. If it succeeds it's saving throw this penalty is cut in half. This penalty lasts for the duration of the overload.

*3 Point Effect:*

*Greater Damage:* Deal 2d6 damage per level to the target. This does not stack with any of the other Damage effects. Damage is halved on a successful saving throw. You cannot select this for an overload that lasts for longer than 1 round.

*Self Sacrifice:* This can only be applied to an area effect. Instantly grant yourself the defeated status after using your overload, however it deals an additional 3d6 damage per level to any creature in the area. This damage stacks with any other damage variables you apply to it.

*Entangling:* Entangle all creatures within the area for the duration of the Overload if it fails it's saving throw.

*Stunning:* Stun all creatures within the area for the duration of the Overload if it fails it's saving throw.

*Greater Attack Bonus:* The effected targets gain a +8 bonus to attack rolls.

*Greater Armor Bonus:* You gain a +8 bonus to armor class. This bonus ins un typed and not bypassed by anything.

*Quadruple Ability Boost:* Gain a +2 bonus to four ability scores, selected upon selecting this effect. This can be taken once. This does not stack with The Single Ability boost, Double ability boost, Triple ability boost, nor any of the other boost effects that apply to them. However you can select them to gain bonuses in other ability scores.

*Support Attack:* This can only be applied to an ability with a duration of longer than instantaneous, and only to overloads with a target of personal. Whenever an ally attacks an enemy within your reach, you can expend an attack of opportunity to gain an attack against that creature as well. You take a cumulative -8 penalty every time you use this in the same round after the first attack.

*Initial Attack:* On the first round of activating your Overload, you gain an attack of opportunity against every creature within your reach up to your maximum number of attacks of opportunity in a round.

*4 Point Effect:*

*paragon Damage:* Deal 3d6 damage per level to the target. This does not stack with any of the other Damage effects. Damage is halved on a successful saving throw. You cannot select this for an overload that lasts for longer than 1 round.

*Murder Wrecker:* If you defeat an enemy in the round the Overload activates, you gain an additional move and standard action you can take in that round, however you take a -10 penalty to all of your ability scores. Every time you defeat an enemy, you can take another move and standard action, however every time you do you take another -10 penalty to all of your ability scores. If this would drop an ability score below 1, this effect immediately ends. Your ability scores remain at their drained state until the beginning of your next round. Even if your overload lasts longer than 1 round, this only applies to the first round of the Overload.

*Paragon Attack Bonus:* The effected targets gain a +10 bonus to attack rolls.

*Paragon Armor Bonus:* You gain a +10 bonus to armor class. This bonus ins un typed and not bypassed by anything.

*Animation:* The target dead creature returns and works for you as an undead minion. The creature acts on your turn and has access to all of it's available abilities. Any abilities already expended are used up, and any remaining abilities with a number of uses are dropped to 1 use. It can only perform 1 technique of each level it possesses and can cast only 1 spell of each level if it was a spell caster, but could never cast spells with a spell component of more than 5 hl. It only possesses 5 hit points for every hit dice it has. This creature has access to all of it's previous techniques and class abilities, however it cannot heal or be healed. The creature remains animated until the duration of the Overload ends or the creature is killed. This creature is treated as if it were an undead animated by you. By spending the cost for this a second time, you can apply this to the Initial attack ability, this however causes the attack to only effect dead creatures and deals no damage.

*Duplication:* You create a shadow clone of yourself. This shadow clone appears adjacent to you. This ability can only be selected if your target is personal. The Shadow Clone gains no other bonuses that your overload may grant. It doesn't possess any of your damage reduction, energy resistance, or immunity, however it possesses all of your statistics otherwise. Any techniques or spells it casts are subtracted from your total spells or techniques per day. In addition the doubles are treated as 1/2 of your overall level for the purpose of level dependant techniques or spells. (For example, a 10th level clone can use a 9th level Big bang technique, but would be treated as 5th level to determine it's damage.) Clones created by this ability last for the duration of the Overload or until destroyed. This can be taken multiple times, granting 1 additional clone each time it's selected (To a maximum of 4 clones).

