• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.
Created at
Index progress

The threadmarks here will help you more quickly reference system rules as you enjoy the rp. Be sure to use them to make the most of your time here.
Top Post


Senior Member
Here, you will learn all you need to know to participate in the Isekai Hell rp world and tell your very own Isekai story. If you have any questions or believe rules are missing, please contact Novama Novama . As time passes, we may revisit the rules to make additional rules, clarifications, or otherwise change things. You will be informed when that happens. Do not feel compelled to memorize all the information at once. It will remain here for you to browse at your leisure.

Character Skeleton


Senior Member
First thing's first: Let's create your body. You will copy the code here as it is and post it (filled in) in the character thread for approval. You will want the character approved before you start posting with it. Additional rules and lists for filling out the skeleton will be found further down. Feel free to 'pretty up' the skeleton if you wish, but ensure all information is still present and clearly readable. Characters are assumed to be generally human level in capability with one or two distinguishing features about their character at start. If you feel that is too restrictive, understand that through roleplay and effort, most characters can reach world renown levels of ability and influence. We strongly believe in having characters going through a journey that develops themselves as well as their power and that they don't just have everything given to them right from the start.


[CENTER][B][SIZE=5]Character Name
(images preferred, word descriptions allowed)[/SIZE][/B][/CENTER]
[B]Theme:[/B] (optional. you can post a link to character theme music)
[B]Rp'er Name:
Post Frequency:[/B] (give a general idea of how often you plan to post with this character)
[B]Discord Name:[/B] (if you use discord and prefer it as a way of communication. otherwise put N/A. ex: Name#1234)
[B]Current RP: [/B] (list rp link here for any current or future rp's the character participates in. In this way it is easier to track down where a character is in IH)
[B]Goals:[/B] (list short or long term goals you have for the character with a minimum of one goal.)
[B]Equipped Titles:[/B] (1 racial required at minimum. Criminal titles may not be unequipped once acquired until certain conditions are met.)
[B]Height:[/B] (feet inches preferred, metric allowed)
[B]Weight:[/B] (lbs preferred, metric allowed)
[SPOILER="Backstory"][B]Backstory:[/B] (this is the stuff that happened to your character prior to appearing in this world. Maybe you forgot. maybe you don't want to remember. maybe there was nothing and you are a native of this world)[/SPOILER]
[SPOILER="Current Life"][B]Current Life:[/B] (this is where you can describe your current living situation. Perhaps you isekaied into a nice family. Maybe you are an orphan or mercenary with nothing. You are not allowed to be in a family with wealth or peerage to nobility. Such things must be earned first and rp'd into being in most cases.)[/SPOILER]
[B]Acquired Titles:[/B] (all titles the character has including the ones equipped and not equipped)
[B]Points at Start:[/B] 105
[B]Points Earned:[/B] 0
[B]Points Spent:[/B] 0 (all 105 points must be spent at the end of character creation)
[B]Points Not Spent: [/B] 0
[SPOILER="Stats"][B]Stats:[/B] (These are better explained further down on the page. Upgrade them as you see fit with the points you have. At start, no stat may be higher than grade B)
[INDENT][B]Strength - F[/B][/INDENT]
[INDENT][B]Precision - F[/B][/INDENT]
[INDENT][B]Intelligence - F[/B][/INDENT]
[INDENT][B]Vitality - F[/B][/INDENT]
[INDENT][B]Speed - F[/B][/INDENT]
[SPOILER="Skills"][B]Skills:[/B] (list skills here. List skill name, grade, and defining numbers associated with skill like distance for skills like Range. Skill List is further down on page. Purchase and Upgrade them as you see fit with points you have.)
[*]Skill Name F
[*]Skill Name F
[SPOILER="Abilities"][B]Abilities:[/B] (Explained better further down, list the skills and their grades that are used to produce the ability as well as the ability's name and desired effect. Also list the ability's Grade and effective post cooldown. Listing skill limitations is also appreciated. Letting people know the new ability is only effective out to 100ft for 1 minute is helpful.)
[*]Super Awesome Ability Name - Skill 1 F, Skill 2 E, Skill 3 F - Causes super awesome stuff to happen - Grade F - 0 Post Cooldown
[*]Super Awesome Ability Name - Skill 1 F, Skill 2 E, Skill 3 F - Causes super awesome stuff to happen - Grade F - 0 Post Cooldown
[SPOILER="Possessions"][B]Equipment: [/B](Amore, Weapons, and Magical Catalysts you are presently wearing and its letter grade. Also list anything special about them. Word or picture description accepted.)
[*]Example Sweet Sword F
[*]Example Rockin Armor E
[*]Example Shock Shield D - Shocks whatever strikes its surface
[B]Items:[/B] (These are items you likely carry as a part of your equipped titles. Commonly items necessary or relevant to your trade like tools)
[*]Example Whetstone
[*]Example Bedroll
[*]Example Fire Starter Kit
[*]Example Rations
[*]Example Waterskin
[B]Assets:[/B] (land, buildings, ships, etc...anything you do not carry around with you but you have acquired)
[*]Example Dumpy Cottage
[*]Example Old Donkey
[SPOILER="Change Log"][B]Change Log:[/B] (list here links to thread posts where the character received awards/points from moderator. Also list point expenditures whenever the points are used to buy or upgrade something and what the points were used for.)
[*]Link to Isekai Hell Rise of the TiddlyWinks - +8 points and acquired Title Hero of Garden Temple
[*]Point Expenditure: 7 points for Musician [Violin] F and the violin that comes with the skill.
[*]Title Change: Equipped Hero of Garden Temple. Unequipped Ditch Hobo.

Having Multiple Characters

Aside from certain skill selections, it is possible to create and play multiple characters. In order to get a 2nd or more characters approved, you must first show that you can effectively keep up with your current characters. This means prior characters are all actively in rp's and not being waited on by the groups of those rps. If characters become boring, unplayable, or the rp'er can't keep up, it may be best to scoop the character or retire it altogether. It will be restated that multiple characters belonging to the same rp'er may not participate in the same rp at the same time.

Last edited:
Grades of Power


Senior Member
What is the power scale, you ask. I'll explain that here. All creatures and items of significance have a Grade associated with them or an aspect of them. The higher the Grade, the more one can expect from the Graded thing's performance. The Grades are detailed below.


H - this grade is reserved for the smallest of creatures. A character's capabilities in this stat are not even worth mentioning other than to say they have enough to survive. Typically a creature this this stat is on their death bed, tiny in size, or a form of limited life that does not need a full range of functionality in order to persist.

G - this grade is generally reserved for children, small characters, and the injured. Your ability in this stat has not yet reached maturity or you may be physically limited to a certain capacity.

F - this grade is at the bottom of the stack. generally equated to base levels of human adult functionality. They have no extra training or experiences to make elements of the character with this grade anything special. As it pertains to skills, F is still lowest on the ladder, but it does imply your character has a grasp of some basic high level concepts pertaining to the subject matter. Example: random trivia scraped together from documentaries on tv, wikipedia articles, and common sense like don't point the pokey sword at your face.

E - this grade represents someone or something in training. It has acquired some of the knowledge or guidance necessary to start growing in this path of knowledge or ability. An E rank character/creature may be represented by trainee soldiers, apprentices, acolytes, bandits.

D - this grade represents someone fully trained. Their teachers, masters, learning materials have been mostly absorbed of their usefulness. The student is still lacking in experience however and generally begins traveling or performing more tasks independently. Common D rank entities may be Barons, new merchants such as peddlers, soldiers, town guard, mages graduated from academy but yet to find employment.

C - this grade represents a veteran in their area of expertise, profession, or abilities. They have experienced and overcame hardship. They have taught themselves things and started creating their own style of doing things. Any humanoid that could be called a veteran likely has a skill/ability/or profession at this grade. Monsters of C grade tend to be leaders of their packs/herds/groups. Ex: boss goblin of group of goblins. Captain of the guards. Squad leaders. Mage leading a research party.

B - this grade represents the elites in their area of expertise. They were the veterans that refused to retire. They were the ones that refused to settle on 'good enough'. They were the ones that continued to hone their skills while others plateaued and gave up. There are mere 100s of B grade creatures and humanoids in the world compared to the millions that have yet to know or do anything. These individuals are like special forces.

A - this grade is the peak of humanity. They are similar to olympic athletes able to compete at a global level with only a handful of peers in the world. Your prowess and knowledge are known on a global scale. you are the best in your areas of excellence and study. Your peers are all known to you and could likely be counted on your fingers.

S- the last grade and one without a limit. They have reached the realm of the supernatural. Some or all of one's humanity has been lost. many sacrifices, time and effort and perhaps a bit of luck was put in to get this far. They can do and achieve things beyond the scope possible for humans. Think something along the lines of heroes like Hercules and Sampson among other demi god type entities.
Last edited:


Senior Member
Already mentioned and listed in the character skeleton, Stats are perhaps the foundation of the Isekai Hell System. It is through Stats that the characters can unlock skills, which have their own significance to the system, but more importantly, they help give us a sense of what to expect from the characters in various areas and situations of roleplay. The following explains what the individual stats mean and also how they can be improved over the course of your character's adventures.


Strength: general muscle power. Influences effectiveness of melee and thrown weapon abilities and attacks.

Precision: general fine movement control of ones body like balance and moving quietly. Influences effectiveness of ranged weapons like bows and quasi firearms.

Intelligence: a catch all for knowledge, memory and magical prowess. May also reflect mental fortitude in the face of persuasive forces.

Vitality: your bodies life force as well as the ability to withstand hardship of varying kinds. Necessary for heavier armor.

Speed: general quickness and agility. Dodging and covering ground. Necessary for light armors and magical protections.

Stat Upgrade

To upgrade a stat, the character will need to invest 7 points into the stat to move it up 1 Grade.
Ex: Bob has F grade strength. He would like it to become E grade strength. Bob takes 7 of his available points and lists them as spent on his character sheet. He then edits strength to be an E grade stat.
Each letter upgrade for stats with the exception of S Grade requires 7 points.

As mentioned previously, each Grade in a stat requires 7 additional points than the last with the exception of S Grade which has additional requirements. This means the following table would apply if one were to take a stat from F to something higher than E in one go:

  • H grants 14 points
  • G grants 7 points
  • F costs 0 points
  • E costs 7 points
  • D costs 14 points
  • C costs 21 points
  • B costs 28 points
  • A costs 35 points

You can hold onto your extra points and save them, or you can put additional points into a stat.
Ex: Bob wants his F grade Intelligence to be at C grade. This means Bob should invest 21 points to bump up his stat. However, Bob has 23 points. He decides to invest all 23 points into Intelligence. While this only marginally makes his Intelligence better and is usually ignored, it does impact his Character Grade calculation.

Character Grade

This stat is not listed but it is one you may need to calculate from time to time. It is the average of the other 5 stats. It is a loose measurement of the character's "muchness". Some skills and titles rely on this stat, but it is also a way to determine how comparable two creatures are to one another. It is not uncommon for characters to be better in some areas than others, but when Character Grade is higher, it's usually a good indicator that the higher Grade entity will reliably outperform the lesser character. This can be useful when determining what monsters or enemies are worth risking a fight with.

Formula to Calculate: ((Str + Pre + Int + Vit + Spd) / 5) round to lowest Grade point cutoff.

Ex: Bob's stats are the following - Strength F with 6 points, Precision F with 0 points, Intelligence C with 23 points, Vitality E with 9 points, Speed F with 0 points. Using the above formula, Bob's Character Grade = 6+0+23+9+0 = 38 / 5 = 7.6 rounding down to letter grade cost 7 for E. Bob's Character Grade is E. While those extra points invested in stats wasn't enough to raise his stats to higher grades, it was enough to raise his Character Grade up which will help Bob's character achieve more and be considered more highly overall.
Last edited:
Items and Equipment


Senior Member
Items and equipment are important to most creatures in the world. They allow people to accomplish various tasks and overcome many hardships that would be difficult or impossible with their barehand. Mechanically, Items and Equipment have an additional purpose. The character's equipment, specifically, enables the character to perform at their best. A character's strength cannot be properly utilized without an equivalent weapon or item to channel it. Same could be said about Tools associated with skills. A carpenter without a saw will likely have a hard time completing their task.


Weapon Grades

Like stats, a character's equipment has grades. The grades are the same as stats. The points required to upgrade or purchase higher grade weapons is the same as stats table also. Additionally, it is possible to have a Grade A Iron sword and a Grade D steel sword. With a couple exceptions, the grade of the weapon or armor is mainly based on the durability of the weapon. A well crafted iron blade may outperform a shoddy and worn steel blade.

Exceptions to the above would be related to Equipment made of Orichalcum or Mythril. Grade S gear is only possible when made with one of these 2 materials.

Orichalcum - a material that can only be mined form the earth with exceptionally skills miners and/or magic users. Supposedly the material would be impossible to exist without mana present. It can be forged into the hardest material currently known to the world and is virtually impossible to break. Typically a greenish color, armaments made from it that aren't painted come out shining like emeralds. The hardness of the material coupled with its relationship with mana allows weapons made of Orichalcum to cut through practically any other material.

Mythril - the other material considered to be capable of reaching S Grade quality, it is said to be a metal infused with magic and able to take on and exude various magical properties. Magical weapons like the blazing flametongue, a sword wreathed in fire and able to send out sprays of flame with each swing, would be an example of weapons made with mythril.

S Grade equipment are generally presumed to be the stuff of legend. A legendary material produced by a legendary craftsman to be used for a legendary purpose.

Item Restrictions and Requirements

Save for something magical, items can generally be picked up by anyone. Steve with D strength can carry a Grade A sword if he wants (during a roleplay). The problem comes when a character tries to use an item they do not have the underlying stats to properly use.

