Skip to main content

Reborn in Another World But I've Been Transformed Into an Isekai Light Novel Collectors Box Set

Work in Progress

This page is unfinished.

Created for a game where the players are stuck in a video game to introduce some MMORPG mechanics to this TTRPG.

Class. Each player picks a class from the list below, granting them some really unbalanced bonuses.

Subclass. Each player picks a subclass from the list below (for a little extra fun).

Professions. Characters have in-game professions corresponding to all of their Artistries. These don't provide fixed mechanical benefits but have fun with it.

Aggro. Each player has an aggro score (representing how much of a threat the monsters see them as). Enemies tend to target the player with the highest aggro, using the following rules:

  • Consider the player with the highest aggro.
  • Using the difference between their aggro and the aggro of the next-highest player, decide whether they're targeted. The odds below are the chance that the enemy doesn't target them (example: Maple has 10 aggro, Sally has 3 aggro. Maple is 7 higher than Sally, so odds of her not being targeted are 2/6. Roll 1d6. On a 1 or 2, skip over Maple and continue with the algorithm.):
    • 10 or more: 1/6
    • 5-9: 2/6
    • 1-4: 3/6
  • If they aren't targeted, move to the player with the next-highest aggro and repeat this process (unless they're last in the list, in which case they're just targeted).

Players generate aggro when they do the following:

  • Deal damage to enemies (2 aggro per point inflicted).
  • Cast an action-speed spell which affects an enemy (1 aggro per enemy).
  • Heal an ally (7 aggro per point).
  • They are rendered helpless (9 aggro).

Players lose aggro when the following occur:

  • They take damage (-2 aggro per point taken).

Classes

Vanguard

Tank role. The tank classes are focused on protecting their teammates. They get their value by being extremely hard to kill, and keeping the enemies away from their softer friends.

Specialises in taking hits for the team and drawing enemy aggro. Has the unique ability to draw all enemy hits for a limited time.

  • Passive: Easy Target. You don't lose aggro when you take damage.
  • Active [Action]: Brace for Impact. You gain an edge on all rolls you make on defence until the start of your next turn. Generate 3 aggro.
  • Active [Action]: Call Attacks. You must have at least 10 aggro to use this ability. You lose 5 aggro. Until the start of your next turn, eemies must target you over your allies with attacks and abilities if they can.

Summoner

Tank role. The tank classes are focused on protecting their teammates. They get their value by being extremely hard to kill, and keeping the enemies away from their softer friends.

Specialises in protecting its allies with summoned creatures. Has the unique ability to summon an endless number of spirits. Alternate forms: Puppeteer

  • Passive: The Seven Silver Chains. When you cast Extraplanar Aid to recall previously-summoned creatures that were dismissed as a result of being rendered helpless, they return with 1 Endurance.
  • Passive: Villain King. When one of your summoned creatures would gain aggro, you gain it instead.
  • Active [Reaction]: A Man Chooses. When an ally of yours would take damage, you can sacrifice one of your summoned creatures to prevent the damage. The summoned creature is reduced to 1 Endurance and immediately rendered helpless, and the damage your ally would have taken is reduced to zero.

Monk

Tank role. The tank classes are focused on protecting their teammates. They get their value by being extremely hard to kill, and keeping the enemies away from their softer friends.

Balances endurance with damage. Has the unique ability to enter a state which temporarily greatly boosts its stats.

  • Active [Action]: Tranquility. Using this action gives you the Tranquility status. While you have Tranquility, you can use your Composure in place of any other stat for rolls and you lose Composure instead of Endurance when you take damage. Tranquility ends if your Composure is ever reduced to 1, or if you use this action again to dismiss it.
  • Passive: Eye of the Storm. Any time an ally affects you with a spell while in combat you regain one lost Composure.
  • Passive: Inner Calm. You gain an edge on rolls made on defence against spells and abilities that would affect your mind.

Knight

Damage role. The damage classes are focused on being the best at damage. They get their value by killing the enemies, ending fights faster.

Specialises in high single-target melee damage. Has the unique ability to lock an enemy into single combat. Alternate forms: Assassin

  • Passive: Root-Bind Blade. When you hit an enemy with a melee attack its speed is reduced to zero. Lasts until the start of your next turn or until you move (whichever comes first).
  • Active [Action]: Stalwart Chivalry. Gain an edge on the next melee attack you make.
  • Passive: Black Vengeance. When an enemy hits you with an attack, your attacks against that enemy before the end of your next turn deal two damage.

Mage

Damage role. The damage classes are focused on being the best at damage. They get their value by killing the enemies, ending fights faster.

Specialises in powerful magical attacks. Has the unique ability to change its spells on the fly to target different skills. Alternate forms: Magical Girl

  • Passive: Mana Wings. When you use Trace Vital Organs it doesn't cause you to fall unconscious.
  • Passive: Improviser. When you cast a spell with an unwilling target, you can choose which skill it must roll for defence.
  • Passive: Psiharvest. When you render an enemy helpless with a spell, you gain additional mana equal to your Energetics.

Swashbuckler

Damage role. The damage classes are focused on being the best at damage. They get their value by killing the enemies, ending fights faster.

Balances multiple weapons and ranges. Has the unique ability to make multiple attacks in a turn. Alternate forms: Ninja

  • Passive: Double Slash. You can use two Attack actions per turn instead of the usual one. The second attack is made with a -3 penalty to hit.
  • Passive: Cascade. As long as your Endurance is equal to or greater than your base Endurance, you gain an edge on rolls you make on defence against attacks.
  • Passive: Devil's Feet. Your speed is doubled, and nothing can reduce your speed or otherwise stop you from moving.