*Released Form:*  This can be selected as personal only. You can enter into another form completely. You possess the same hit points, however your class levels are reconfigured and you become a character of a class other than the one you currently have levels in. You also possess different feats as well as having different evilities equipped (If you'd like). You become a character of 5 levels beneath your own level in any one class. Once selected, you can never change this class (Though you can add levels from other classes, you just can't ever take away levels you already designated). You gain all of the abilities of this class or classes instead of your old ones, however any difference in spells or techniques are still expended. Finally, you do not have access to any of your unique techniques while this is active. If you select this twice, you become a creature of the same class levels as you normally possess. This lasts for the duration of your overload after which you return to your previous class levels.

*Power Word Kill:* Upon activating your Overload ability, you gain the effects of a Power Word Kill spell of your caster level that effects the targets of the Overload if it fails it's saving throw. You must be at least 16th level before you can select this effect, and it only works on creatures with less hit dice than you possess.

*Rejuvenation:* When activating your overload, all creatures within the target area who have used their overload ability already within the encounter can use it again if they meet the requirements to do so. This cannot be applied to an overload with a target area of personal, and cannot be used on an overload that also has this ability. A creature cannot be effected by the rejuvenation effect more than once per encounter.

*Invulnerability:* You can only select this if your overload has a target of personal. You become immune to damage for the duration of your overload, as well as death effects, vorpal weapons, and negative levels. You cannot move while in this state, including taking move actions to pilot or maneuver vehicles or animals, and healing effects are halved on you. You can still make attacks of opportunity as normal. By selecting this a second time, you can heal and make attacks as normal, however you cannot use techniques while in this state.

*Frozen in Time:* This can only be selected if the target is personal. During your Overload's duration, you can select a single creature. If you strike that creature, their move speed becomes 0 for 1 round. This ability can only be applied once per overload.

*Soul Eating:* Creatures who fail their saving throw lose 1 technique slot and 1 spell slot of the highest level they can cast. This can be selected multiple times increasing it by 1 each time.

***BOOSTS***

The fourth and optional part of crafting an Overload is boosting it. Boosting an Overload increases it's power or capabilities. Your Overload can possess any number of boosts, but each one can only be selected once unless stated otherwise.

*1 Point Boost:*

*Ranged Touch:* You must possess the touch target to select this. Your touch attack becomes a ranged touch attack at a range of 30 feet. You can select this multiple times, increasing it's range by 30 feet for each time selected.

*Improved Range:* You must possess the single, area, or 5 foot square target effects to select this. You increase the range to 30 feet. This can be selected multiple times, each time increasing it by 30 feet.

*Additional Area:* You must possess the Area or 5 foot square target effects to select this. If it is an area, you increase the area effect by 5 feet. This can be selected multiple times, increasing the area by 5 feet each time. If selected for 5 foot square, you can gain 1 additional contiguous 5 foot square.

*Additional Target:* You must possess the Single Target ability to select this. You can select another creature within 30 feet of the first one. This can be selected multiple times, gaining a new target every time you select it.

*Additional Touch:* You must possess one of the touch targets to select this. You can select another creature within reach and make an attack against them. This can be selected multiple times, gaining a new target every time you select it.

*Enemies Only:* The ability only effects enemies even if allies are in the area of effect.

*Allies Only:* The ability only effects allies even if enemies are in the area of effect.

*Speed Boost:* You must possess the Speed bonus effect to select this boost. You gain a further +10 foot bonus to your move speed for the duration of your Overload. This can be selected any number of times.

*Fire Boost:* This can only be applied to an overload that deals damage. The damage becomes fire damage. If you already deal damage of a specific element with this ability, the damage becomes half and half.

*Wind Boost:* This can only be applied to an overload that deals damage. The damage becomes Sonic damage. If you already deal damage of a specific element with this ability, the damage becomes half and half.

*Ice Boost:* This can only be applied to an overload that deals damage. The damage becomes Frost damage. If you already deal damage of a specific element with this ability, the damage becomes half and half.

*Acid Boost:* This can only be applied to an overload that deals damage. The damage becomes Acid damage. If you already deal damage of a specific element with this ability, the damage becomes half and half.

*Star Boost:* This can only be applied to an overload that deals damage. The damage becomes Force damage. If you already deal damage of a specific element with this ability, the damage becomes half and half.

*Dust Boost:* This can only be applied to an overload that deals damage. The damage becomes Disintegration damage. If you already deal damage of a specific element with this ability, the damage becomes half and half.