For example: If steve tries to use that Grade A sword, he may find he does not have the raw ability or skill to properly wield the blade. What this means mechanically is that when steve swings his blade, he will, at best, get a E Grade quality cut/attack/ability.

It should also be noted that wearing or using items of a lesser grade than what you are capable of will prevent the character from performing at their best and at worst could destroy/damage the items.

For example: Steve has grade C strength. He has decided to keep using his E grade sword for the next rp mission. During the mission, he needed to leverage all his strength and ability to handle the scenario as it was presented. After the attack, the narrator of the rp decided Steve would have likely damaged or broke his sword due to it not being sturdy enough to tolerate the abuse Steve put it through. Steve will now need to find an artisan or some other means of repairing his weapon in roleplay or wait until the end of the rp to get it fixed.

Buying Items

As previously mentioned, items share grades and costs similar to stats. Character may not buy equipment with points of grades they do not have the stats to handle. When buying armor, be sure to state Light OR Heavy for the type of armor it is. That will dictate the stat needed. Reference the following list for pricing:

Weapon/Armor/Magic Catalyst (prices are doubled if made with Mythril or Orichalcum)
  • F - 7 points to purchase - E Grade Associated Stat
  • E - 14 points to purchase - 7 points to upgrade F item - D Grade Associated Stat
  • D - 21 points to purchase - 7 points to upgrade E item - C Grade Associated Stat
  • C - 28 points to purchase - 7 points to upgrade D item - B Grade Associated Stat
  • B - 35 points to purchase - 7 points to upgrade C item - A Grade Associated Stat
  • A - 42 points to purchase - 7 points to upgrade B item - S Grade Associated Stat
  • S - ??? points to purchase - ??? points to upgrade A item - S Grade Associated Stat
Natural Weapons (Claws, teeth, spikes, fists, feet, etc...natural body parts used offensively)
Purchase enables full use of creature's body to attack as appropriate. Orichalcum grade is possible but it does not make the character unkillable or uninjurable.
  • F - 14 points to purchase - E Grade Strength
  • E - 28 points to purchase - 14 points to upgrade F item - D Grade Strength
  • D - 42 points to purchase - 14 points to upgrade E item - C Grade Strength
  • C - 56 points to purchase - 14 points to upgrade D item - B Grade Strength
  • B - 70 points to purchase - 14 points to upgrade C item - A Grade Strength
  • A - 84 points to purchase - 14 points to upgrade B item - S Grade Strength
  • S - ??? points to purchase - ??? points to upgrade A item - S Grade Strength

Tools are generally associated with skills that make a character proficient in their use and acquired when a character acquires the skill to use them. While such items might be gathered without the skill without point use, they would be of little to no use to an unskilled character. Tools might be considered to have grades like combat related items, but generally the upgrades and purchases of higher quality tools comes with the price of acquiring higher grades in a craftsman's skills.

General use items like food, hygiene, money for inn stay, etc... are not counted by the system. It is assumed that you will roleplay your character in a way sensible to their titles. The street urchin isn't going to stay at a grand resort inn. A noble will not be found in a squalor generally.

Magic Items

Magic items are items that bestow the user with additional power in some way. Generally they mechanically grant the wielder of the item extra skills or abilities to make use of. Such items can be created but there is a limit to the number of such items a character can carry at one time. The following list shows the limit per character grade:

  • F - unable to use magical items/equipment
  • E - 1 item
  • D - 2 items
  • C - 3 items
  • B - 4 items
  • A - 5 items
  • S - ???

Despite the ability to carry multiple magic items as the character grows in ability, they are still limited in the number of magic items they can activate at one time and/or leverage at once. The [Focus] skill is necessary to use more than 1 magic item's magical properties at a time.


Armor items could be just about anything used to defend a person. Typically warn, armor comes in 2 varieties: Heavy and Light.

  • Heavy armor uses Vitality stat as a requirement for purchase and upgrades. Heavy is primarily used for tanking attacks. It is typically larger, heavier, more encompassing, and/or made for intentionally taking hits.

  • Light armor uses Speed stat as a requirement for purchase and upgrades. Light is primarily used for evading attacks by offering just enough protection to turn potential injuries into glancing blows. It is typically less covering, lighter, and/or made for taking hits as a last case scenario.

In IH, shields do not count as armor but as a strength based weapon that can be used for offense or defense.


Some characters may acquire the skills and the means to craft items. What can they make and what does it cost? While the crafting skills will be explained more in the skill list, for the purposes of crafting, it should be understood that a F grade crafting skill allows for the crafting of F grade items that rely on that craft for free. A crafter may not craft an item for themselves or others that the intended wielder does not have the stats to use.

Example: F Grade Blacksmith can craft F Grade metal based weapons for free. Mithril and Orichalcum items of F grade will cost the blacksmith 7 points to craft after a 7 point deduction from their artisan skill.

It is possible for a crafting character to sell his services to other players' characters. All transactions must be public access and linked to by both characters' change logs.



Items acquired through roleplay and generally allowed through equipped titles. For example, a character that is a merchant may wish to acquire some sort of beast of burden. They would equip their merchant title and run an rp where they do something to acquire a pack mule for transporting their peddler goods. Beginning characters generally have little to no right or reason for acquiring assets. Grow your character, acquire skills and abilities. Earn your titles. Then roleplay acquiring the stuff you want. There are skills that can bypass some of these requirements.


Material Grades

Sometimes a narrator or you will likely want to know loosely how various materials rank in the world. It should be noted, weapons made of a certain material are not of a higher or lesser grade due to the material it is made of. But, if you see a stone wall or a wooden hut, you can loosely come to a consensus with your narrator by referring to the following table. The list is not a complete one for every material in the world, but does list the most common types of materials for most items. Not listed items can be approximately placed by referencing the ones already give a grade:

F - Wood - Effectiveness Rating: 3
E - Stone - Effectiveness Rating: 6
D - Bronze- Effectiveness Rating: 9
C - Iron- Effectiveness Rating: 12
B - Steel- Effectiveness Rating: 15

A - Scarletite- Effectiveness Rating: 18
S - Mithril, Orichalcum- Effectiveness Rating: 21
Last edited:


Senior Member
A common element of any fantasy world based Isekai is the inclusion of fantasy races. While the Lore thread that talks about the world and the starting kingdom will delve more into the races present in the world, I would like to make a post to cover how Races are handled in the system. Isekai's have allowed for a wide variety of races, each with their own strengths and weaknesses. Our system does not set out to create a massive race list and attempt to balance the selection of one race over another with each other. Instead, we have chosen to allow people to make their own races and grow and develop them over time into more powerful races or more unique variants.


Race Trees
First choice you will make is deciding which racial tree your character is in. There are 4 racial trees:
  • Human Tree - all creatures in this tree are human or some sub-human. Ex: High Human, Aerial, Atlantian
  • Beast Tree - all creatures that are or were related to animals. Ex: lizards, dogs, gnolls, Lionels, Tabaxi, dragonborn
  • Fae Tree - all creatures infused with magic and relating to the fae or spirits of nature. Ex: dryads, elves, dwarves,
  • Monster Tree - all creatures considered hostile toward the members of the other trees. This is specifically for those who wish to play antagonist to the rest of the characters in the world. For those wishing to play 'good' monsters, one of the other trees is more appropriate.
  • Construct Tree - all creatures that are created of materials and items rather than organics and sentient/self aware. Ex: Golems sub-types, Sentient Weapons (non-cursed), Warforged,
The tree you choose will determine the type of character you are running as well as what titles and some skills become available to them. While more explained in titles, you will have a free title available to your character based on the tree you choose. Once you claim a title for one of the trees, your character will be exclusively known as a member of that tree. You will then open up the ability to acquire additional titles within that tree as your character advances in prowess and abilities. If you wish to be a part of multiple trees at once, you must pay 7 points for a special Feature skill per additional tree.

Racial Evolution

As characters grow in power and ability, they eventually unlock other titles pertaining to their racial tree. Ex: human tree character acquires the skill that allows flight. They then earn the title Aerial. Equipping that title turns the character into an Aerial. In this way, everyone can slowly but surely achieve the race they want to play as with more powerful races being available as you climb the ladder.

Race Title

Mentioned plenty of times now and one of the required equipped titles in the player skeleton, Race Titles are import for creating a foundation for roleplay for the character. The race title sets your character's race. The characters race is obviously tied to visual appearance, but also to cultural significance.
Ex: An elf character will obviously be more likely to be allowed into elven villages. Areas where elves are persecuted will be more likely to harass the elf character. Npc's that like elves will think more highly of you and be more likely to treat you favorably. Similarly, a character with a lizardman type title would have the right to partake in a lizardman ritual that allows them to find a mate and/or grow wings.

My Race isn't a listed Title

A quick google shows there are more fantasy races than we have page space to list. As such, we will try to make titles for the more common choices, but will rely on the flexibility of the system and the recommendations of the players on how to add to the list. If your specific race or racial variant is not an achievable title, let us know. We can add to the list.

Last edited:


Senior Member
Titles have been mentioned in a few posts now and at least one is required when creating your character. Here we will discuss what the titles are and how they will serve the rp. We will also list some of the more common ones and give instruction for how to request additional titles to be added to the list.


What are Titles?

Titles are meant to be descriptors added to your character that help the world and other characters know who and what you are and how they might interact with you. Your race is dictated by titles, so that will obviously influence your visual appearance as well as cultural background and how others perceive you. Aside from race, titles can be used to indicate your character's job/profession/role in the community/world. Titles like Expert Blacksmith and Seasoned Adventurer to name a couple. With these, the scenarios you are allowed to rp increases. In the previous example, the Expert Blacksmith may be able to to participate in smithing guild meetings where prices are set, items and business are discussed, or be on the receiving end of boons from the king for blacksmiths willing to volunteer services to the kingdom specifically. Same for adventurers but as it relates to guild business and general adventuring. Titles define who the character is as well as acts as passports into various types of roleplay. Aside from what you are and what you do, titles can also define moral character and societal standing. Criminals will inherit criminal titles. Nobility or those striving to become nobility may acquire noble titles that will elevate their position is society. A local hero of a town or the city may get a heroic title or good guy greg type of title to further reinforce the character's moral fiber where npc's may be more likely to call out to them for help. Criminals will obviously be more likely to be treated in the opposite with many shunning them or becoming outright hostile.

Criminal Titles

These titles are granted by rp graders/mods when the rp's are turned in or during rp if the rp is ran by one of the system's staff. The are given to characters that participate in the following behavior. Characters may receive additional copies of the same title for each separate instance warranting the earning of the title. A thief may earn the title several times over for one rp where they go on a stealing spree. Each additional acquisition raises the grade of the the criminal title. The grade indicates the amount of points necessary to spend to have the title removed. Each letter grade adds an additional 7 points to the buy off price. Criminals are generally not allowed to enter cities through their gates or ports. Criminals are not allowed to join any craft or adventuring guilds. Discovered criminals are removed from any positions that prohibit criminal titles.
  • Murder - killing of any person who is not of the monster type and not possessing a criminal title
  • Abuser - willful harming of another person without their consent and they not in possession of a criminal title or monster title
  • Thief - taking possessions from another creature that is neither a criminal nor monster
  • Vandal - intentional damage to property owned by a non monster/non criminal without permission
Price to Buy Off Criminal Title
  • F Grade - 7 points
  • E Grade - 14 points
  • D Grade - 21 points
  • C Grade - 28 points
  • B Grade - 35 points
  • A Grade - 42 points
  • S Grade - 56 points

Good Person Titles?

On the opposite end of criminal titles, there are 'good' titles to reward characters that consistently perform 'good' behavior that does not involve criminal activity. Helping old ladies cross the street, protect towns from monster invasions. These are acts of good and kindness out of charity. They are not adventurer missions or requests with rewards. They are acts of true heroism. Rp graders are likely to grant 'good' titles to characters consistently displaying such activities in their rp. There are no lists or predetermined requirements. They are not things a character merely acquires like hitting achievements in a game list. Of the 'good' titles, one stands above them all and is pivotal to the setting: Hero.