Vestal

Support role. The support classes provide healing and magical help to their allies. They get their value by keeping their allies alive long enough to do what they're good at.

Supports allies with direct healing. Has the unique ability to restore allies' health without losing their own.

  • Passive: Dedicated Healer. You have ten points of hollow light (restored when you rest). When you cast Heal, you can choose to spend points of hollow light instead of losing your own Endurance.
  • Active [Action]: Protect Me! Until the start of your next turn, enemies must target your allies with attacks instead of you if they can.
  • Passive: Everlasting Sanctuary. Your allies cannot die so long as you are alive; if they ever would, they are instead left unconscious.

Druid

Support role. The support classes provide healing and magical help to their allies. They get their value by keeping their allies alive long enough to do what they're good at.

Supports allies by restoring their lost stats and cleansing status effects. Has a guardian spirit or animal which they have the unique ability to embody. Alternate forms: Priest

Guidance. You start with zero points of guidance, lose any when you rest, and can have a maximum of three unspent points at once.

  • Active [Action]: The Forest Survives. Remove any number of status effects of your choice from one of your allies. Gain one point of guidance for each status removed.
  • Active [Action]: Incarnate. To use this ability you must spend a point of guidance. You gain the following benefits until the end of your next turn: - You gain twice as much mana at the start of your turns. - You do not lose Endurance when you would take damage from attacks.
  • Active [Action]: Clear Skies. Lose any number of points from any skill (except Endurance) to restore an ally's score in that skill by the same amount (cannot increase skills above their starting values). You gain one point of guidance.

Astrologer

Support role. The support classes provide healing and magical help to their allies. They get their value by keeping their allies alive long enough to do what they're good at.

Supports allies through damage reduction. Has the unique ability to provide allies with temporary barriers.

Barrier. Creatures start with zero points of barrier, and can have a maximum of three. All barrier only lasts for a single combat; it resets to zero when initiative is rolled. If a creature has three barrier and would take damage, it loses all its barrier and takes no damage instead.

  • Active [Action]: Cold Light. You or an ally of your choice gains a point of barrier.
  • Passive: Teacher's Sign. Your Protection spells cost 2 mana less.
  • Active [Action]: Constellation. You must pay a point of barrier to use this ability. Three allies of your choice gain a point of barrier each.

Rook

Tactical role. The tactical classes provide support to the team beyond healing or damage reduction. They'll get their value from synergy and disruption rather than direct damage.

Supports allies with temporary buffs that grant them new abilities. Has the unique ability to share their mana with their allies. Alternate forms: Bard

  • Active [Ritual]: Supporter. Grants an ally one of the listed bonuses. Lasts until they rest or until this ability is used on them again.
    • Feather Dance: affected creature gains an extra action on each of its turns.
    • Tower of Stone: affected creature gains an edge on rolls it makes on defence against attacks.
    • Regenerator: when the affected creature would regain any amount of lost Endurance, they regain one extra point (this bonus cannot increase them to a value above their base Endurance).
  • Passive: Conduit. Your allies can spend your mana for their spells in addition to their own.
  • Active [Reaction]: Second Chance. Reaction when an ally is rendered helpless. Instead, the damage they would take is nullified, their Endurance is increased to your Endurance, your Endurance falls to 1, and you fall unconscious.

Enchanter

Tactical role. The tactical classes provide support to the team beyond healing or damage reduction. They'll get their value from synergy and disruption rather than direct damage.

Specialises in weakening enemies with negative statuses. Has the unique ability to reduce the mana cost of their allies' spells.

  • Passive: Expert Optimiser. Your allies have the cost of their spells reduced by 2.
  • Active [Action]: Catalytic Harvest. Concentration. Choose a creature. Whenever that creature casts a spell, you gain 1 mana.
  • Passive: Subroutine Tactics. When you hit an enemy with an attack or affect them with a spell, you can choose to inflict one of the following status conditions:
    • Glow: all attacks against the affected creature gain an edge. Lasts until the enemy is hit by an attack.
    • Bind: Affected creature can't attack the same creature more than once per turn. Lasts until the end of combat.
    • Restrict: affected creature cannot attack you. Lasts until the end of the creature's next turn.

Sentinel

Tactical role. The tactical classes provide support to the team beyond healing or damage reduction. They'll get their value from synergy and disruption rather than direct damage.

Specialises in setting traps for enemies. Has the unique ability to predict and interrupt attacks.

  • Active [Action]: Remote Trap. Concentration. Choose an enemy and one of the following effects. If the enemy doesn't move on its next turn, the trap takes effect.
    • Wind Wall: affected creature cannot move.
    • Thousand Arrows: the first attack you make against the affected creature on each of your turns hits automatically.
  • Active [Action]: Predict Attack. Choose an ally and an enemy (secretly!). The first time the chosen enemy makes an attack against the chosen ally before the start of your next turn, the attack automatically misses and the enemy takes 1 damage.
  • Active [Action]: Veil of Shadows. Reduce one ally's aggro by 5.

Subclasses

  • Mechanist
    • Gives the ability to create unique mechanical contraptions.
  • Arcanist
    • Gives the ability to store their spells in objects.
  • Merchant
    • Gives the ability to store unlimited trade goods in their inventory.
  • Dairy Farmer
    • Gives the ability to earn and spend cheese tokens.
  • Contractor
    • Gives the ability to use a strange power which comes at an unusual price.
  • Hunter
    • Doubles materials gathered from monsters and foraging.
  • Hero
    • Gives the ability to draw enemy aggro.
  • Cavalier
    • Grants a magical horse to ride.
  • Monster Tamer
    • Can bond with a monster and train it to fight with you.