Claim The Fallen 1: A LitRPG Adventure
By Sam Ward
Framed, locked up, and shot dead ninety seconds after release. Now Chris Carter has a second life and the one skill nobody else would take.
Two years in a cell for a crime he didn't commit. Ninety seconds of freedom. Then two barrels of buckshot in a parking lot, and Chris Carter's first life was over.
Death offers him a deal: a new world, a clean start, and five skills instead of the standard three. Carter takes the one with no description, buried in the list like a trap. Reaper's Claim. ...
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Framed, locked up, and shot dead ninety seconds after release. Now Chris Carter has a second life and the one skill nobody else would take.
Two years in a cell for a crime he didn't commit. Ninety seconds of freedom. Then two barrels of buckshot in a parking lot, and Chris Carter's first life was over.
Death offers him a deal: a new world, a clean start, and five skills instead of the standard three. Carter takes the one with no description, buried in the list like a trap. Reaper's Claim. Kill something, and whatever made it dangerous becomes his.
He lands with nothing in Oakhaven, a walled guild town where power is bought and sold and the cheapest soldiers are the broken ones. He starts building a party anyway. Three women sign on, and then a runaway guild mage joins of her own free will, because she's seen what he's building and wants in.
But skills stripped from the dead leave a trail. The guild starts watching: who is he, what can he do, and why does his party level faster than anything on record? The road east leads to Deephold, a dungeon city with deeper things waiting beneath it, and every step raises the price for the women who chose to follow an ex-con with a reaper's gift.
He never asked for a second chance.
He's going to make somebody regret giving him one.
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