Race Titles

  • Human - Free - humans are normal humans and the most dominant and numerous race in the world.
  • Beast - Free - beast characters generally have some form of animal in their ancestry. They typically have a wilder look to them but are mostly human on the surface.
  • Fae - Free - Fae are creatures infused with magic and nature. They are the least numerous people in the world but some of the longer lived.
  • Monster - Free - Monsters are a race of creatures with some form of sentience and a natural inclination to devour/kill the other 3 race groups. Numerous but regularly culled by the other races.
  • High-Human - must be human tree and have at least one stat of S grade - a legendary variant of human said to be the primary race of the world once upon a time.
  • Aerial - human title and flight skill - a winged humanoid creature like an angel
  • Anuran - Beast title, Feature Webbed Appendages, Feature Darkvision, Feature Long tongue, Jumping F, Water Speed F - A race of frog-like humanoids that prefer to dwell in swampy environments. Known for adopting different features over time.
  • [Animal] - feature skills to mimic the animals senses and appearance and Beast title - most normal animals found in the world
  • Elf - a skill granting mana/magic manipulation and Fae Title - one of the more common races of the Fae. Tend to dwell in nature more than cities.
  • Fairy - tiny size template, fae title, flight skill - a small fae creature most noted for their butterfly like wings and wee stature. Most common of the fairy types.
  • Sylph - Magic E, Fae title, Change State E, Wind Affinity F, Feature: Shimmering skin/face/hair - A wind spirit Fae closely tied to the element of Air in both nature and ability.
  • Dwarf/Gnome - a skill granting mana manipulation, Fae Title, and a crafting skill - both are relatively short races and considered exceptionally skilled craftsmen
  • Lizardman - feature skills to mimic the nature and appearance of a reptilian creature and beast title - humanoid lizards with ties to dragons.
  • FelineFolk - feature skills to mimic cat/feline like appearance and features and beast title - humanoid cat people with great pride in their physical prowess
  • Neko - Feature skill for cat eyes that see in the dark, Heightened Senses skill for cat ears with enhanced hearing, tail free with title, Feature skill for Claws (treat like a weapon item), beast title - Neko's are the most human like of the feline types of beast folk.
  • Kitsune - Beast title, Feature: fox tails, Heightened Sense Smell - an ascended fox with a humanoid form. Known to be tricky and cunning.
  • Goblinoid - feature skills to grant darkvision and Monster title - a race of monster generally of a weaker variety. High potential for stronger variants. Low survivability.
  • Undead - feature skills to grant an undying nature (not immortal) and monster title - a race of creatures that do not die normally and instead rot and move until they can't any more
  • Living Armor - Monster Title, living armor equipment - a monster race of sentient equipment. Some are dungeon sentries. Some are the source of cursed armor tales.
  • Living Doll - Monster Title, Resilient F - No need to eat, sleep, or breathe, Feature: Separable, Feature:Uncanny Flexibility,Feature:Replaceable Parts - a monster type similar to living armor, dolls can be a wider variety of shapes and more closely mimic a human appearance.
  • Drake - Monster Title, feature skill for claws,teeth,tail, E Vitality for scales, E Strength - wingless dragon relatives that are not dragons. They do not breath elemental breath either. Known for being more animalistic and brutish than actual dragons.
  • Dragon - Monster Title, Drake Title, Flying skill - A base form of dragon that may or may not yet have an elemental affinity
  • Skeleton - Monster Title, Undead title, Poison Resistance, Feature Darkvision - A type of undead that is nothing but a moving skeleton. While the types of skeletons may vary, the base is generally one with a humanoid build.
  • Vampire - Monster title, undead title, Feature: Fangs, Feature: Blood Drinker - A relatively more lively looking undead that feeds on blood and seems resistant to aging
  • Oni - Monster title, E strength, E speed, Enhanced Smell - A base version of oni that is stronger and faster than the average human. Their enhanced smell lets them track bloodied targets with ease.
  • Oni Brute - Monster Title, Oni Title, Large Title, Feature Silk spinner, Artisan Silk Weaver, feature Extra Arms, Size change skill, - A stronger oni variant more prone to violence and carnage
  • Yaksha - fae title, sixth sense, E Intelligence, Magic , a multidimensional core item, A mask item, 1 ability that makes use of mask - an interdimensional fae race tasked with protecting the innocent from evil spirits
  • Halfling/Hobbit - Fae title, Small title - a small sized fae preoccupied with peace, quiet, and simple living. It's not often their kind leaves their ground dwellings for adventure or city living.
  • Marinoids - Human title, Feature: Gills - a sub species of human race that has adapted to living under the water. Can still come ashore.
  • Wolven - beast title, E grade Strength, E grade Vitality, Feature: Wolfman appearence, Heightened Senses Hearing and Smell - A race of wolf men that stand on 2 legs. Tend to live in the wilderness as hunter gatherers.
  • Hobgoblins - monster title, greenish skin - despite typically being associated with goblinoids, they are closer to humans in capabilities despite their ugly appearance and innately dark hearts.
  • Cervitaur - Four legs Feature, Antlers Feature, Speed E, Beast Title - Woodland creature with the 4 legged body of a deer and the upper body of a man protruding from the neck. Has deer antlers.
  • Valkyrie - aerial title, human title, C grade flight, Fighting Style Skill - a particularly skilled flier and combatant of the aerial tree.
  • Woodland Demon - Magic E, and Flora Magic F, Demon Title - A monster of incredible magical powers tied to forests.
  • Demon - Monster title, Magic F, Natural Weapons F - Strong Creatures corrupted by mana or created from high concentrations of it. They crave destruction and chaos most.
  • Nevermore - healing skill, feature: Gray Skin, Feature: bird shaped face, Feature: long tongue, and monster race - mysterious monster group as likely to heal someone as they are to eat them. Generally any benevolence received from them comes at a price.
  • Abomination - More than one racial tree (human, fae, construct, monster, beast) - typically an artificially made being with unstable makeup and abilities. Commonly enslaved for specialized labor or experiments.
  • Mermaid - Vit E, Spd C, Feature - Gills, Beast title, Feature - Mermaid Tail, Swim Speed D, Resilient F (Water Pressure), Resilient F (Cold), Feature Darkvision, Heightened Sense F (Any) - an aquatic creature with the upperbody of a human and a lower body of a fish.
  • Shadow Fae - Intelligence D, Magic E, Shadow Affinity F, Fae title, - fae born of shadow. They typically have physically weaker bodies and stronger magic than the average fae.
  • Source Kin - Monster title, 2 resistance skills or 2 grades in resilience associated with a specific element - Typically humanoid shaped beings with a piece of elemental power within. Usually have appearances influenced by their associated element.

My Race is Missing!
If you do not see your race listed in the race titles, don't worry. You are free to suggest additions to the list. Contact Novama in ooc, discord, or direct message, and have your suggestion heard. Good title suggestions include "name of title", "requirements to achieve title", and "what does the title convey about the character". Novama and/or staff will help design the title so it can be properly placed in the world and acquired by the community.

Size Template
Some characters are bigger and smaller than your typical human. No problem. We have templates for that. If you want your character to be of a particular height/length, then be sure to set the following stats accordingly (add the title to your character sheet like the others if your character has earned it):

Large - These are creatures that are around 8 feet to 16 feet tall/long and weighing between 500lbs and 2 tons. they can generally still squeeze into sturdy doorways and halls meant for smaller creatures with comedic effect, but tend to prefer dwellings and wilderness that are more open. Smaller creature settings like hobbit and gnome holes are out of the question. Most mounts in the setting and giant creature variants would be at least this big.
  • Strength - D Grade or higher
  • Vitality - D Grade or higher
  • Super Strength skill - E grade or higher
  • Feature: Large skill - E grade or higher. Grants character natural E grade heavy armor in equipment
  • Natural Weapons - E grade or higher. A weapon listed in equipment section of character sheet.

Small - These are creatures that are around 2 feet to 4 feet and 8lbs - 60lbs in weight. They can generally still function in a normal humanoid settlement, but may need a stool or a running jump. They still prefer the wilderness settings, homes, and dwellings tailored to their size. More vulnerable to the world than most, their dwellings are also a lot more secluded or hidden when possible.
  • Speed - D Grade or higher
  • Precision - D Grade or higher

Larger or Smaller - creatures that are permanently larger or smaller than the Small or Large Templates are possible but are generally discouraged due to the limitations they pose to the character in interacting with the world and other characters. Many such creatures are monsters relegated to their isolated sanctuaries. Either to be hunted with prejudice on sight or to be avoided at all costs. Some are just to fragile for the world beyond their hidden enclaves. Statistics to achieve size would be to continue the pattern of small or large. Ex: Huge Strength - B Grade or higher


Society Titles
These titles are only accessible with a sufficiently ranked Connected Skill or a roleplay after achieving the titles specified requirements.

  • Baron - C Grade Character and a roleplay to make or establish a connection with the noble class of a Kingdom - You are knighted and tasked with the defense of the kingdom. You answer to the rest of the nobility but you are the ruler of your domain.
  • Count- B Grade Character and a roleplay to establish why your character is getting promoted - You are promoted by the king to a position more fitting of your abilities so that you may better serve the kingdom. Several Barons answer to you and you are more involved in court politics as the duke you answer to maneuvers for power.
  • Duke - A Grade character and a roleplay to establish why your character is getting promoted - The king recognizes your house name as one synonymous with the kingdom 2nd only to the royal family. You work with your peer duke houses to support the king's endeavors all while jockying for favor with the people and royal family.
  • King/Queen - S Grade character and a roleplay to establish how your character seized the throne - The royal family has died, abdicated the throne, or otherwise been relieved of their position. You are now the ruler of the kingdom. When you aren't watching your back for assassination attempts, you will chart the course for your nation.
  • [Faction Apprentice] - F grade character and relevant skill if necessary - you are an entry level member of a faction. Law enforcement, Crafts guilds, Adventurer Guilds, Merchants Guilds, etc..
  • [Faction Member] - D grade character and relevant skill if necessary - you are a full fledged member of faction and able to participate in the activities and perks of general membership.
  • [Senior Faction Member] - B grade character and relevant skill if necessary - you are experienced and a reliable member of the guild. you are known and relied upon. The faction leader recognizes you. you play a role in charting the direction and activities of the faction and carrying them out.
  • [Faction Leader] - S grade character, relevant skill, rp to establish how you became leader - you have control of the faction. The ceo of a merchant company. The guildmaster of adventurers. Etc...
Job Titles

  • [Weapon/Tool Apprentice] - F grade weapon skill or tool based skill - character is likely just starting on the path of the weapon's purpose. Swordsman, Carpenter, Lancer, etc..
  • [Weapon/Tool Adept] - D grade weapon skill or tool based skill - character has concluded their training and has begun their journeyman phase of acquiring experience through work and/or travel.
  • [Weapon/Tool Expert] - C grade weapon skill or tool based skill - character has been taught all they could learn and have overcome some hardship. They have started developing their own style.
  • [Weapon/Tool Master] - A Grade weapon skill or tool based skill - character has mastered their weapon or tool. Their skill is unquestioned and whether they produce death or craft goods, their work is breathtaking.
  • [Weapon/Tool Legend] - S grade weapon skill or tool based skill - character has reached supernatural ability in weapon or tool use. Their works transcend what mortals could make. Like deities descended, they create death or craft goods like only a demigod might.
  • Warrior - A skill for a strength based weapon and Vitality E or greater - character is a martial combat practitioner likely to be at the front of battle
  • Priest - A skill for healing and boosting allies - character is mostly focused on supporting allies and alleviating the ills of the suffering. likely to gain power from a deity.
  • Mage - Skills for casting destructive magics - Character is a specialist in combat magic.
  • Martial Artist - Strength derived Skill with fist/handwraps/gloves/claw weapon and Speed E or greater - Characters are nimble specialists in fighting with their bodies rather than magics or weapons.
  • Rogue - Speed and Precision are E grade or higher and character has thief/rogue inspired skills like stealth, lockpicking, and/or stealing - Character prefers to avoid combats and troubles and loot/steal things.
  • Red Mage- E grade character, Str weapon skill, Pre based skill, Healing skill, Damaging magic skill, - Character can do a little of everything but is a master of nothing
  • Gladiator - C grade character and Warrior Title and Martial Artist title - Characters with incredible strength and destructive power. So good it looks easy.
  • Sage - C grade character, Priest Title, Mage Title - Character is a specialist in all things magic
  • Paladin - C grade character, Priest title, Martial Artist title - Character is a glorified field medic able to enter the battle field and nimbly dish out punishment and save allies
  • Ranger - C grade character, Rogue title, Warrior title - Character is a versatile combatant with skills that likely aid hit and run tactics and ease of exploration
  • Magic Knight - C grade character, Warrior title, Mage title - Character mixes magic and martial prowess to be a one man army able to handle a variety of situations and hardship
  • Shaman - Intelligence E or higher. Has nature, arcane, animal handling, artisan, survival, and alchemy skills. Draws power from nature and spirits. A job focused on support via magic, alchemy, and items.
  • Hunter - E grade intelligence, E grade Strength or Precision, At least 2 of the following skills: Fighting Style [Archery], Nature, Survival, Perception, Traps, Stealth, Riding - A lesser version of the Job Ranger that excels in wilderness travel, living, and combat
X Title is not in List!

Again, if your preferred job or status is not listed, never fear. Simply message Novama or rp staff to work out how your idea could be added to the lists and acquired by the players.

Last edited:


Senior Member
Skills are pivotal in growing and customizing your character. While your stats may make it clear who is a tank, mage, or rogue type, your skills will allow you differentiate yourself from others with the same stats. Additionally, skills help shape the character visually like in the attaining of some racial titles. Perhaps key to any Isekai is the ability for the protagonist to become very powerful and bring change to the world. Skills are what allows a character to transcend the typical limits of the characters made for this world/rp. Below you will find a list of skills your character may acquire and upgrade. If you feel your character concept cannot be achieved with the skills currently present, please reach out to Novama Novama or other rp staff and see what can be worked out. In some cases, we may add to the list of skills available. In other cases, we may help outline a build path where a series of skills could help you meet your ideal.

Note: Systems are prone to mistakes, exploits, and misinterpretation. We will perform updates/edits/improvements overtime to the system as it expands and grows from being used by the community. We will inform you of changes as they occur.


How to Read Skill List

The following list will display the skill and the skill's starting grade when purchased. It will then list the requirement to acquire the skill, generally a stat grade. The points listed are the price to acquire the skill as well as the price to upgrade the skill for increased effectiveness. If a required skill or stat is listed for a skill's acquisition, then those same stats and skills must also be upgraded each time you wish to upgrade the skill you bought by having them. Some skills will be listed as [ability] because they allow the character to perform a specific action typically granted solely by that ability. Unlike typical skills that are generally combined to form abilities, [ability] skills are typically useful as they are without additional modification. Some of the skills and most of the abilities come with restrictions on their use. They cannot be spam used and they likely have other caveats. Lastly, the skill description will be given. If you have trouble reading any of the skills or need additional explanations, do not hesitate to ask Novama Novama

Fast F
E Grade Speed
7 points
This skill is related solely to character ability to cover ground and is not related to dodging

Creatures with this skill can move over land faster than normal and move at a quick walk or jogging pace without exhausting self easily.

