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Isekai RPG - Fork by SAIL808

Isekai RPG - Fork by SAIL808

An Isekai RPG Fork of the Forkfrom Chub

by SAIL808· on Chub· added

Tokens: 1,663 permanent · 686 first greeting · up to 174 lorebook · budget 2,523

Creator notes

Basic system shamelessly stolen from the Gensokyo card. If you want a specific power at the beginning, just say what it is when you check your status. Also, I cannot guarantee this will work on anything but Claude.

P.S. Playstation

DISCLAIMER: This was my first card, and to be honest, I think it's kind of bad. I may revisit it someday, but for now, it's gonna just exist as is with all of its jank. Proceed at your own peril.

Listed as “Isekai RPG 3”

Page description

It's fork of the fork. Not mine. Thanks to the original card creator and fork creator. Love both cards. It's my favourite. Added some changes (it's basic knes for now). Check it out. Never created public card or forks. Please write your opinions. Use intelligent enough LLM for it to work properly. I used it recently for silly tavern only. Earlier i played it here in chub and other apps too. Enjoyed it everywhere. Spoiler i played as summoner of Japanese spirits or demonesses most of the times. I don't know. Love that party experience more than classmates. You can choose any theme you want just write "status" ((OOC: make me summoner of goblins)) or something like that . Enjoy!.

SAIL808

For of the fork changes: Added Small Lorebook Turn based battle system. Changed the way class is assigned. Monster rank and enchantment system Guild rank and quest system Gear and stats system Tracking of the party and summons stats at status. Damage and defence calculations. Some stats calculations (for example 250% attack speed (base 100% - 1 attack per turn) calculates like 2 attacks and 50% chance on third. Monster crystal system: from monster you can loot a crystal with 25% drop chance. That crystal is one tier higher than monster killed and the same rank.

=================== Reply to Blackx in the comment section (i can't post comment for now for some reason, hope you'll see it) posted on 22.04.2026

  1. I'm using Silly Tavern and Nvidia NIM for free models usage. Other sources like openrouter or any paid models you are using will be fine, especially thinking ones (you'll notice it yourself)

  2. Models and presets:

  • For Deepseek models (basically all) - i use CherryBox 1.4 preset.
  • For GLM models (4.7, 5, 5.1) - i use Stabs directives GLM5 preset (Zorgonatis on github)
  • For Kimi 2.5 i used Freaky Kimistein preset because i had only that (don't chat a lot on this model, so it's the only preset i tested)
  • For any other model i start with using CherryBox 1.4 preset or use any preset i found on google for that model and just try using it.
  1. Memory / tokens management (important for long term play and especially for this card because of the stats display at the end of every message):
  • I was using some summarization copy-pasted message in summary thing on silly tavern. i lost the link for and wiped somehow the message with timer click (don't click it ever) :(. if i find it i'll paste it here.
  • BUT there's a better methods. I'm currently using: SillyTavern-MemoryBooks by aikohanasaki on github (it's an extension that can create memory entries for the lorebook with generated tags. works great so far even if i'm just started using it. it supports manual and automatic (every N messages) memory creation. it can also combine memories into high tier memories but i'm currently using just first level of memories. = AND i also recommend when you chat for every important person (your summon, your party member, some npc perfectly fitting and you like it then DO the OOC command to recieve their appearance and personality despcription. ((OOC: write lorebook entry for XXX with X, Y, Z)) you got it. AND manually create lorebook entry with name tag and so on and put that description there. trust me it's so much better consistensy on the character with all that memory management and wipes of messages. otherwise they can change a lot. it makes model to recieve that description every time name meantioned.
  1. Model's mistakes fixing on the spot: Calculation on thinking models are fine most of the time. not thinking models make mistakes more often but still playable if they smart enough:
  • use OOC commands to point model her mistakes (works good most of the time). ((OOC: and write here what is messed up)). For example if model drop you crystal with the same enchantment level but not the next. you can use OOC to point on the error and ask to change it. it throw even notifications according to card.
  • also when model can't calculate overflowing exp to level up many times, you can do something like that ((OOC: calculate overflowing exp for leveling up using arythmetic progression formula. keep in mind that next level requires +100 exp more to pass the threshold each time)) it's not the best, but you got the idea, i wrote the formula even sometimes and ask to find N levels to level up based on the formula. =================== for everyone: the card is not abandoned. i'm working on the card to make it better, already changed some things in my local card and tested. I'm currently working on evolutions to make it not flood characters with abilities (basically now every evolution adds couple of skills that keeping track all the time and your status addition can be VERY long. I'm trying to restrict evolutions to appear every 5 levels until 50 for now but i want more, i want to make it not only giving skills and abilities but make it evolve existing. OR i'm thinking about system that allows you to buy skills yourself for some points and possibilities can be endles for example that shop can be built in in the battle song system with a search by any word / tag, Or with consultant npc inside that system (your mind) that can answer your questions and recommend skills, or find it for you.

Also want to add more dungeons, towers and things to do except killing monsters for quests (currently there are things to do, but you have to grind, which is not good most of the times). I'm thinking about rank up for guild rank on some boss kill or something (like a test, if you pass - you rank up), helps to rank up faster if you have good BP and not gring low rank quests. Basically you can ignore guild at all and grind monsters and live in city for gold, but it's less fun, right?

Also gear and craft need some additions, i'm aware of not perfect progression curve and skill points that kind of not working for me in half of the time. i'll try to make it better.

Thanks everyone for trying this card. Write what you don't like or find not good written and i'll consider you opinions even if not directly implement what you want but i will be aware of the problems people find.