*Negative Boost:* This can only be applied to an overload that deals damage. The damage becomes Negative energy damage. If you already deal damage of a specific element with this ability, the damage becomes half and half.

*Positive Boost:* This can only be applied to an overload that deals damage. The damage becomes Positive energy damage. If you already deal damage of a specific element with this ability, the damage becomes half and half.

*Greater Miss Chance:* The target's miss chance increases by 10%. This can be taken multiple times to a maximum of 70%.

*Greater Summon:* You can only select this ability if you possess the Summon effect. When you select this you can increase the monster's level by 1, or summon another monster at the same level as the first. This can be selected multiple times, it's effects stack. You can never have a monster you summon have more levels than you do -4.

*Improved Fortification:* You must possess the fortification effect to select this boost. You increase your resistance to critical hits by 25% for the duration of your Overload. You can select this up to 3 times.

*Greater Summon Wall:* This can only be selected if you have the summon Wall effect. When you select this, you gain one of the following effects. You can increase your wall's hit points by 50 and it's hardness by 5, or choose to place another wall contiguous to the first. This can be selected multiple times, each time you choose one of those effects. You can build small fortresses and encampments with this ability.

*2 Point Boost:*

*Curse Boost:* You can only select this if you possess the Curse effect. Your penalty inflicted increases by -2.

*Improved Attack Boost:* You can only select this if you possess the Attack Bonus effect. Your attack bonus increases by another +4.

*Improved Armor Boost:* You can only select this if you possess the Armor Bonus effect. Your armor bonus increases by another +4.

*Reconstructive Boost:* This can only be applied to an overload that deals damage. The damage becomes Reconstructive power damage, meaning that it heals all creatures, including Undead and constructs.

*All Allies:* This can only be selected if you have the Area target and Allies only boost. This doubles the burst size of the area effect. This can be selected multiple times, doubling the area each time.

*Improved Ability Boost:* This can only be selected if you possess the Single Ability Boost effect. This increases the ability score boosted by another +4. This can be taken once for each ability score that you possess Single Ability Boost for.

*Improved Double Ability Boost:* This can only be selected if you possess the Double Ability Boost effect. This increases the ability scores boosted by another +2. This can be taken once to improve for each ability score that you possess Double Ability Boost for.

*Attack Roll:* This can only be selected for overloads with the Area effect, and for overloads with the Weapon damage, or the damage effect. Instead of a saving throw, you can choose to make an attack roll against the creatures in the area. You make a single attack roll and apply it to all creatures in that area. This deals no additional damage, only the normal effect, and only applies to the weapon damage or Damage effect and not any other effects that may be applied.

*Captured Soldier:* This can only be selected if you have the charm effect. Creatures who fail their save are entangled on the round after their Murderous command effect ends.

*Improved Saving Throws:* You must possess the saving throws effect to select this boost. The target gains a further +3 to all of their saving throws for the duration of the Overload. This can be selected multiple times.

*Improved Magic:* The overload must possess the Magic effect to select this boost. The target gains a further+2 bonus to their caster level and saving throw DC's to spells for the duration of the overload. This can be selected multiple times.

*Greater Supreme Protection:* You must possess the Supreme Protection effect to select this boost. It increases your DR and energy resistances by 5. This can be selected multiple times, it's effects stack.

*Initial Burst:* By selecting this, it allows you to apply the damage effects to an overload that lasts for more than 1 round. The targets take the damage only on the first round of the Overload.

*3 Point Boost:*

*Greater Attack Bonus:* You can only select this if you possess the Improved Attack Bonus effect. Your attack bonus increases by another +4.

*Greater Armor Boost:* You can only select this if you possess the Improved Armor Bonus effect. Your armor bonus increases by another +4.

*All Enemies:* This can only be selected if you have the Area target and Enemies only boost. This doubles the burst size of the area effect. This can be selected multiple times, doubling the area each time.

*Support Boost:* You must have the support attack effect to select this. You gain a bonus of +20 feet to your reach to determine how far you can attack with an attack of opportunity. This can be selected multiple times. This increases by +20 feet every time you select this ability.

*Initial Move:* You gain an additional move action on the first round of your overload's activation. If you also have an additional Standard action these can be combined into a full round action. This can be selected twice though the second time it's selected it costs 5 instead.

