Character Actions

Narrow Skills
All of Bob's abilities are measured by the number of dice which they add to his die pool. In Isekai a character can do (or at least try to do) anything at all without needing any rule or mechanic. If the action needs to be expressed as a die roll, however, the action will normally be treated as a Narrow Skill or as a Saving Throw.

A Narrow Skill is an abstraction representing a character's training and experience. Most actions can be made even if Bob has 0 dice in the corresponding Narrow Skill. Normally a relatively small number of Narrow Skills cover Bob's actions, but some campaigns may required additional skills. (For more detail see Narrow Skill Descriptions and The Basic Die Pool section on this page.)

‡These skills cannot be use with zero dice in the Narrow Skill.

Saving Throws
A Saving Throw is a Defense Roll representing a character's General Skills and Attributes. While they work in most respects like Narrow Skills, they use derived die values and cannot be improved directly.


 * Fortitude Save represents physical health and stamina. Fortitude is also used for tests of strength.
 * Reflex Save represents alertness and dexterity. Reflex is also used for dodging attacks.
 * Will Save represents determination. Will is also used for morale checks.
 * Magic Save represents resistance to magical attacks.

General Skills and Attributes
In addition to its Narrow Skill dice, most rolls get dice from 1 General Skill and 1 Attribute. Attributes and General Skills apply to a broad array of actions. For normal humans, Attributes range from 1 to 7 dice with 3 dice as the human average. (For NPCs see NPC Abilities)

General Skills contribute a number of dice representing a broader area of training and experience to a die pool.
 * Melee (MEE) represents training in close combat.
 * Missiles (MIS) represents training in throwing and ranged weapons.
 * Awareness (AWA) represents alertness to surroundings.
 * Athletics (ATH) represents training in physical prowess.
 * Magic (MAG) represents training is arcane arts.

Attributes are Muscles, Nerves and Spirit, and the sum of Bob's attribute dice is his Hit Points.
 * Muscles (MUS) contributes might and toughness to a die pool. Muscles is like strength and parts of constitution in Old School games.
 * Nerves (NER) contributes agility, quickness, and hand/eye coordination to a die pool. Nerves is like dexterity and parts of wisdom in Old School games.
 * Spirit (SPI) contributes intuition and luck to a die pool. SPI is used for magic and the supernatural.

The Basic Die Pool
In theory a Narrow Skill or Saving Throw uses whatever 3 values from skills and Attributes best represent the situation, but in practice it is faster to use abstractions which are already defined. Still, if no Narrow Skill or Saving Throw adequately represents Bob's action, and that action is not common enough to become a new Narrow Skill, an ad hoc selection of 3 values from General Skills and Attributes can form the die pool.

The Final Die Pool
Bob's final die pool may include dice for such things as as armor, spell effects, Bonus Skills and environmental factors, all in addition to his Basic Die Roll. Action and Defense Rolls get a minimum of 3 dice in their final die pool; thus you always have enough dice to take an action. Characters who are unconscious, bound, etc. cannot act, but still get 3 dice if for some reason a roll is needed.

Working Together
This is untested, it may need to be changed.

In some situations it may be possible other characters to assist Bob in a task. In that case, Bob would normally roll his own full dice pool plus the value of a single attribute from each assisting character. Example: for a strength test Bob might roll dice equal to his own Fortitude Save (Bob's Muscles + Muscles + Spirit) plus the Muscles (only) of each assisting character whose muscles are at least ½ of Bob's.

Group Rolls
This is untested, it may need to be changed.

Group Perception: To determine whether anyone in a group perceives something, use the greater of
 * a perception roll by the character with the highest perception, or
 * the perception threshold of the character with the lowest perception.

Group Stealth: To determine whether anyone in a group is detected, use the lesser of


 * a stealth roll by the character with the lowest stealth, or
 * the stealth threshold of the character with the highest stealth.

Useless Skills
Bob may also acquire "Useless Skills" such as singing or playing an instrument. The defining characteristic of Useless Skills is that they have no mechanical effect on the game -- they cannot improve combat abilities, spell casting, combat encounter reaction rolls, etc. They can, however, affect the story such as by impressing an NPC, getting the attention of a crowd, joining a guild, etc.