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☆☆☆ Encyclopedia of Rules and Advice for the Isekai Roll Playing Game ☆☆☆

Recent Changes

 * Damage and Recovery
 * Encumbrance
 * Archaic Armor

Basic Game Mechanics

 * Resolving Conflicts with Die Rolls
 * Action Rolls Defense Rolls, and Second Rolls
 * Advantage and Disadvantage
 * Combat Rounds
 * Thresholds

Character Creation

 * Character Attributes and Skills
 * Attributes
 * General Skills
 * Narrow Skills
 * The Basic Die Pool
 * Basic Die Pools for Standard Actions
 * Basic Die Pools for Simple Actions
 * Basic Die Pools for Other Actions

Character Health and Advancement

 * Damage and Recovery
 * First Aid
 * Conditions Needed for Recovery
 * Save vs. Death, Automatic Death
 * Increasing Your Abilities

Movement and Encumbrance

 * Movement
 * Movement as An Action
 * Movement as part of Another Action
 * Encumbrance
 * Effects of Encumbrance
 * Encumbrance for Normal Actions
 * Encumbrance for Weight-Sensitive Actions
 * Encumbrance for Swimming
 * Negative Encumbrance

Melee Combat

 * Melee Range
 * Riposte
 * Flanking
 * Brawling and Martial Arts
 * Pushing-Through (Dual Target Attack)
 * Exploits

Missile Combat

 * Missile Combat Resolution
 * Distance, Size, Time and Cover

Combat Options and Maneuvers

 * Action Announcement
 * Defense as an Action
 * Fighting Retreat
 * Suicidal Action (Defense Option)
 * Guard (Delayed Action)
 * Attack of Opportunity
 * Surprise
 * Changing Weapons
 * Targeted Shot
 * Chosen Ground

Game Mechanics for Simulating Magic

 * Magic Spells
 * Local Magic Resistance
 * Restrictions on Learning Magic
 * Sensing Magic
 * Boosting Spells
 * Take-Away Dice
 * Roll until Ready
 * Abbreviations
 * Combat, Travel and Camp Magic

Crimson Magic

 * Arcane Circle
 * Arcane Torch
 * Assist
 * Banish
 * Fireball
 * Mass Stun
 * Raise Ability
 * Summon Salamander

Azure Magic

 * Fire Scrying

Golden Magic

 * Binding Oath
 * Bless
 * Fear
 * Protection from Evil
 * Turn Undead
 * Wolf Senses

Single-Use Magic Items
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