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Welcome, New Soul. Isekai Hell is a vast, ever-evolving roleplay world where every story leaves its mark upon the land. It is a collaborative setting of high fantasy, action, mystery Adventure, and whatever else you like. Where characters are cast into a world that's been left stagnate for too long. Here,their choices ripple outward—alliances forged, kingdoms changed, and legends written not just in the history of this world, but in the hearts of those who write with you. Whether you seek heroism, infamy, or something stranger still, the world awaits you with open arms and mind.




Isekai Hell uses a custom rpg system. Based on "Points". You gain these points simply by roleplaying and setting goals for your character. And achieving said goals. If you want to join, the most important part is getting your character sheet up. Characters all start with 105 points. And you spend all of these starting points upon creation. On skills, stats, and possibly some assets.

So what kind of character do you want to play? Someone who can use a sword? A mage? What do you want them to be able to do initially? Once you've figured that out, you can start purchasing skills and stats that fit that tone. I.E., a mage might purchase [Magic] F, to have the basic ability to channel mana. Or perhaps you want your character to be flexible and rubbery like Luffy from one piece? [Elasticity] F, There's a skill for it. Don't hesitate to ask as many questions as you can think of. We're all happy to help.





If you're interested in joining us, just message me or @Novama and we can get you started asap! We look forward to writing with you!
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━━━━━━━━━━━━━━━━━━━━━━━━━━━━
𝕊𝕂𝕀𝕃𝕃 𝕊𝕐𝕊𝕋𝔼𝕄 𝕆𝕍𝔼ℝ𝕍𝕀𝔼𝕎
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┏━✦❘༻༺❘✦━━┓


𝕀𝕟𝕥𝕣𝕠𝕕𝕦𝕔𝕥𝕚𝕠𝕟


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 allow you to differentiate yourself from others with the same stats.

Skills also shape your character visually — some even unlock racial titles. Perhaps most important in any Isekai is the ability for the protagonist to transcend typical limits and bring change to the world. Skills are what allow a character to break beyond ordinary boundaries.

Below is a list of Skills your character may acquire and upgrade. If your concept cannot be achieved with the current skill set, please reach out to Novama or RP staff. Sometimes we add new skills to the list, other times we help outline a build path to fit your ideal.

Note: The system is subject to mistakes, exploits, and misinterpretation. Updates/edits will occur over time as it evolves with community use. We will inform you of any changes.

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ℍ𝕠𝕨 𝕥𝕠 ℝ𝕖𝕒𝕕 𝕥𝕙𝕖 𝕊𝕜𝕚𝕝𝕝 𝕃𝕚𝕤𝕥


  • Each skill shows its starting grade when purchased.
  • Acquisition requirements are listed (usually a stat grade).
  • Point cost is shown in parentheses and applies both to acquisition and upgrades.
  • If a stat/skill is required, it must also be upgraded whenever the chosen skill is upgraded.
  • Some skills are tagged [ability!] — these grant unique actions on their own.
  • Most skills/abilities come with restrictions: no spam use, cooldowns, and other caveats.
  • Skill descriptions explain scope and narrative uses. If unclear, ask Novama.


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𝕊𝕜𝕚𝕝𝕝𝕤 𝕃𝕚𝕤𝕥 & 𝕋𝕒𝕘𝕤
All skill prices are in parentheses next to the skill name. Each skill has one or more tags based on function:


  • Ability! — Stand-alone feature
  • Acquisition! — Acquire items/assets
  • Augmenter! — Improves [Magic] functionality
  • Auxiliary! — Supplements natural ability
  • Buff! — Raises stats or provides boons
  • Character! — Requires certain character grade
  • Core! — Prerequisite to other skills
  • Debuff! — Decreases stats/impairs target
  • Defensive! — Improves resistance/defenses
  • Domestic! — Mundane/practical skills for daily life
  • Exclusive! — Only acquirable as racial perk
  • Growth! — Helps gain knowledge/extra points
  • Healing! — Restores vitality
  • Intelligence! — Requires Intelligence stat grade
  • Narrator! — Controlled/adjudicated by Narrator
  • NPC! — Defines companions/minions
  • Offensive! — Damages/negatively impacts target
  • Passive! — Always active, even unconscious
  • Precision! — Requires Precision stat grade
  • Social! — Prowess in conversation & influence
  • Speed! — Requires Speed stat grade
  • Stealth! — Avoid detection
  • Strength! — Requires Strength stat grade
  • Suite! — Bundle of multiple skills
  • Utility! — Wide use, offensive or defensive
  • Vitality! — Requires Vitality stat grade