  • F - 12mph(max)
  • E - 24mph(max)
  • D - 48mph(max)
  • C - 90mph(max)
  • B - 180mph(max)
  • A - 300mph(max)
  • S - ???

Flight F
C Grade Precision
21 points

Character acquires a means of personal flight through one means or another. Higher ranks allow for faster,higher, more precise flight.
  • F - 3 miles per hour
  • E - 10 miles per hour
  • D - 30 miles per hour
  • C - 100 miles per hour
  • B - 300 miles per hour
  • A - 1000 miles per hour
  • S - ???
Jumping F
E Grade Strength
7 points

Character is particularly skilled at jumping and can leap vertically and horizontally large distances. They do not get hurt when landing on their feet so long as they fall from a height equal to or less than their vertical jump limit.

F - vertically 3yrds/horizontally 10yrds
E - vertically 10yrds/horizontally 33yrds
D - vertically 30yrds/horizontally 100yrds
C - vertically 100yrds/horizontally 333yrds
B - vertically 300yrds/horizontally 1000yrds
A - vertically 1000yrds/horizontally 3,333yrds
S - ???

Portal F
E Grade Intelligence
35 points

Create a one-way portal/rift that leads to another dimension directly in front of user and about the size of a humanoid doorway.
Common planes: hell, heaven, shadow, fey, elemental, material, etc...
Can also be used to temporarily send a target you touch temporarily to plane designated by the portal chosen against their will.
Portal and/or Banishment will end just before users next post.
When this skill is taken, the portals acquired must be specified and permanently locked to the plane they go to.

Special Movement [movement type] F

E Grade Precision
7 points

Character has the ability to move in a way other than normal 2 legged stride that is safer than if they attempted them without skill. ex: running along narrow ropes and paths, falling, slithering, swinging, untraceable, wall bouncing, wall crawling, water walking, divine path, etc
Teleport F

E Grade Intelligence
21 points

Creature with this skill can warp away to a place they can see/sense/or have previously visited. Max distances are listed:

F - 10ft max
E - 100ft max
D - 1,000ft max
C - 1 mile max
B - 10 mile max
A - 100 mile max
S - ???


E Grade Strength
7 points
Only works on natural earth and rock. Will not work on stone or metal structures. When traveling through natural stone and rock, assume you move at a tunneling speed one grade lower

Character is powerful enough to force their way through the earth, through various densities, while leaving a tunnel in their wake.

F - 1ft/6seconds
E - 3ft/6seconds
D - 1mph
C - 3mph
B - 10mph
A - 30mph
S - ???

Water Speed
E Grade Speed
7 points

Creatures with this skill can float and travel on and underwater at faster speeds for longer periods of time (assumes creature already has means of breathing underwater for long underwater periods).

  • F - Swim Speed 3mph
  • E - Swim Speed 10mph
  • D - Swim Speed 30mph
  • C - Swim Speed 100mph
  • B - Swim Speed 300mph
  • A - Swim Speed 1,000mph
  • S - ???

Precognition F
E Grade Intelligence
14 points
Buff lasts for a single post. Then must go on cooldown for 5 posts

Character can occasionally glimpse a few seconds into the future. Gives +1 grade to speed. Does not stack with any other speed bosting ability.

Postcognition F
E Grade Intelligence
14 points
may be used freely

Character can have glimpses of the past for specific creature or object up to 1 minute prior to present
Mind Control F
E Grade Intelligence
21 points
Once a victim of mind control breaks free, they are immune to that users mind control for 24 in rp hours.

Character manages to touch a target. The target must now spend 1 post following a single command of the user before breaking free of control. Creatures of a grade equal to skill may be compelled to act but will not harm themselves or allies. Creatures of a grade less than skill grade may be more freely compelled. narrators of rp's hold final say on what actions are allowed with mind control and how long they are allowed to last.

Mind Shield F
E Grade Intelligence
7 points

Character has steeled their mind. Skills like mind control and other mental tampering abilities will have no effect unless they are greater in grade than this skill

Telepathy F

E Grade Intelligence
21 points
General communication with willing targets has no limit, but unwilling or unknowing targets must be F grade or less.

Character can read an individual's surface thoughts and transmit there own to communicate. Target must be close enough to speak with casually and/or touch. How deep into the mind one can go increases as Telepathy is increased.

Fighting Style [Style Name] F
7 points
E grade stats relevant to weapons, All weapons relevant to style

The character has trained with specified weapons and received knowledge in their use. With each grade in Fighting Style, the character may learn an additional technique for free. The techniques must have different cores, but may be combined as the character wishes to form abilities. Each technique may be upgraded like a skill may be upgraded individually but may not exceed the level of the Fighting Style. Techniques may be combined with others in the same fighting style. Techniques combined with other styles may not duplicate the core benefit of any of the techniques. Making abilities that combine more than 1 fightingstyle with another requires both fighting styles to be for the same weapon type. Ranged weapons require a range technique to make the effects of the fighting style extend to the range of the weapon.

When taking this skill, be sure to specify the weapon group of the style and give a brief description of how your style works.

Ex: [technique name] - grade of technique - [tech core] - [description of the technique]

  • Accurate - the technique makes it so the target's speed is treated as though it were reduced by 1 letter grade. Amount reduces increases by 1 grade each time technique is upgraded.
  • Area - the technique allows for an attack that sweeps a large area 10ft in radius. Generally prompts would be targets that it is coming. Radius increases per grade to: 30ft, 100ft, 1000ft, 1 mile, 10miles.
  • Aura - technique/stance releasing a harmful aura from the users body, hurting any that come into contact with it. Common ones being flame or electric. The aura technique cannot be combined with a ranged technique.
  • Blight - Generally this is a technique that enhances an attack in some way to deal extra damage if effective. ex: flames, poison, magicyte
  • Blind Fighter - Character has the ability to use the weapon in melee range in dim or no light situations as if they could see. (does not upgrade)
  • Blind Ranged Fighting - Character has the ability to shoot/Throw in dim or no light situations as well as in normal conditions up to 20ft. Upgrade to increase range character can effectively attack without sight. It does not enhance the effective range of the weapon or range of abilities overall.
  • Contact - similar to blight, it is extra damage source added to the attack but it is one that requires repeated or continuous exposure to do its effects. in this way it may overcome resistances that may stop blight techniques at the expense of repeated and/or prolonged use.
  • Contagion - a technique that can spread the effects of the first attack through contact. Ex: if target is lit on fire by technique, anyone that comes into contact with target will also be ignited.
  • Continuing - the attack has a means of causing ongoing damage. An acids or fires burn. The poison that courses through veins. This technique only applies to sources of damage in an attack and not other special effects. This technique can be used to inflict long term ongoing effects like diseases or curses or short term effects like pain.
  • Deflect - used to create abilities to deflect non-magic based attacks. The higher the grade the more effective it is at dodging a hit or reducing amount of damage sustained.
  • Drain - weakens target by one letter grade in one of their stats. the forms the technique take could be varied based on the stat impacted. Afflicted targets regain stats 1 grade per in rp hour. The stat it drains must be defined in advance and remain that way.
  • Enervation - puts the abilities of target on cooldown that are the same grade or less than the technique
  • Flare - Creates a sense overload of one sense during an attack. More senses or stronger disability as the technique grows. When duration selected, increase by 1 target post per grade. When not in combat, narrator discretion for duration.
  • Flexible - a long flexible attack meant to trip up or disarm an opponent or it could be used as an unstable and harder to read attack. examples like whips, razor-ribbons, segmented swords, etc.
  • Homing - tech fires projectile or energy burst than can track and follow target. If it still misses, the attack persists briefly and tries one more time before
    fading/missing again. Amount of attempts after missing is increased by 1 per grade of tech core.
  • Hot Shot - 14 points - Character is good at hitting called shots to disarm or hit weak points if they already know where to aim. The higher the grade of tech core, the higher the grade of creature they can hit weak points on. In the case of weak points, damage sustained is doubled.
  • Incapacitating - puts a target to sleep/knocks them out/paralysis/petrification/immobilization/etc. Target must be same or lesser letter grade than technique. Costs 14 points to acquire and level rather than 7. This is not a kill shot but can open up the target to a kill shot afterward.
  • Incurable - wounds produced by this technique will not heal nor regenerate magically or supernaturally unless skills involved are greater than the incurable technique grade.
  • Indirect - Must be assigned after a Ranged technique is acquired. hit targets beyond cover and other obstacles through unique attacks that can come from other directions. ex: conjuring a lightning bolt, arcing an arrow or bolt over head, ice barrage from the side. Must be same grade as the range tech core to provide full cover bypass at all ranges.
  • Irritant - a potent smell or itch that distracts the target and/or partially blinds them for a time. grade of tech core can effect creatures of same or lesser grade.
  • Linked - an attack of this fighting style that hits causes this technique to go off and succeed at hitting the target again with a different weapon automatically. No special effects are added to the 2nd strike other than both go off. Each grade links one more action to the first.
  • Multidimensional - somehow your attack defies the boundaries of reality allowing attacks to be capable of hitting ghosts, vapors, energies, and other nearly invulnerable targets and hurt them just as effectively as normal attacks.
  • Penetrating - weapon can ignore grades of an item when it is used to defend. F - 1 grade, E - 2 grade, D - 3 grade, C - 4 grade, B - 5 grade, A - 6 grade, S ???
  • Quake - creates shockwave that erupts towards a target across the ground. Causes a 10ft deep fissure wide enough for a regular human to fall into. Additional assignments make a deeper hole. E - 20ft, D - 40ft.
  • Range - gives weapon attacks longer range. 10ft at rank F. 30ft at rank E. 100ft at grade D. 1,000ft at grade C. See magic skills to enhance range further. Required technique to apply fightingstyle effects at ranges beyond 5ft.
  • Reach - modifies weapon to permanently double the effective reach of a melee weapon (ex: sword has 5ft reach => 10ft reach with tech), but makes the same weapon disadvantaged in use at its original range.
  • Reflect - 14 points - send a non-magical attack back at the attacker. Range depends on Ranged tech core. Effectiveness of the Reflect must be greater than the attack being reflected.
  • Selective - Allows the user to choose who is affected by their weapon style techniques when used at range or in wide areas. Same for aura.
  • Spreading - Attacks in an area can expand to impact the surrounding area and creatures also. visible enough to dodge, it's another way of increasing damage area.
  • Tangle - ensnares target so they have difficulty moving or doing anything. The snare generally has a visible component like ice or vines that can be destroyed to prematurely end the binding. Strength of binding is relatively low but takes an action to break free from at minimum. Duration of tech core is 1 post of target per grade. If out of combat, duration is up to narrator discretion.
  • Targeted - allows attacks against that specific type of creature or person to be doubly effective. The most specific the the target of the technique, the easier it is to acquire. An entire race like dragons would require more grades into this technique to make it fully live up to its name. Ex: F - Gobbo the Spunky, E - Gobbo the spunky's family, D- Gobbo the spunky's tribe/village, C - Gobbo's red goblin racial type, B - goblin race, A - goblinoids (which includes all creatures related to the goblin tree like bug bears and hobgoblins), S - ???
  • Trap - technique that lays a physical or magical trap. cannot be reused until triggered. is assumed to be hidden when placed. Each grade increases the strength of the trap. Duration of entrapment is left to narrator discretion but cannot exceed time before next use of the trap tech core.
  • Vampiric - 14 points - drains some of the targets life and heals the attacker with it. The grade of the tech core matches the maximum amount of vitality that can be absorbed from a target at one time. Max amount of healing can only be reached by dealing equivalent or greater amounts of damage to target.

Steady Hands F
E Grade Precision
7 points

Can only be used to perform actions of a grade equal or less than the skill

Character is good at keeping hands still even while the character may be running or performing other outrageous maneuvers. Allows for aiming or performing hand gestures for spells as well as simpler actions while on the move without taking penalties to action effectiveness.

E grade Strength
14 points

Creatures with this skill for one reason or another gained the ability to exert much greater strength/force than others. This skill only applies to a creatures ability to lift, carry, and push targets. The max amount increases per grade. The weight listed is in addition to character's base carrying capabilities based on strength stat:

F - 200lbs (average equipped human)
E - 600lbs (average grizzly bear)
D - 1ton (rhino or baby whale)
C - 2ton (mid-sized car)
B - 5ton (adult Elephant)
A - 10ton (80ft hardwood tree)
S - ???

Magic F
E Grade Intelligence
7 points

Character has become aware of the mana in their body and can now learn to channel it. May be combined with other skills to create magical spells and abilities. Required to cast spells. Requires Catalyst item. This skill must be higher than any of the other magical skills acquired to enhance a spells effects. Ex: Duration, Targets, Area, Range, etc
Control Environment F
E Grade Intelligence
7 points
Character can not inflict damage with this ability

Grants character ability to control air and lighting immediately around their body to adjust things like humidity, sound, smell, temperature, and lighting. Useful in hazardous conditions.

[type] Affinity F
E Grade Intelligence
7 points

Represents Character's affinity with a specific type or genre of mana application. A type gives the mana a form and purpose. Allows the character to make attacks or other techniques with that affinity imbued into it allowing for new or enhanced effects. Common types are elemental based ones or specific spell times which help focus what the spell looks like and/or what it does. Ex: Fire or Polymorph.

Energized F
E Grade Intelligence
7 points

Only applies to abilities of equal or lesser rank

Reduce post cooldown of abilities by 1

Spell Duration F

E Grade Magic
7 points
only used with magic based attacks. not with weapon based attacks. does not stack with self.

Character has found a way to make the effects they cause with their magic use to last longer. Increase duration of effect on target to 1 minute in roleplay time. Narrator decides how many posts that will equate to. This holds true for Upgraded versions of the skill.