*Greater Ability Boost:* This can only be selected if you possess the Improved Ability Boost effect. This increases the ability score boosted by another +4. This can be taken once for each ability score that you possess Improved Ability Boost for.

*Greater Double Ability Boost:* This can only be selected if you possess the Improved Double Ability Boost effect. This increases the ability scores boosted by another +2. This can be taken once to improve for each ability score that you possess Improved Double Ability Boost for.

*Improved Triple Ability Boost:* This can only be selected if you possess the Triple Ability Boost effect. This increases the ability scores boosted by another +2. This can be taken once to improve for each ability score that you possess Triple Ability Boost for.

*Greater Fast Healing:* You can only select this if you possess the fast healing effect. This increases your fast healing to 10, or to an amount equal to your Charisma or Constitution modifier (Selected when you select this effect).

*Partial Damage:* You can only select this if you possess the damage effect. When a creature successfully makes it's save, they take 1/4 damage instead of 1/2. This is usually utilized to combat abilities such as evasion.

*4 Point Boost:*

*Paragon Attack Boost:* You can only select this if you possess the Greater Attack Bonus effect. Your attack bonus increases by another +4.

*Paragon Armor Boost:* You can only select this if you possess the Greater Armor Bonus effect. Your armor bonus increases by another +4.

*Master of Paragons (Attack):* You can only select this if you possess the Paragon Attack bonus boost. You double the bonus to attack rolls granted by your overload on the first round of it's activation, After that it becomes the normal bonus from your attack bonus boosts with an additional +2 bonus.

*Master of Paragons (Defense):* You can only select this if you possess the Paragon Armor bonus boost. You double the bonus to Armor class granted by your overload on the first round of it's activation, After that it becomes the normal bonus from your armor bonus boosts with an additional +2 bonus.

*Initial Standard:* You gain an additional standard action on the first round of your overload's activation. If you also have an additional move action these can be combined into a full round action. This can be selected twice though the second time it's selected it costs 6 instead.

*Miracle:* You can only select this if you have the healing effect. Your fast healing becomes regeneration and lasts for an additional 2 rounds. This can be selected multiple times, each time gaining 2 additional rounds.

*Paragon Ability Boost:* This can only be selected if you possess the Greater Ability Boost effect. This increases the ability score boosted by another +4. This can be taken once for each ability score that you possess Greater Ability Boost for.

*Alternative Technique:* You must possess the released form effect to select this one. You gain access to a new unique technique while in your Overload form. This technique is of 3rd, 6th, or 9th level. You can only select a level of technique that you can perform. If you select 6th level you increase the cost by +1 and if you select 9th you increase it by +2. You can select this up to three times, each time gaining a new technique. You can only have one of each level technique.

*Evasion:* You must possess the saving throws effect to select this boost. You gain evasion for the duration of the overload.

*Mettle:* You must possess the saving throws effect to select this boost. You gain mettle for the duration of the overload.

*Willful Evasion:* You must possess the saving throws effect to select this boost. You gain willful evasion for the duration of the overload.

*Masterful Miss Chance:* You can select this only if you possess the greater miss chance boost. You gain an additional 50% miss chance on top of your previous chance.

*Greater Frozen in Time:* This can only be selected if you possess the frozen in time effect. The creature effected by the frozen in time effect also cannot take a swift action while it's move speed is 0. You can select this an additional time, though it's cost becomes 5 (For a total cost of 9), and also negate standard, attack, full attack, and full round actions that creature can make as well as immediate actions for the duration of the Frozen in time ability.

*Overcome Defenses:* This can only be applied to an effect that lasts for longer than one round. If the creature succeeds in it's saving throw, the effect still applies to them for 1 round. If this overload also has the initial burst boost, Overcome defenses does not apply to the damage dealt.

*Greater Soul Eating:* This can only be applied to the soul eating effect. You heal a number of spell slots and technique slots equal to 1/2 of the number consumed rounded down (Minimum 1).

*Vampiric:* This can only be applied to overloads that have one of the damage effects. You heal 1/4 of the damage dealt to each creature with the overload. This can be selected twice. On the second time you heal 1/2 of the damage dealt with the Overload.

## **EXAMPLE OVERLOADS**

The following Overloads are examples of Overloads possessed by characters within the Disgaea series used as examples, giving what they do, as well as the cost for each.