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ℙ𝕠𝕚𝕟𝕥 ℂ𝕠𝕤𝕥 ℙ𝕣𝕠𝕘𝕣𝕖𝕤𝕤𝕚𝕠𝕟

Skill point costs scale by sevens:

  • A 7-point skill costs 7 more per grade upgrade.
  • A 14-point skill costs 14 per upgrade.
  • A 21-point skill costs 21 per upgrade.
  • And so on, following the same progression.




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Abilities & Skill Combinations


After viewing the skill list, it’s 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 others need to be combined with one or more additional skills to achieve the 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 careful construction of abilities from an ever-increasing list of higher-grade skills.



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 you wish to combine.

Magic Lazer BeamMagic C, Affinity Explosion F, Magic Range D, Area of Effect D
Character declares the ability’s name while pointing hands at target and fires a destructive beam of magic that explodes on impact.
Grade C – 3 Post Cooldown


Explanation of Ability:
The first part is the name. The most important portion is the list of skills and their grades.

To make a magic laser beam, we use:
- Magic — allows the character to use magic
- Explosion Affinity — adds explosive impact
- Magic Range D — extends reach
- Area of Effect D — allows the explosion to affect an area

The description should clearly convey how it looks in narration.
The Grade equals the highest skill grade used.

Formula:
Magic C → Highest Skill → Ability Grade C (3 Post Cooldown)
You must post three times (without using another C-grade ability) before using it again.

MeteorMagic C, Affinity Explosion D, Affinity Fire D, Magic Range D, Area of Effect D
Character chants to the cosmos; a massive fireball descends to decimate a wide area in explosive flames.
Grade C – 3 Post Cooldown


Even with similar composition, this produces a completely new effect.



Ability Cooldown Guide

Default cooldowns when an ability is used.
When an ability is on cooldown, you must wait the specified number of posts before using another ability of the same grade.

F - 0 Post Cooldown
E - 1 Post Cooldown
D - 2 Post Cooldown
C - 3 Post Cooldown
B - 4 Post Cooldown
A - 5 Post Cooldown
S - ???

Maintaining multiple grades of abilities provides flexibility for attack, defense, and utility.



Weapon-Based Abilities

The simplest way to create weapon-based abilities is through the Fighting Style skill.
It defines the weapon group your style specializes in. You may then create Techniques — components of the Fighting Style used to form abilities.
Some Tech Cores allow supernatural feats (like ranged slashes or elemental strikes).

When using a Fighting Style to create a Technique, include both:
Fighting Style Skill + Technique
Note: A Technique cannot exceed the grade of the Fighting Style itself.

Lake SplitterFighting Style [Swords] C, Technique Moon Cut [Range] D
Character shouts the technique while swinging in an overhead chop; a magical wave slices outward in a 100ft line.
Grade C – 3 Post Cooldown


Abilities like these require sufficient Strength/Precision or Intelligence, depending on method.



Ability Flux

Ability Flux allows transferring one or more grades from either the Magic or Fighting Style skill to enhance augmenter skills (Area, Duration, Range, Targets).

Process:
- Reduce Magic or Fighting Style by chosen grades (not below F)
- All other skills must be equal to or below the reduced grade
- For each grade reduced, add or increase one augmenter

Examples:
Magic Example:
Cruncher – Magic B, [Earth] Affinity E
→ Creates a massive steel trap that gnashes at the target. (Cooldown 4)

Cruncher (Flux) – Magic F, Range F, Targets E, AOE F, [Earth] Affinity F
→ Creates several traps within range that gnash at multiple targets. (Cooldown 0)


Martial Example:
Cruncher – Fighting Style B, [Earth] Affinity E
→ Unleashes a steel trap to gnash at the target. (Cooldown 4)