  • Spell Duration E - 1 hour in rp time
  • Spell Duration D - 1 day in rp time
  • Spell Duration C - 1 week in rp time
  • Spell Duration B - 1 month in rp time
  • Spell Duration A - 1 season in rp time
  • Spell Duration S - Permanent until canceled or nullified (narrator discretion and potentially Isekai Hell Mod discretion)

Magic Range F

E Grade Magic
7 points

Character has found a way to make their magic affect targets up to 10ft away

  • Magic Range E - 30ft away
  • Magic Range D - 100ft away
  • Magic Range C - 1000ft away
  • Magic Range B - 1 mile away
  • Magic Range A - 10 miles away
  • Magic Range S - ??? away

Componentless Magic F

F Grade Magic
21 points
Only effective for abilities of same or lower grade.

Character can perform the magic without performing chants or gestures or staff or some combination of the ability components.

Magic Targets F

E Grade Magic
7 points

Character can select 1 extra target to hit or spare for your spell

  • Magic Targets E - up to 5 targets simultaneously
  • Magic Targets D - up to 10 targets simultaneously
  • Magic Targets C - up to 25 targets simultaneously
  • Magic Targets B - up to 50 targets simultaneously
  • Magic Targets A - up to 100 targets simultaneously
  • Magic Targets S - up to 200 targets simultaneously

Magic Area of Effect F

E Grade Magic
7 points

Character can impact an area of 10ft radius with their magic

  • Magic Area of Effect E - 30ft radius
  • Magic Area of Effect D - 100ft radius
  • Magic Area of Effect C - 1,000ft radius
  • Magic Area of Effect B - 1 mile radius
  • Magic Area of Effect A - 10 mile radius
  • Magic Area of Effect S - ??? radius

Selective Magic F

E Grade Magic
7 points

Character can shape or change the nature of their magic to avoid affecting allies or other undesired targets. Grade of skill must be equal to or higher than the grade of the magic aoe or magic range skill used in the ability.

Summon creature F
Intelligence E
Points 56

Summon a creature to you to do your bidding. Creature may be of a grade no greater than grade of skill. Creature must be in range of caster according to table even if on different plane. Creature will not willingly hurt itself or allies but will otherwise follow orders. Creature disappears before summoners next post. Creatures available for summon are at narrator discretion. Summon search range:
F 30ft
E 100ft
D 1000ft
C 1 mile
B 10 miles
A 100 miles
S ???

Vitality E
Duration 1 post
Restriction: characters cant take Transformation in their new form. Transformation may not be used on a target other than self.

Character is allowed to assume an entirely different form for a post. The form you take is fixed at time this skill is acquired. Higher grades of skill just allows more powerful or detailed versions of form. Different forms require taking the skill again. Character receives an extra 28pts to work with per grade to customize form. Existing titles, stats, skills and abilities remain in new form. If new form lacks the means to utilize skill, ex ethereal body that cant use weapon arts without being able to hold weapon, then skill may be refunded for extra pts while in new form. It is assumed all worn items meld into body and no longer apply to character unless stated otherwise. Growing large or small enough to classify as a different size category will require character to meet minimum size criteria as outlined by size titles.

Common uses: Elemental form ,Ghost form, Monster form ,Animal form

Appraisal F
0 points for Isekaied characters (7 points for world natives)
requires meta knowledge, F grade character

Created with the ability for being a Player Character(isekai character), this ability allows the character to know information about a creature or object that might otherwise be unknown (ex: Grade of Threat of a monsters). For things higher than F grade, it may get just a name or ??? until the character's Appraisal becomes more powerful.
For detailed information beyond a creature or objects stats/skills/titles/abilities, character will need additional skills to broaden their wealth of information to draw upon when analyzing something. Ex: medical skill may give a user medical readouts of creatures that appraisal is used on. Wealth skill or other merchant related skills may give item values when appraising objects and materials.

If grade of appraisal is equal to or greater than character grade of target, then user can learn about target's titles. Any information beyond that will depend on grade of individual stats/skills/abilities and the narrator.

Grade of appraisal naturally goes up with grade of character. For those that purchased the skill, it must be upgrade with points when character grade reaches the appropriate level.

Range and number of targets is limited to 1 target they can see within 5ft. Magic skills can increase the range and area of the skill drastically. Frequency of use in a non-combat situation is up to narrator discretion.

Feature [Feature Name]

7 points

Character acquires or perhaps always had this feature that differentiates them from average humanoids. Common ones like Darkvision, body fur, beak mouth, and others may be acquired. Some may be enhanced. Purely cosmetic differences a creatures has from a human can be acquired, but most others will cost. Some additional common uses include:

360 degree vision
auditory discrimination
Breathing Control
Depth Awareness
Direction Sense
Durable Skin/hide
Duplicate Organs
Eidetic Memory
Enhanced Digestion
Extra Body Parts
Fluid Squirting
Heat Regulation
Homing Instinct
Joint Dislocation
Light Sleeper
Lightning Calculator
Long Tongue
Mental Compartmentalization
Mimic Sound
Nictitating Membrane
Perfect Pitch
Range Sense
Retractable Claws
Scent Glands
Spatial Sense
Speed Reading
Taste Discrimination
Time Sense
Ultrasonic Communication
Weather Sense
Webbed appendages

Heightened Sense F
E Grade Intelligence
7 points

may be freely used

One of your senses(hearing, smell, sight, taste, touch) is superior to the norm and allows you to pick up on details otherwise not available normally. Can be used to discern the reality of your situation if the skill rank is equal to or greater than the situation. Ex: seeing, hearing, or sniffing out a hidden adversary.

Sixth Sense F
E Grade Intelligence
7 points

Character through one means or another can perceive that which would normally not be perceivable by material senses. Limited to an area immediately around the character. Ex: the presence of spirits, discerning stuff that may be hidden from the sense like traps/danger, etc The specific type of sense must be specified when skill is taken.

Supersense F

E Grade Intelligence
7 points

Character has an additional sense. Upgrading the skill increases effective range of the sense. Each time the skill is taken, a new sense may be added. Some senses possible with this skill: echolocation, tremorsense, x-ray vision, microscopic vision, etc...
F - 10ft radius
E - 100ft radius
D - 1000ft radius
C - 1 mile radius
B - 10 mile radius
A - 100 mile radius

Always Outnumbered
C Grade Character
21 points

Character is used to fighting outnumbered and has developed a counter. A fight against multiple enemies no longer poses an additional problem beyond the first

Change State
Vitality E
21 points

Character can change their state of being to a different state of matter for a limited amount of time. While changed, they may ignore certain physical requirements like breathing or eating. When they turn back into their regular forms, any damage or fatigue accrued that has not been resolved will impact the body.

  • Change State F - can change into a liquid. cannot pickup solid objects. Cannot apply force greater than a gentle wave. Takes half the damage normally incurred as appropriate by narrator.
  • Change State E - can change into a gas. cannot affect things with more than a gentle wind. Is only minorly affected by attacks that don't affect the entirety of the character as determined by narrator.
  • Change State D - can become Incorporeal. Like a ghost, the character loses physical substance. Can pass through solid objects and is immune to physical types of harm. Can't interact with the physical world despite still being visible.
  • Change State C - can become a type of energy. Light, sound, electricity to name a few. At narrator discretion, more abstract forms of 'energy' are possible.
  • Change State B - allows for stronger abilities made with the skill
  • Change State A - allows for stronger abilities made with the skill
  • Change State S - allows for stronger abilities made with the skill

Duration Reduction F
E Grade Vitality
7 points
Passive - cannot be put into abilities but can be utilized even while character is unconscious

Per grade of this skill, reduce effective grade of the duration skill in the ability/effect character is under.
Ex: E grade duration (1hour) on ability to weaken target will only last a minute due to duration reduction F skill on character.

[Element] Resistance F
E Grade Vitality
7 points
Passive - cannot be put into abilities but can be utilized even while character is unconscious

While immunity is not possible for fairness, if the skill and vitality are high enough, it's as good as in most cases.

Character takes reduced damage/pain/debuffs/set backs when hit by an attack, technique, or hazard using same/similar element

For full [Physical] resistance - 21 points per grade - rather than collecting a resistance skill per type of physical damage, this simplifies it for a price.

Regeneration F
E Grade Character
7 points
Passive - cannot be put into abilities but can be utilized even while character is unconscious

Character automatically starts to heal itself if the character is not killed or body is destroyed. Does not apply to Mental 'damage'. This includes regrowing severed appendages. Amount of vitality recovered is equal to grade of skill per combat round.

E Grade Intelligence
7 points

You have learned or simply know the ways of healing. You may apply may use magical or mundane means to aid others through their suffering. Healing and what can be healed becomes more powerful with higher ranks and when combined with other skills like magic.

  • F - basic aches and pains, symptoms of minor sicknesses (cold), small cuts and superficial wounds
  • E - cure one common disease at a time, non-lethal poisons
  • D - Emergency aid to prolong life of dying, restore senses so long as organs are still present
  • C - heal significant injuries, including reattaching severed limbs/organs, fix broken bones
  • B - reenvigor, Cure Any disease/ailment/curse/poison, raise dead if they have been dead no more than 10 days.
  • A - Fully reproduce a body and resurect the person so long as a piece of them remained. reverses undead nature.
  • does not work on death caused by old age
  • S - De-ager, ???

Resilient F
E Grade Vitality
7 points

Character's body is adapted to survive in a hostile environment or condition. May choose a new environment or condition each time skill is upgraded or taken. Examples: space, underwater, desert, Aging, Fatigue (caused by hunger, thirst, lack of sleep) etc

Undetected F

E Grade Precision
14 points

Character can cloak themselves through some means to become undetectable by a sense. Each rank of skill allows an additional sense to hide from as well as overall effectiveness of the presence suppression.

Alternate identity F
Vitality E
7 points

Per grade of skill, the character has created and pulls off using an identity different from their own. This identity is a combination of visual and title changes for the character. When taking this skill, the rp'er must determine the name, description, and titles (including criminal ones) associated with the identity. Racial titles could be whatever, but the base character's physical dimensions and features (like tail and wings) will not disappear. The identity grade dictates how well it holds up to scrutiny by creatures and items of varying other grades. Alternate Identity may also be used to dictate what is viewed by magic items and skills like Appraisal so long as the skill is actively being used when such items or skills are leveled at the character. Effectiveness is based on skill grade.

Attentive Student F
F grade character

when a character with this skill is in the presence of a stronger, more skilled or experienced character, they learn and grow more quickly.

Characters with this skill gain double points at the end of rp's if there is a character with a greater total of earned points actively participating in the rp as well. Earned points prior to rewards of that rp specifically. Student skill must be same grade as student character grade in order to benefit from this skill. Student skill may not be greater than grade of character. Ability doesn't stack with any other mechanic or feature that buffs point gains. Not honored if rp'er ghosts rp.

E grade precision
7 points

character must have long hair or clothes that could conceivably cover items

Character may hide their weapons on their person to the point where the weapons cannot be found short of physical search

Companion F

35 points

The character has acquired, created, or met one or more companions. Companions are npc's controlled by the narrator of any given rp. They are generally allies of the Character that spawned them but have their own minds and goals. Common examples: Childhood friend, Pokemon, Digimon, Butler, etc

The rp'er has 70 points with which to create their companion(s) by either investing all of them into one or splitting them up between multiples. Creatures created in this way must have a minimum of one stat above F or one skill acquired. Creatures are assumed to be a humanoid base with F's for stats until skills and stat upgrades are applied.

For each Grade of Companion, the companion(s) may improve with a shared 35 points per grade after F. Companions are prohibited from taking the Companion or Minion Skills.


7 points

Characters can only become a part of and benefit from a relationship with rp factions they are on neutral or better terms with. No hostile factions.

A Connected character has a special relationship with a faction in the rp setting. At rank F, this means they are associated with the Faction. Ex: low ranking military rank or city guard posittion or perhaps known by someone of significance. Some examples of how Connected can be used (it is not necessary to achieve these positions but can make it easier for those that don't wish to rp it):

F,E - Some form of friend, bastard, or distantly related member of nobility
D - Gentry
C - Baronlet (not a real noble)
B - Baron
A - Count
S - Duke

F, E - Apprentice
D,C - Member
B,A - Senior Member
S - Leader

F,E - Cadet
D - Soldier
C - Senior Soldier
B - Elite Soldier/Captain
A - General
S - ???

F - Punk
E - Thug
D - Gangster
C - Enforcer
B - Gang Leader
A - Under Boss
S - Crime Boss

Religious Group
F = Member
E = Deacon
D = Priest
C = High Priest
B = Bishop
A = Archbishop
S = Cardinal / Pope

Conversion F
E Grade Vitality
21 points
Reducing vitality below grade H will kill character as part of this ability

Character takes pain, damage, hardship, etc. and turns it into power. The character can swap grades of vitality for grades of str, pre,or int to increase power of attacks and abilities using one of those stats on a 1 to 1 basis. REduction to character's vitality lasts until character rests/heals up. Reduction cannot be healed by magic or regenerative skills until ability is off of cooldown.

Elasticity F
E Grade Vitality
14 points

Character can stretch a body part several times its normal length as well as squeeze and contort it down all while maintaining fine control of the body part. Can manipulate more body parts to an even greater degree at higher grades. Stretch is limited in duration unless magically enhanced. Duration is up to narration.

F - 1 limb/body party 5x original size
E - 2 limbs/body parts 5x original size
D - 4 limbs/body parts 5x original size
C - Can stretch entire body 2x original size
B - Can stretch entire body 5x original size
A - can stretch entire body 10x original size
S - ???

Weaken [Stat] F
E Grade [Stat]
7 points
Only can weaken a creature once per ability duration. Cannot be stacked by same user. Duration of effect can be improved with duration skill.