**USALIA'S OVERLOAD MURMUR OF RAGE (36)**

Duration: 3 Rounds (3)

Target: Personal (1)

Effect: Released Form (5) (Gain Levels in Cursed Barbarian)

Initial Attack: (3) (On the first round of activating your Overload, you gain an attack of opportunity against every creature within your reach up to your maximum number of attacks of opportunity in a round.)

Support Attack (3) (Whenever an ally attacks an enemy within your reach, you can expend an attack of opportunity to gain an attack against that creature as well. You take a cumulative -8 penalty every time you use this in the same round after the first attack.)

Boost: Alternative Technique (6) (Gain alternate 9th level technique)

Support Boost X5 (15) (AOO Range +100 feet)

When Usalia enters her Overload, she flies into a rage and her class levels become Barbarian levels. She gets to make an attack of opportunity on every creature within 105 feet as soon as she enters this form, and can take an attack of opportunity at that range whenever an ally attacks an enemy, to a maximum of the numbers of attacks of opportunity she can take each round.

**VALVATOREZ'S OVERLOAD TEPES NIGHTMARE (35)**

10 Points,

Duration: 3 Rounds (3)

Target: Personal (1)

Effect: Released Form (5) (Become Tyrant Valvatorez)

Initial attack (3) (On the first round of activating your Overload, you gain an attack of opportunity against every creature within your reach up to your maximum number of attacks of opportunity in a round.)

Animation (8) (Animate all targeted creatures. From selecting this a second time, you can apply this to the initial attack ability and only target dead creatures. This animates creatures as undead under your control)

Boost: Alternative Technique (14) (3 new techniques)

Support Boost X3 (9) (+60 feet to reach of AOO's)

Lord Valvatorez shifts into his Tyrant form and when he does, he makes an attack of opportunity against all dead creatures within 65 feet of himself. If he hits they are animated as undead under his control for 3 rounds. In addition, in his Tyrant form his class levels change and he learns 3 new unique techniques.

**KILIDIA'S OVERLOAD ALMA ICE SCULPTURE (15)**

Target: Personal (1)

Duration: 1 round (1)

Effect: Frozen in time (4)

Boost: Greater Frozen in time (9)

Kilidia attacks a single creature and that creature is frozen in place for 1 round.

**KILLIA'S OVERLOAD TYRANT REVELIO (20)**

Target: Personal (1)

Duration: 1 Round (1)

Boost: 2 Initial Move (8) (Gain 2 more move actions this round)

Boost: 10 Initial Standard (10) (Gain 2 more standard actions this round)

Killia ascends to a higher state of mind and gains increased movement and battle capabilities granting him 2 additional rounds of action on that round.

**IZUNA'S OVERLOAD COMET DISASTER (23)**

Target: Area (Will) (2)

Duration: Instantaneous (1)

Effects: Paragon Damage (4) (3d6 damage per level to the target)

Boost: Enemies Only (1)

Star Boost (1)

All Enemies (12) (+Doubles Burst)

Improved Range: 2  (2)(Range 240 feet)

Izuna releases a burst of force energy that damages all enemies within 240 feet of her. A will saving throw halves the damage.

**BAAL'S OVERLOAD RAKSHASA CATACLYSM (42)**

Target: Personal (1)

Duration: 3 rounds (3)

Effect: Enlarge 2 (2) (Gain 2 size categories, +4 str and con, +4 Nat AC, -4 Dex)

Triple Ability Boost (3) (Gain +2 to Strength, Con, and Cha)

Attack Bonus (1) (Gain +4 to attack rolls)

Duplication (16) (Create 4 clones of you)

Boost: Improved Triple Ability Boost (3)(+2 to Strength, Con, and Cha)

Improved Attack Bonus (2) (+4 more to attack)

Greater Attack Bonus (3) (+4 more to attack)

Paragon Attack Bonus (4) (+4 more to attack)

Master of Paragons (4) (Double attack bonuses from overload for 1 round, then get +2)

Baal summons 4 clones of himself and increases in size by 2 categories. He gains +4 to his natural armor, a -4 to his dexterity, a +8 to Strength and Constitution, +4 to Charisma, and a +18 to attack rolls (+36 on the first round).