Cruncher (Flux) – Fighting Style F, [Earth] Affinity F, AOE C
→ Enlarged trap swings around the wielder, striking all nearby. (Cooldown 0)


Hybrid Example:
Cruncher – Fighting Style B, Magic B, [Earth] Affinity E
→ A magical steel trap attacks a target within reach. (Cooldown 4)

Cruncher (Flux) – Fighting Style F [AOE E], Magic F [Spell Range E], [Earth] Affinity F
→ A massive steel trap manifests and is hurled to strike all within range except the wielder. (Cooldown 0)


Limitations:
Fighting Style:
- Targets augmenter cannot be used
- Duration only affects damage
- Cannot add augmenters without existing Techniques
- Range/AoE capped at B

Magic:
- Area augmenter includes caster
- Augmenters capped at C

General:
- Cannot reduce below F-grade
- F-grade abilities cannot use Flux
- Flux effects cannot exceed A-grade without tribulated stat
- Cooldown equals ability power



Actions

Abilities typically consume 1 Action to use.
Multiple abilities = multiple actions.
Combining several effects into one ability does not reduce action cost.
In Advanced Isekai Hell RPs, there is a hard limit of 3 Actions per post per combat round.
Abilities that exceed this limit will be vetoed during checks.



Ability Intent

To determine how many actions an ability takes, consider its Intent.
Each additional intent beyond the first adds one action.

Common ability intents:
- Damage
- Buff
- Debuff
- Move
- Know
- Heal
- Defend
- Other

If your ability performs multiple of these, it likely costs multiple actions.



Mastering ability creation is about balance — between imagination, mechanics, and story impact.

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Racial Trees in Isekai Hell: A System Overview


In Isekai Hell, every character’s race begins with a simple foundation and can grow in complexity over time. Instead of providing a large fixed list of races, the system offers five base racial trees that define how your character’s physical form evolves. These act as mechanical frameworks, while the flavor of your race is entirely yours to design.

Each character is built from two components: the Soul and the Body.

The Soul

Your character’s soul is either native, born in this world, or isekai, brought from another.

Native Soul
• Gains Area Knowledge – representing familiarity with the local region.

Isekai Soul
• Gains Appraisal – allowing identification and analysis of creatures, items, and materials.

Your soul type does not determine which racial tree or evolution path you may choose.

The Body and Evolution Paths

A character’s physical form progresses through tiers as they grow. The first of these is the Mundane Tier (F–D Grades). At this level, characters establish the fundamentals of their race.

There are two evolution paths:

Natural Evolution (Native Races)
• Follows clear mechanical requirements
• Unlocks fixed racial perks based on the chosen racial tree

Unnatural Evolution (Variant Races)
• Freeform and flexible
• Evolves without traditional biological constraints
• Often used by isekai characters, but available to any soul type

Mundane Tier Requirements by Racial Tree


Below are the requirements and perks for each of the five native racial trees, plus the hybrid option.

Variant Path (Freeform Evolution)

Requirements:
• None, beyond reaching the Mundane Tier

Perk (choose one):
Chosen Path — Exchange Appraisal or Area Knowledge for a 7pt skill (cannot be a bundled skill such as Educated, Magic, or Fighting Style).
The chosen skill scales with your character.

Variant races may evolve in any direction at any time, reflecting unpredictable or unique biology.

Prime (Human)

Humans excel through versatility and cooperation. They lack extremes but excel in organization, adaptability, and specialization through practice.

Requirements:
• Must have Prime title
• Choose one set:
– 2 Magic skills/affinities
– 2 Martial skills/techniques
– 2 Secondary skills

Perk (choose one):
Born For This — 7pt discount on one required Mundane skill
Versatile (Special) — Assign melee, ranged, or catalyst to use Strength, Precision, or Intelligence as its governing stat. Associated Magic or Fighting Style skills adopt the same stat.

Beast (Beastkin)

Beast races draw directly from animal instinct and primal traits. Their physical presence and sharp senses make them highly effective fighters.