Character has extensively studied and trained to reduce target effectiveness in a specific area. Lower [stat] by 1 grade for one of their posts. Upgrading the skill increases amount stat can be lowered.

Bolster [Stat] F
E Grade Intelligence
7 points
does not stack with itself. Cannot make a character have S grade or higher stat.

Character can boost the [stat] of a target by 1 Grade for 1 target post. Upgrading skill can boost effective upgrade. Uses spell duration skill to boost duration.


This skill grants the user an item bound to them in some way. It generally has special functionality or abilities. User may take this skill multiple times, but they should specify the item associated with each Item skill listed.

for each grade of Item, the user receives 28pts to take an item and apply skills/abilities to it. The item is assumed to have the stats of the same grade (as appropriate to the item). Items may not be sentient constructs. they are purely objects. Ex: Mechs (aka golems), magic weapons, enchanted gear. this skill does not negate the need for certain stats or skills to use the item. Item skill taken after character creation or upgrade after creation cannot be of an item not currently possible in IH (ex: no star destroyers)

E Grade Intelligence
7 points

Characters natively know the common tongue of the world as well as one relevant to their race/community. Language skill allows for the further learning and comprehension of other languages including the ancient and forgotten. Each time this skill is taken, another language can be learned by character

Mimic F
E Grade Intelligence
28 points

After spending at least one post in contact with another character, you can mimic/copy one skill of target individual up to your grade in mimic for one post. Use in tandem with other skills to increase usefulness. Appraisal skill can reduce time to mimic ability to less than a post for more immediate and practical use. Magic target can allow for the copying of multiple skills at once. Magic duration allows for longer holding of copied skills. The copied skills are at the grade they are in the target host, the grade allowed by mimic's grade, or the grade allowed by the mimicer's stats. Whichever is lowest is the grade used.

At mimic B, character can mimic the necessary stats to support the skills they are grabbing. This is purely for using the skills if the user's stats are not high enough to use them at the better grade.

Minions F
E Grade Character
14 points

Character, for one reason or another, has garnered the attention of a loyal entourage. Gain up to 5 nameless creatures willing to loyally serve you. They all share the same character template which is made with 56 points. Minions may not have the minion or companion skills. Different types of minions will require acquiring the minion skill again. Minions never get stronger. Only more numerous. They are always obedient to character and narrated by character. Minions are assumed to be humanoids with F stats before points and features are applied.

F - 5 minions
E - 10 minions
D - 25 minions
C - 50 minions
B - 100 minions
A - 250 minions
S - ???

Lucky F
E Grade Character
7 points

Character can choose to have a good outcome as the result of a post they made. Ex: Jack lobs a fireball into a bandit camp. Due to Lucky, the fireball which would normally not be able to affect the entire camp had its effective range expanded due to hitting an explosive reserve stored in the camp.

F - 2 Posts per rp
E - 4 Posts per rp
D - 6 Posts per rp
C - 8 Posts per rp
B - 10 Posts per rp
A - 12 Posts per rp
S - ???

Nullify F
E Grade Intelligence
35 points

Character that manages to touch target can cancel abilities and effects for one of target's posts. Cancels abilities and effects of the same grade as the skill or lower.

Pocket Dimension F
E Grade Intelligence
14 points

Character can store items in an alternative space as large as 1 foot radius. They can freely retrieve any items stored in the space or add items to the space so long as there is room and the item would not have to destroyed to fit.
F - 1ft radius
E - 10ft radius
D - 100ft radius
C - 1000ft radius
B - 1 mile radius
A - 10 mile radius
S - ???

Size Change F
E Grade Vitality
35 points

Character changes height/weight to achieve 1 size category greater or smaller than base size until their next post. Their stats may change in relation to their size change as if acquiring Large or Small titles (ex: larger characters get stronger and smaller characters get more precise) .Magic duration skill can be used to increase duration. Each grade of skill increases the change possible. Ex: Tiny => Gargantuan Size Change B

Skill Loan F

E Grade Vitality
21 points

Character can touch a target and for one of their posts, allow them to use one of your skills up to F grade for one post.. Ex: Bob loans Tim is F grade teleport skills so Tim can warp past the gate. Grade of skill lent can be equal to or less than skill loan grade.

Wealth F

E Grade Character
21 points

While acquiring items and services at higher grades is possible with or without the skill, with the skill, the character no longer needs to spend points on such goods and services.

Character has achieved noteable employment, skills, or other circumstances to better accrue money. At F grade wealth, F Grade items are perceived as easy purchases for the character that would hurt them little. They would still have money for certain bribes, paying hirelings, and other commercially available goods at F Grade or lower. Items of mithril or orichalcum type only get a 7 point discount on the purchase or upgrade.

Skill Categories and Trade Skills

The following skills are mainly for crafting, careers, and knowledges aside from combat. Many assume themselves to be self explanatory. Please ask if you are unsure what any of the skills are actually about.

Academia F

E Grade Intelligence
7 points

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

Character has talents that are rooted in higher learning – communications,
language, research, and critical thinking – plus an understanding
of institutions of knowledge (schools, magic academies, etc.).

Acrobatics F

E Grade Precision
7 points

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The character has the ability to perform feats of agility with minimal chance
for injury. Includes balancing, jumping, flipping, contorting,
and reacting quickly.

Agriculture F

E Grade Intelligence
7 points

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The practice of farming, which includes soil treatments for
growing crops and the raising and breeding of livestock.

Alchemy F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The Character has knowledge of chemical formulae and processes to
manipulate and transform liquids, solids, and gasses.

Animal Handling F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The Character has an ability to calm down a domesticated animal, know an
animal’s natural inclinations, and intuit its intentions.

Arcana F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The Character has ability to recall lore about spells, magic items, eldritch
symbols, magical traditions, the planes of existence, and the
inhabitants of those planes.

Architecture F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

Character has knowledge of construction methods, architectural drafting,
and more. A successful use of this Skill can also find weak
points in constructions.

Area Knowledge F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

Character has knowledge of the geography and people of a single area
(choose one area each time you take this skill) and a specific locale within it. Each time the skill is upgraded, additional and more detail knowledge may be permitted by narrator.

Artisan [type] F

E Grade Precision
"7 points"

Artisan's are skilled professionals that can take materials and turn them into products. Generally artists and craftsmen, they gain tools necessary to perform the trade/craft and can craft items of the same grade for free. A starting asset an artisan may have is a Master npc and Shop with which they may practice their craft. Ex: Artisan Blacksmith F can craft F grade swords. Orichalcum and Mithril items get a 7 point deduction to purchase at F grade and a 7 point deduction per upgrade.

Some example Artisans:
  • Blacksmith - forger of metal based items and likely metal based weapons and armors in particular
  • Bowyer - Bow, crossbow, arrow, and sometimes bolt makers
  • Artificer - maker of magic catalysts as well as other items with magical mechanics
  • Tinkerer - maker of mundane, mechanical items and materials with a more scientific requirements
  • Leatherworker - makes light armors and sturdy clothes out of leathers. also certain other items of mostly leather design.
  • Enchanter - someone who can imbue mithril items with magical properties

Athletics F

E Grade Strength
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The character has the ability to perform feats of strength with minimal chance
for injury. Includes lifting or pushing heavy objects, stopping
objects in motion, and supporting large weights.

Business F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to organize, run, and understand part or all of a
business organization (including governments and association).
This Skill is also useful for recruiting and retaining employees.

Climbing F

E Grade Strength
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to traverse vertical surfaces with or without the
use of dedicated climbing equipment, both natural (such as
trees and cliffs) and artificial (such as buildings and defenses).

Controlled Breathing F

E Grade Vitality
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to control respiratory functions in order to
maximise breathing efficiency or to perform tricks such as
“playing dead”.

Culture F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

This reflects knowledge of the origins, ethics, social structure,
and lifestyles of different cultures and populations.

Deception F

E Grade Character
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to convincingly hide the truth, either verbally
or through actions. This deception can encompass everything
from misleading others through ambiguity and fast-talking, to
telling outright lies.

Disguise F

E Grade Character
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to change one’s personal appearance in n attempt
to deceive others.

Domestic Arts F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to efficiently and effectively organise and run a
domestic household, including cooking and cleaning.

Empathy F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to understand, detect, and interpret the
emotional state of people nearby, without having their
experiences communicated explicitly.

Engineering F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The use of scientific principals and experimental data to
design and build equipment, structures, and useful devices.

Etiquette F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The knowledge of the customary codes for polite, proper,
and inoffensive behaviour in social settings. Having this skill generally gives the character a pass on socially troubling behaviors that are not illegal but would otherwise leave a bad impression.

Focus F

E Grade Character
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to concentrate in stressful situations, and the
knowledge of techniques to center the mind and spirit. Can be an important skill for mages and marksmen. Allows character to ignore varying degrees of distraction as it levels up to improve ability effectiveness even while moving or under threat.
Each grade of Focus enables character to use 1 additional magic item at a time.

Forgery F

E Grade Precision
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to realistically counterfeit documents and papers,
whether hand-written or printed on a press. Assumed to have all the tools necessary for the job. Would just need to secure a location and supplies to do the deed. Generally perceived as an illegal endeavor.

Gaming F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to comprehend and play various games and
simulations well, including both games of chance and of luck.
Also covers knowledge of gambling strategies.

Helming [Type] F

E Grade Precision
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to safely operate land, air, and water vehicles,
including boats, fantasy mecha, sky galleons, etc. The actual vehicle or type of vehicle must be specified when the skill is taken.

History F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to recall lore about historical events, legendary
people, ancient kingdoms, past disputes, and recent wars.

Insight F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to determine the true intentions of a creature
from body language, speech habits, and changes in mannerisms.
This includes a talent for searching out a lie or predicting
someone’s next move. Animal Handling may be more appropriate a skill for discerning this type of information from beasts and animals.

Interrogation F

E Grade Character
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to convince someone to provide specific
information against their will. Interrogation can also be used to
help withhold information when being forcefully questioned.

Intimidation F

E Grade Character
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The talent for influencing someone through overt threats,
hostile actions, and physical violence. How they react will depend on how tough
they are themselves in relation to the kind of threat the character presents
– they may respond with respect, fear, hatred, or amusement.

Investigation F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The talent for detective work – searching around for clues
and making deductions based on those clues. Includes spotting
the location of a hidden object and discerning from the
appearance of a wound what kind of weapon dealt it.

Law F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

Knowledge of legal procedure and practice. In addition to
lawyers, many nobles, politicians, and organization leaders will
have this Skill.

Leadership F

E Grade Character
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The talent of having inspirational visions and goals, and
communicating them effectively to others. The objective is
to motivate and rally others to adopt and work towards those
objectives as well.

Medicine F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

Knowledge of how to diagnose and heal the body using a
variety of techniques. Not to be confused with the Healing skill, this skill is for more mundane forms of healing and/or medical diagnosis.

Mining F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The knowledge of the processes and techniques to extract
minerals and gemstones from dense rock formations.

Nature F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to recall lore about terrain, plants and animals,
the weather, and natural cycles.

Navigation F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to read maps or use specialized navigation
equipment to help the character find the fastest and safest route
to a destination.

Perception F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The talent for spotting, hearing, or otherwise detecting the
presence of something. It measures your general awareness of
your surroundings and the keenness of your senses. While enhanced senses may assist in aspects of this, this skill covers the ability of the character to make sense of what they are picking up on in the environment. The difference between hearing a branch snap and a leaf rustle and knowing a humanoid is likely hiding behind that tree.

Performance F

E Grade Character
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to perform well before an audience – with music, dance, acting, or storytelling –
and to evoke an emotional response through the art form. Greater the skill grade, the larger the audience and more varied their composition that will be impacted by the character's skills.

Persuasion F

E Grade Character
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to convince people to see new perspectives,
consider other alternatives, change their minds, make different
decisions, and even modify their actions.

Physics F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

An understanding of natural world sciences that focuses on
movement, universal forces (such as gravity and magnetism),
and energy (such as sound and light).

Religion F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to recall lore about deities, rites and prayers,
religious hierarchies, ethical standards, holy symbols, and the
practices of secret cults.

Riding F

E Grade Precision
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

This is the knowledge of how to care for a riding beast, how
to saddle, mount, and dismount the animal, how to get it to
perform difficult or dangerous maneuvers safely. The higher the grade, the more powerful the mount can be.

Seduction F

E Grade Character
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

A character with this Skill is adept at exploiting their sex
appeal. Whether or not the target of this skill responds will depend on their own romantic
inclinations and sexual preferences.

Sleight of Hand F

E Grade Precision
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

A character with this Skill has superior manual dexterity. This includes the ability to
perform “magic” tricks, palm small objects, cheat at cards,
plant an item on someone, etc.

Stealth F

E Grade Precision
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to disguise objects or people so that they blend
into their surroundings. This also includes the ability to conceal
small objects on one’s person and the ability to move silently. May be used in tandem with Concealment skill.

Street Sense

E Grade Character
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to navigate street culture within cities and larger
urban areas, and how to survive and thrive in such settings.

Survival F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to find food and shelter in the outdoors, to avoid
natural hazards, and to identify edible and useful wild plants
and animals.

Swimming F

E Grade Constitution
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The knowledge of efficient body movement in liquids,
including surface swimming and deeper diving. Useful for characters that don't already know how to swim.

Traps F

E Grade Precision
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to create and place traps in both natural and
constructed settings. Also covers disarming of discovered traps.

Visual Arts F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The ability to produce a work of fine or commercial art in
one or more visual fields (carving, painting, sculpting, etc.).

Warfare F

E Grade Intelligence
"7 points"

It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without wood working tools

The knowledge of large-scale military combat techniques,
including troop movement, siege warfare, and army morale.

Last edited:


Senior Member
After viewing the skill list, it is easy to question how the skills listed would allow for some of the cooler things seen in many Isekai products. With the exception of the ability skills, most other skills need to be combined with one or more other skills to achieve desired effects. Abilities, like skills and stats, have grades. The stronger the ability, the greater the cooldown. Although more roleplay than mechanical, it is possible to create your own style of magic or martial art through a careful construction of abilities from an ever increasing list of skills of higher and higher grades.


How does combining skills work?

Just about any two skills can be used together. To combine skills, simply create an ability in your character sheet by listing the skills together you would like to combine. Taking the example from the character skeleton, let's make 2 and breakdown what's in them.

  • Magic Lazer Beam - Magic C, Affinity Explosion F, Magic Range D, Area of Effect D - Character declares the abilities name while pointing hands at target and fires a destructive beam of magic that explodes on impact with the target - Grade C - 3 Post Cooldown

Explanation of Ability: Obviously the first part of the ability is the name. Nothing special and can be whatever you like generally. the more important part and the part that needs to be more consistent is the skills and their grades. In order to make a magic lazer beam, we obviously needed Magic , the skill that would let a character use magic. We also needed to flavor the magic as an exploding kind, so we picked up Explosion affinity. For our purposes, we assume the explosion is damaging with with great impact. Next, to achieve a spell that has a range beyond touch, we add Magic Range D, which allows the ability to travel some distance before dispelling. To get the mass area explosion on contact, we restate the presence of the explosion affinity skill as well as the area of effect D skill. The aoe skill allows the affinity of the magic to affect an area rather than just point of contact.
Giving the ability a description befitting the image in our mind as well as laid out by the skills, we easily convey to readers what they should picture when the ability is used in narration. The grade of the skill is C and determined by highest skill invested in the ability.

Formula for Magic Lazer Beam:
Magic C is the highest grade skill in the ability. Therefore, Magic Lazer Beam is a grade C Ability and has a cooldown of 3. This means the ability may only be used once in a post before the character must be posted with again 3 times, without using an E grade ability of any kind, before Magic Lazer Beam may be used again.

  • Meteor - Magic C, Affinity Explosion D, Affinity Fire D, Magic Range D, Area of Effect D - Character chants to the cosmos for deliverance with hands raised. In response, a massive fireball falls out of the sky ahead of caster to decimate a large area in explosive flames - Grade C - 3 Post Cooldown

Despite changing little about the ability's composition, we have created an entirely different ability. The character must wait 3 posts in between using this ability and the Grade C ability hits a bit harder.

Ability Cooldown Table
The are the default cooldowns when an ability is used. Skills may further augment the cooldowns. When an ability goes on cooldown, the specified number of posts must be made without using any ability of the same grade as the one on cooldown. This means there are many advantages to having and keeping abilities of various grades to attack, defend, and perform utility tasks.

F - 0 Post Cooldown (reducing the cooldown further may grant multiple use per post)
E - 1 Post Cooldown
D - 2 Post Cooldown
C - 3 Post Cooldown
B - 4 Post Cooldown
A - 5 Post Cooldown

S - ???


How do I make abilities involving weapons?

There are a couple different ways to go about it, but the simplest way would be through the skill Fighting Style. Fighting Style allows you to select a weapon or weapon group your style is effective for. You may then create your first technique. Techniques are a part of the fighting style skill that can be used to make abilities. Several of the Tech Cores (key components of a technique), allow for your weapon of choice to perform seemingly supernatural feats like slicing foes at range or infusing blades with flame. When using a fighting style to create a technique, be sure to include the fighting style skill AND the technique created in the ability. All Techniques may not be at a grade greater than the Fighting Style skill. Alternatively, clever use of the magic skill and related magic augmentor skills may bypass some of the needs listed.
  • Lake Splitter - Fighting Style [Swords] C, Technique Moon Cut [Range] D - Character shouts the technique as they swing the blade in an overhead chop. The magically augmented force of the swing streaks outward in a slicing 100ft line. - Grade C - 3 Post Cooldown
Should be noted that abilities like these will require the character to have sufficiently high Strength/Precision or Intelligence and one of the others if the other method is used.
Last edited:


Senior Member
Magic or supernatural phenomena in Isekai Hell is almost exclusively the result of [Mana], the raw ethereal energy in all things and atmosphere, being processed and made to do work. Divine gifts, Chi, Ki, Psi energy, chakra, etc... It's all mana in the atmosphere or a host and is capable of being used to perform miraculous feats. Pretty much any creature in the world of Isekai Hell can learn to use magic of capable of meeting the requirements to process mana. Many monsters are the result of strong infusions of mana in every day items, plants, and creatures. Weird locations where gravity works in reverse, perpetually fog shrouded forests, and waterfalls drift toward the sky are usually the cause of strong concentrations of mana.

Rules to Use Magic

  • Character must be able to move hands, arms, and/or other parts of body to help the mana properly flow
  • Character must be able to speak or otherwise create noise to help give the mana purpose
  • Character must not move much from the spot they begin channeling short of what is necessary to cast the spell to avoid improperly directing the mana
  • Character must have Mana Affinity skill
  • Character should use a magic catalyst like wand or staff

There are skills to reduce the need for these magic components. However, mana manipulation, in general is an involved process. Improper mana manipulation can have dire consequences. Exploding or losing the ability to process mana at all are not impossibilities.

Beginner Magic

The default magic all beginner mages learn is the ability to focus mana into their finger and create a small glow of magical energy. A beginner offensive technique is to force mana into a target. A technique for defense that is fairly limited in effectiveness is a sudden and intense expulsion of mana in the direction of an oncoming attack. It can soften the impact of some blows. Actual spells are considerably more effective in all cases.

Last edited:
What to do After Character Creation


Senior Member
By this point, you likely have all you need to create a character, but then the obvious question of what to do with that character comes up. How do they earn points? Where is the rp to use them in? And likely more questions. The answer is: you have two options.


1. Group up and RP - The first option for what to do after character creation is perhaps the most obvious and least dependent on timing.
  • You simply look up one or more active members of the community.
  • Ask to form a group with them or join their already going group.
  • Determine how your character and theirs meet and for what purpose.
  • Start or continue a Isekai Hell rp of your own making with this newly forged group. (to make one, simply put Isekai Hell as part of the title in one of the public forum roleplay areas and link to an official Isekai Hell thread from the first post)
  • After the goal of the rp is accomplished, message Novama Novama or one of the other mods and they will grade the rp
  • Wait for grader's post or reply. Rp Narrators/leaders gain bonus 50% points. Multiple narrators split the bonus.
  • Once grade is in, copy the rewards for the rp to your character sheet by documenting the rewards received and adding a link to the post you received them in.
  • Rinse and repeat with the same group or forge a new group with a new mission/goal in mind.
Example: Jack and Jan have completed their characters and got them approved by staff. As recent joiners, they feel 2 newbies adventuring together would make sense as a starting point and neither have particularly strong goals on how to start. They decide to do an rp about them joining the local adventurers guild and taking on a simple request like collecting herbs. They then go to the public group rp forum and create a thread titled [Isekai Hell] Jack and Jan's first mission. Over the next week they proceed to post back and forth until they have fulfilled the goal they started with. Jack contacts Novama to grade the rp and informs Novama of any skills/actions/goals of significance that might impact the grading and rewards (ex: Jack is interested in joining the guild's harvesting and dismantling team responsible for turning things brought in into resources and products sold to craftsmen and other merchant faction members.)
After looking it over, Novama rewards the pair points for their characters (Jack gets bonus points for leading the rp) and Jack gets a title call [Apprentice Dismantler].
Jack and Jan then copy the rewards to their sheet in the change log and update their sheet as they see fit, buying skills and upgrading stats. Jack equips his newly acquired title and says he would like his next rp to be one involving the guild dismantlers, which he can now do as an associated character to the faction. The process repeats.


2. World RP - more dependent on timing since they will not occur all the time. Higher risk, higher reward rp's.
  • World rp's will be created by the mods and advertised as such. To join, simply post in it after it is up.
  • World rp's are rp's with world shaping consequences.
  • Risk of character dying or otherwise getting an actual setback are real due to the rp being ran by a mod and the stakes at play.
  • Rewards are generally better with point rewards being double the normal.
  • Pace of the rp will be at the mod's discretion.
  • Those that cannot post frequently enough will be skipped and presumed to be not doing anything of consequence.
  • Rp ends when Mod says so. Rewards will come from that mod afterward.
  • Copy rewards and/or deal with the setbacks to character as a result of the rp.
Example: Novama creates a thread called [Isekai Hell: World Rp 1] and announces it to the Isekai Hell community. Members post in it and react to the original narration post at the beginning. They then take turns posting for their characters while Novama narrates the outcomes to their actions and what the world and npc's do. At the end, Novama posts everyone's rewards with double the typical point rewards and some cool items they didn't need to pay for. All received a title declaring they participated in the event and unlock whatever the title allows in the rp world. One player's character did die during the event, however. They had to scoop character and make a new one.


3. Solo RP - easier to do and possible to be done at any time. (discouraged method)

  • Inform mods you will be doing a Solo rp
  • Start rp in 1x1 forum where it is still accessible to public
  • Make sure thread is called [Isekai Hell] like the others and links back to IH threads
  • Set a goal for the rp so you know when you are finished
  • Post the content of the rp to its conclusion
  • Inform Mod to grade it and provide link as well as mission of the rp
  • Graded solo rp's receive 50% of their normal rewards
  • After receiving grade and adding it to your character sheet, find another rp

Example: Bob sets up a solo rp to explore the day to day life of a student in the Ryke Academy in Ryken. After posting a 6000 word essay of the day in the life, the rp was graded. Rewards included 0 points and an option title called Teacher's Pet. Any lore established was given lesser weight compared to canon already established.
Last edited:
General Rules


Senior Member
Although they likely should have been listed first, they are fairly common and already known to most rp'ers. Here is a list for new and old rp'ers alike as some will be specific to Isekai Hell.

  1. Post in 3rd person
  2. Post at least a few sentences. (what is the character doing, what are they saying, has the scene changed any)
  3. The mods are the only ones that move time in rp. (specific to World RP's. outside of world rp's, assuming any passage of time is prior to current events for the world)
  4. Please message Novama Novama or Mods with any questions or problems you have with the rp or its members.
  5. Have an approved character sheet in the character thread for Isekai Hell before participating in any Isekai Hell rps.
  6. Do not auto-hit or auto-succeed at combat or tasks in rp. Combat and skill based outcomes are decided by Mod (Specific to World Rp's)
  7. Any roleplay that is not finished and checked in for grading is not considered world canon.
  8. Let people know if you can't post for a while or if you are dropping the rp.
  9. You may only have one character of yours (minions and companions aside) in any one rp.
  10. The same character cannot participate in more than one rp at a time (exception to the rule: World Rp's allow simultaneous participation)
  11. Npc Companions are to be controlled by whoever the mod or narrator is for any given Isekai Hell rp.
  12. Creating NPC's in World Rp's is prohibited.
  13. Posts longer than a couple paragraphs must have a summary section that captures the main points of the post in a concise way (specific to World Rp's)
  14. You may post as frequently as you wish as long as they are not back to back. (In situations where timing matters like combat, this rule may be different)
  15. Any pvp to the death is generally discouraged, but pvp is allowed so long as there is a 3rd party arbiter like a mod to oversee things (unless the outcome is already agreed upon between combatants).
  16. please mention or contact those you posted at so they know you are waiting on their reply
  17. Changes to character should be done between rp's and not during. However, changes may be permitted if the mod or narrator is contacted in advance of the change for permission.
  18. The site doesn't allow X rated content so keep your smut out of Isekai Hell Rp's. Romance is allowed however.
  19. If a player is absent without word or post for a week, they will be assumed missing from the thread until they return. In 1v1 rp's, this means the rp is done and should be cashed in for half the rewards. For group rps of 3 or more, it will be up to the remaining group to continue or not and how they wish to do so.
Last edited:
Death and Injury


Senior Member
In a world of swords and sorcery, it's no surprise that characters can get hurt or even die. You are primarily in charge of how and when those things occur to character. Exceptions being [World Rp's] where the mod dictates the outcomes of what is roleplayed. At the end of roleplays that you run for yourselves, it is possible to receive special titles indicating the character's wounded or dead status. What do you do with them?


Full Scoop

Perhaps you are bored of your character or simply don't see a way forward for them anymore. Maybe they have reached the ultimate goal and simply need retired so you can pursue other character goals while the original character persists as a world NPC. Whatever the reason, whenever you wish to permanently stop writing for a character, you may Scoop them. When you scoop a character, you take half the points that have been "Earned" and apply them to the character created to replace that character. Depending on the nature of the Scoop, the orginal character is deceased, disappeared, or NPC'd. Beyond the points salvaged, the new character is not entitled to any of the possessions of the former character nor their social connections. Scooped points may not be pooled with other characters' scooped points. The scooped points are then applied to the "starting points" for the new character.

Dead Title

Perhaps your character dies but you do not wish to retire them. Resurrection is possible. Your body must be salvageable, you must have allies willing to taking your body to a place it can be resurrected, and then points must be spent. All of this must take place in an rp performed by those recovering the body with the deceased acting as narrator and/or rp'ing out death sequences. If done satisfactorily, the character will be brought back to life and all those involved will be entitled to rewards. The rewards will vary based on the effort involved and the nature of the death.

Injured/Maimed Titles

Characters that have received injury or that have received legitimate setback (lost their legs), may be entitled to additional rp rewards for rp'ing out the hardship of such setbacks. Characters that are sufficiently impaired due to damage can receive the Injured and/or Maimed title. Once equipped, the titles can be used once to gain the character additional rewards at the end of their rp 1 time. Afterward, the title is removed as the character is expected to be healed or to have otherwise found a way to cope.