Requirements:
• Must have Beast title
• Choose one:
– Natural Weapons F
– Natural Armor F
– 2 Sense skills

Perk (choose one):
Born For This — 7pt discount on one required skill
Conscious Expansion (Special) — Gain a 4th action per post, usable only on sense abilities (not attacks, defenses, or movement).

[size=4]Fae[/size]

Fae are spirit-driven beings who interact with the world primarily through mana. Magic underpins their existence and growth.

Requirements:
• Must have Fae title
• 1 Magic skill
• 1 Secondary skill

Perk:
Born For This — 7pt discount on one required skill

[size=4]Monster[/size]

Monsters embody chaotic intent and destructive drive. Whether magical, feral, or cunning, they channel raw power toward overwhelming force.

Requirements:
• Must have Monster title
• One of:
– The Magic skill
– Martial F
– Natural Weapons F
• Plus:
– 1 Movement skill
– 1 Sense skill

Perk:
Born For This — 7pt discount on one required skill

Construct

Constructs are crafted beings—golems, automatons, puppets—given purpose and now free to choose their path. Their physical design largely dictates their capabilities.

Requirements:
• Must have Construct title
• 1 Defensive skill
• 2 Secondary skills

Perk (choose one):
Born For This — 7pt discount on a required skill
Self Made (Special) — May craft and upgrade natural construct equipment using appropriate Masterwork Maker skills

Hybrid

Hybrids stand at the intersection of multiple racial lines. They carry the strengths—and burdens—of more than one origin.

Requirements:
• Must have Hybrid title
• Must have Multiracial Feature
• Must meet all Mundane-tier requirements of each parent race

Perk:
Born For These — Gain one 7pt discount per racial tree involved
– Each discount must apply to that tree’s Mundane requirements
– Hybrids may only select discount-based perks from parent races
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🌍 Isekai Hell — World Lore Overview







Introduction
The known world of Isekai Hell is currently the "Second Continent". Consisting of several countries, each with their own cultures and political structures.

Below is a clear, simple reference to the major nations of the world and their defining aesthetics. This serves as a top-level overview for new and returning players.




⚜️ The Second Continent — The Known World

• Ryke — “The Frontier Kingdom”
A rugged land of forests, frontier towns, and old ruins. This country is like your generic fantasy starter country. Adventurers seeking fame. Some upstart nobles. A Basic Mediteranian biome.

• The Republic of Kuridan — “Edo-Inspired Beastkin Homeland”
Heavily inspired by Edo era Japan, this country is mostly Beastkin. Though there are some others such as fae and humans who might live here. There are several shogun. The ideal of "Might is Right" Is what rules the people of these lands.

• East Empire — “Classical Greco-Roman Power”
An imperial state defined by marble cities, disciplined legions, and a political culture steeped in philosophy and ambition. Known for holding the culture of Human supremacy. Slavery is Legal in this country.

• West Empire (Ororoot Empire) — “Beastman Hierarchy & Divine Order”
A strict, caste-based beastman empire governed by divine contract law and a powerful state religion. Grand courts, river ports, and magically regulated society. This is heavily influenced by Chinese mythology and culture. Be ast Supremacy. Slavery is Legal in this country.

• Continental Lake “Underwater Wonderland”
Not much is known about what lies beneath the continental lake. But some have said it's a country of luck and vice.

• Grand Duchy of Roran — “Magitech”
An almost Scifi like country. With a dedication to the study of magic and the every day application of it. Magitech is created and used here. With a Theocracy like culture and a council of high mages ruling.

• Kingdom of Rotia — “Stark Cold Northern Country”
A Stark cold Northern country. Where fighting for your life is the daily expectation. Monsters invade these lands from across a frozen sea in the winter. And Nobles fight back in Fullers. Magitech Mecha designed for defense and Offense.

• See of Fae — “Arcadian Wildlands & Enchanted Courts”
A Large mystical forest with many secrets to unfold. Led by the Spiritual Pope of the Fae See.

• Widersia — “Steampunk”
A Relatively young country, born from those trying to escape the pressures of the larger countries around it. The country is dedicated to technology and the use of it in every day life. (Steampunk)

• Sky Nation — “Floating Isles & Wind Temples”
Not much is known about the Sky Nation as of yet. There are many mysteries to solve.
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