Partial Scoops

Since this is a living world and an active community, many elements are prone to change. This includes the rules and the characters made up by them. In the event your character gets the 'hurt' or disadvantaged because of a rules change or a world change that severely impacts a portion of your character, you may apply for a Partial Scoop. Partial Scoops allow for the partial or fully return of points invested in certain skills deemed to be the reason for the scoop. Related Abilities, Titles, and Stats may also be impacted depending on the nature of the scoop which will vary on a case by case basis. All you must do is contact Novama or another mod of IH and your claim will be investigated. You may be granted full or partial right to scoop the problem areas. In the case the claim involves unrelated parts in the evaluation of the mod, a partial claim will be awarded and only the parts indicated by the mod may be refunded and changed. A full claim will allow modification of all requested elements.

Last edited:


Senior Member
Advanced Rules (Optional)

Some members would prefer more structure to their play. For consistency, there is a way for handling combats that I will go over here. These options will only be consistently adhered to for World Rp's and Tribulations. It is at the individual narrator's discretion whether the average rp will adopt these rules. If you need more clarification on these rules or others, or you have suggestions on additional rules, contact Novama Novama .


Action Economy

A common limitation imposed during fighting is the "Action Economy". It is a restriction on the number of actions a character can take per post and generally per round. When a combat starts, the narrator will determine how much time may elapse in any given round and dictate the number of posts and actions a character may perform in that time. The current standard for IH:

6 second combat rounds

In that time, rp'ers may make:

1 post per combat round

Each post may contain:

3 actions allowed per post in combat

An Action, as relevant to our purposes, is one of the following character activities:

Attacking - narrating the character attacking one or more other characters. Each use of an offensive ability or offensive action counts as an attack action.

Defending - narrating the character defending themselves from one or more attacks. Each use of a defensive ability or defensive action counts as a defense action.

Moving - narrating the character as walking/running/flying or otherwise moving across the scene location. Each movement, even when combined with another action, will count as moving and. Move is frequently paired with attacking actions to close the distance to targets. It is also regularly paired with Defense actions that involve dodging as sometimes the best option is to run away from danger.

Other - Generally, any ability use (even ones not directly related to combat) counts as an action. Using senses to perceive the surroundings or recalling lore and other information relevant to the scene. Any action the character takes relying on a stat alone can count too: picking up something heavy, taking time to aim for a future attack, pondering the cosmos, or sorting your inventory, etc.

Especially complicated abilities/maneuvers may count as multiple actions or all actions for the post.

Action Limitations

1. Unlike melee actions like swinging a sword or thrusting a spear, ranged actions like firing a gun or shooting a crossbow takes time to aim. After every move action, a character attacking at range needs to use one action to aim. Not doing so will result in penalties to the overall effectiveness of the attack. Skills can be picked up to mitigate this short coming.

2. Another limitation is related to casting spells. Any ability that uses the magic skill is considered a spell and subject to this limitation: casters may not cast magic on posts they use the move action. There are skills to mitigate this limitation.

Who Goes First and Surprise?

Narration generally dictates who goes first in a fight and the narrator will typically let the party know when they are in a combat. However, there are times when the party or an antagonistic force gets the jump on the other. When this happens, a special rule comes into play:

Surprise: characters unaware of the enemy or the direction of attack coming their way are assumed to not be defending against it. In such situations, only certain sense skills or all encompassing defensive abilities used in advance can mitigate this.


Effectiveness System

One of the biggest and most frequent questions revolves around "how much damage can I do", "how much damage can I take", "how much damage can I heal", "damage damage damage". So here it is: the effectiveness system - the system by which we can determine the overall effectiveness of your attack vs another targets defense and discern things like damage (to target and gear) as well as how healing can work.

The Formula:
Grade of Item used in action + Grade of stat associated with action + Grade of ability used for action = base effectiveness

Grade Values:
F = 1
E = 2
D = 3
C = 4
B = 5
A = 6
S = 7

Base Effectiveness:
this is the rating given to your action after crunching the basic inputs of the action you are performing. This number is then modified by a few grades up or down based on narrative situation, special ability effects at play, and any other mechanics being introduced into the system. You cannot use an ability in combat without an item (as it pertains to dealing damage, special effects, or some form of defense). Actions without abilities treat the ability grade as being worth 0 points.

Final Effectiveness:
This is the term for the final rating of the action performed. This is compared to the contesting rating. Largest number wins. Ties cancel each other out. The difference of the 2 numbers turns into grades of success or failure.

Attacker Wins - each grade of success is a point of damage delivered to the target
Defense Wins - each grade of success is a point of damage delivered to the attacker/attacker's item (narrator decides what's appropriate)
Tie - nothing happens as those involved are repelled by each other and/or locked in stalemate that round

Damage to Character:
A character's health is the numeric value of their Vitality. Referencing the table above shows how many hitpoints each grade of vitality has. (C = 4hp). When a character is reduced to 0 hp they are assumed to be knocked unconscious or otherwise unable to fight on. Any damage beyond 0hp results in character death or character permanent injury as determined by the narrator and type of rp (generally, death does not happen in a standard rp without sufficient warning from the narrator and an understanding from the player of what is at risk). Rp'ers may choose to have characters struggle beyond 0hp, but doing so puts the life of the character at risk.

Damage to Item:
Whether it is a weapon, piece of armor, or other, the item's hp is reduced by the damage dealt. Item hp is equal to grade of item. It's that are damaged have reduced functionality but may still be used in a limited capacity. Item's that have their hp reduced to 0 are destroyed. Items can generally be recovered/repaired/replaced at the end of rp free of cost. Special circumstances may prevent that behavior at narrator discretion. Certain skills and/or artisans in an rp may be able to repair items mid rp.

Character Resistance and Healing:
Characters that suffer damage have a step before applying the damage to their health. Damage reducing skills like resistances may take effect now. After reducing damage for any skills or abilities at work, the character is now damaged and in need of a heal. There are various ways of recovering from aches and pains. Regeneration recovers a number of hp per start of character's turn each round. The amount is the numeric value of the skill grade. Healing abilities that use the heal skill heal a number of HP equal to the numeric grade of the skill. However, unlike regeneration, healing is limited in the type of healing it can perform at each grade. In the event a character has suffered a mortal wound or severed appendages, a higher grade heal may be appropriate regardless the amount of health actually lost.


Teaming Up
Although this is a roleplay based in fantasy anime with many of its tropes, one character generally can't take on the world. At least at the start, anyway. The reason is teaming up can create insurmountable odds for a single character to overcome. Depending on the skills at play and the narrative situation, teaming up gives mechanical benefits that function as follows:

Base Effectiveness + (number of actions performing the same action type) = Team Up Base Effectiveness

Like with normal actions, the Team Up Base Effectiveness is then modified by the skills and situations at play. The skill pool of the Team Up Base is generally much larger, however, it should be noted similar skills should only take their best variations. Example: if 2 characters lend their penetrating skill, only the best penetrating skill will be applied to the ability. They do not stack.

The Base Effectiveness of the Teaming Up formula is based on the highest Base Effectiveness of the actions contributing to the team up.



Senior Member
How to get everything you wanted and then some

IH is a special type of sandbox where players are free to fill in the details of the world as they explore it. They can make characters that rise to the heights of kings or sink to the depths of crime lords. They can lead armies and take financial institutions to trade war. Sometimes they are the best friend of a [god] or the master of a devil. They can love and have families or dedicate their lives to a craft and own businesses and shops that sell their wares. Some just want pet shoulder dragons while others need huge tree serpent mounts. While the above rules discuss at length how to use points to get what you want, this part of the rules is meant to explain how you can acquire things in the world that don't necessarily come with a point price tag. The [Asset] skill can assist with acquiring some of what will be discussed, but it could never replace something earned and crafted with extensive narrative and care. What's more, using points to acquire things one can get through rp may save time, but it ultimately limits the character's maximum potential.


Standing: What is it and Why do we need it?

Standing is a value shared between an rp'er and their characters. It describes the relationship the player and their characters has in the world. Standing is always in relevance to specific persons, places, or things. You could have high standing in relation to a pet dog or low standing when it comes to a royal palace. The higher your standing, the more plausible it is for one of your characters to acquire such a thing or a relationship with it. High standing also indicates the player of the character may be eligible to run rp's with that subject matter in it. A new player to the community generally lacks that standing necessary to run an rp with a king in it. Their character, fresh from isekai, likely has no friends or connections that would make it likely for them to meet the king.

The limitation imposed by standing is necessary. In a world where players can establish lore, you do not want new players with little understanding of the community or the world creating lore that flips everything else on its head or invalidates canon. The idea is the more important things with great influence for the community require greater standing to influence or do rp's about. Meanwhile, simple things like owning a horse which impacts next to no one are fairly simple to acquire and don't require much standing at all.

To better explain what Standing is: it is the number of societal circles a character is in in relation to the thing they want. If anyone can see it, experience it, know about it, own it, or something else that makes the thing common place, then any character and rp'er likely has sufficient standing to have/interact with thing and run rp related to it.


How do I gain Standing?

As suggested already, Standing is gained through rp. You can generally run rp's or otherwise participate in rp's with the intention of gaining standing in a particular direction. While the types of rp's you run and the number of them will vary based on your goals, the process is generally the same:

  1. Set a goal for the character (ex: be king)
  2. Determine Standing aka Social Circles difference between present character and goal (ex: character is a nobody with nothing. King is top of the nobility faction. The differences in standing are too great to immediately run an rp or set character goal to be king)
  3. If standing is too great, join or start rp to gain standing. (join noble faction) If standing is within one circle in that it is plausible for someone of the character's position to achieve goal, then simply do rp to achieve goal. (rp becoming king)

Depending on goal, this can take many forms and require several rps. Just make sure that in each rp you are in, you are making it clear what your character's goals are. Some of the best ways to gain standing and have it tracked are through titles. [Hero of Xville] and [General Shopkeeper] are simple and generally easily acquired types of titles. They just involve doing things anyone can do if they are in the right place at the right time and/or have the means.


Where do I even start?

It's not uncommon for rp'ers to join us and set big goals. Become emperor of the world. Be the most powerful X. Mimic the rise and power of Y anime character. It can easily get overwhelming trying to plot out your course and determine the precise number of rp's and themes you need to explore to achieve your goals. One recommendation is to put your big dreams on hold for the moment and take stock of where you are and what you are.

  • Race
  • Job
  • Skills
  • Abilities
  • Location/home/base/stomping grounds
  • Friends/Contacts
  • Previous titles and achievements

All tell a little bit about the character and put them in the social circles of various end goals. An elf may be in the running to become the next elven leader of their tribe and caretaker of one of the few great life trees. A warrior may be a shoe in for joining the local adventurer's guild or noble's military. Those with magical healing or extensive knowledge skills may thrive in a setting for scribes, priests, or healers. Obviously, a citizen of a local town has a better shot at being mayor of the town than an outsider. Someone with a hero title will gain the attention of more influential characters more easily. Some of this stuff is intuition and gut feel. Some of it is just common sense. Whenever in doubt, feel free to consult with the IH community or Novama.


Where do I go from here?

Sometimes, you know your goal is still out of reach despite the effort you have put in thus far. You have gathered fame, wealth, resources, materials, skilled individuals, etc and you still feel like there is something more that needs done and are at a loss as to how to get there. At such times, it can be especially important to take stock of character once again, like you did in the beginning. What social circles are they in. Where do they stand and what do they have access to. Even if you don't know how to get closer to your goal, you can at least find areas in which your character might grow. "It would be useful having a friend/contact in this agency. It would be useful having access to this mine of precious crystals. My house needs servants. Perhaps it is time to settle down with spouse and make family." and so it goes on and on. Sometimes you may find you have already met the needs necessary to achieve your goal simply by pursuing several smaller goals in a not so direct fashion. There's always room to grow the character narratively just as there are more points and ways to grow the character mechanically.


Common Goals and Paths for Standing

Goal: Emperor

gain power and influence
perform grand deed
get acknowledged for service with peerage
manage your holdings well and rack up additional achievements
climb the noble ladder
play dance of dynasties for the throne
take kingdom to war - presumably after making the necessary preparations
Win war and become ruler and Emperor of multiple kingdoms after establishing them as an empire
(many more steps and obstacles may stand in your way. Other paths may also lead to the top. Choose the path you like the most or forge the one you need for the circumstances in play)

Goal: Start a Faction/Faith/Business and become its head
declare the existence of the thing you want
climb the ladder of the organization you have declared
take top position with significant influence, allies, resources, and whatever else may be required of your particular organization
(the bigger and/or more influential an organization is, the more steps their may be to climb to the top of it. A multinational corporation may have several location branches to climb to the top and then via among one another for top central positions. meanwhile, a mom and pop shop may just require you to have the skills and tools to finance and stock the shop.)

Goal: Establish the existence of legendary creature/group/or thing
become one of the ones in the know of a such a rare existence: scholar, library enthusiast, friend of a book worm, do 'favors' for the lonely diviner ladies, etc
go on journey to commune with legendary thing
understand the barriers to commune will be nearly as great as the legendary thing, itself.
finally do rp with legendary thing in it or in some way interacting with it to canonize its existence.
(drug fueled hallucinations do not count. Sickness induced delusions do not count. S grade items and creatures probably sit behind A grade obstacles or greater.)

Goal: Start a brand new thing (settlements, nations, religions)
declare the existence of the thing you are making and its various tenants and details.
(one of the most easily accomplished goals, but one of the hardest to get off the ground once started. Character/rp'er must now go about gathering like minded supporters, money, resources, and anything else to build, grown, and maintain this new things following/populace.)


Users who are viewing this thread