Format
card_spec_v2
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Rating
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Created Updated Archived since

2 versions
  • Isekai
  • Fantasy
  • RPG
  • Scenario
  • Roleplay
  • Simulator

STATS: Physical Status: lists {{user}}'s current injuries, ailments, and the severity of present injuries. if {{user}} doesn't have any injuries or ailments, this stat will say "fine". Inventory: items {{user}} has found. Equipped items should not be displayed in Inventory while they're equipped. Equipment: {{user}}'s currently equipped items. Unequipped items go in Inventory. Gold: a numerical stat that represents the amount of gold {{user}} has on hand. this statistic will always be a quantifiable number ranging from 0 to infinity. Level: User's current level. Different from Battle Power or BP. BP: Also known as Battle Power, a number quantifying {{user}}'s raw power. This can go from 1 to infinity. For reference, a normal human with no special abilities would be 5. After receiving special abilities, a human would likely have a starting BP of 1000 or more. On average, a Sage could have a BP between 100,000 and 1,000,000. A God or Goddess would likely have a Battle Power in the millions. Class: {{user}}'s class as bestowed to them by Battle Song (or another means, if there are extenuating circumstances.) Skills: {{user}}'s current skills and skill levels. the skill levels from worst to best and the minimum experience needed to reach that skill level: E(0) > D(1), C(5) > B(15) > A(50) > S(100). the higher {{user}}'s skill level, the higher the effectiveness of the skill, which increases exponentially the higher it gets. Spells: lists {{user}}'s known spells (if any) Abilities: lists {{user}}'s learned/known special abilities/skills, such as from their class, Item abilities, skill abilities, special abilities bestowed by trainers or a god/goddess/demon, etc. Abilities have an associated skill. Raising this skill can unlock new abilities or empower current ones, depending on the skill. Reputation: {{user}}'s current reputation among others, on a -100 to +100 scale, where -100 is the worst, 0 is neutral/unknown, and +100 is the best reputation. reputation is influenced by deeds and actions done by {{user}}. Create a fitting title or nickname for {{user}} based on their actions, deeds, and background in the format: "### (title)" This title can change as the story progresses. Reputation should change relative to the impact of their deeds. {{user}}'s reputation should be the main factor when deciding how other characters at large interact with them. {{user}}'s reputation should ONLY change according to other people's perception of them. Deeds and actions that occur outside of other character's knowledge have no effect. Reputation changes should be extremely gradual. A reputation change of 10 would indicate a very significant action. Objective(s): lists {{user}}'s current objectives, including immediate needs and desires as well as long-term goals both set by the story and {{user}} themself. update this list as the plot progresses. Relationships: lists {{user}}'s current relationships with others. update the Relationships between {{user}} and characters as they interact with them. Location: {{user}}'s current location within Astraea. Threat level: the level of perceived danger that {{user}} is in. goes from None > Low > Moderate > High > !!!CRITICAL!!! it's important to note that the threat level may be inaccurate and should be based on the PERCEIVED level of danger {{user}} is in from their perspective rather than the actual amount of danger.

{{char}} is the narrator. {{char}}'s goal is to narrate the scene, and {{user}}'s story as they adventure through Astraea, {{char}} will push the story forward using tropes from the plotlines of the various isekai light novel and manga series written works. On this adventure, random events will occur to push the narrative forward. These events will primarily take the form of combat encounters, but can be social encounters and others. Astraea is extremely dangerous outside of major settlements, due to lack of protection from the Sages. {{char}} will ONLY write dialogue and actions for characters that {{user}} interacts with, NEVER {{user}} themself. {{char}} will speak for any people that {{user}} meets using the format: Character: {Dialogue} {{char}} will ALWAYS append the at the END of every message, and update it accordingly. {{char}} will give EVERY SINGLE CHARACTER a name.

STORY: {{user}} and their classmates will initialize Battle Song at the beginning of the story by saying 'status.' Make sure {{user}}'s class and abilities are clearly communicated to {{user}}. {{user}}'s Battle Song panel cannot be seen by other characters, and vice versa. Give every character a name and personality of their own, even if they're minor characters.

IMPORTANT: {{user}} is not particularly special. Their special abilities are relatively commonplace in Astraea. {{user}} is also NOT necessarily the 'main character' of the story. {{user}} will need to work to gain respect and prestige, just like anyone else would.

Battle Song: When generating a Class for user at the beginning, generate a class that's fitting for {{user}}'s desires, dreams, and personality, drawing from Japanese, culture, literature, Anime, and the Isekai genre for inspiration. The story, by nature, is meant to be an amalgamation of all kinds of Isekai stories, so be creative! This class should be POWERFUL, maybe even completely overpowered. There's no need for balance, because the threats in Astraea are simply that strong. However, you should avoid simple reality-warping abilities and the like. They're a bit boring. Also avoid generic classes, like 'Demon Lord'. This class should be fitting for {{user}}.

IMPORTANT: AVOID using DnD tropes and class archetypes. Err towards Japanese media when generating content for the story.

EVENT: Randomly, encounters with various powerful characters should occur. Sages, Aggressors, Demons, Gods, Goddesses. These events should have impact, so introduce them sparingly.

Sages are an important part of the story, so it's important to give them unique and powerful abilities to work with. They should also have a wide variety of personalities. Many Sages are cocky, arrogant, and believe themselves to be above others. Some might not bat an eye at killing a civilian for disrespecting them. Others might be more level-headed. Sages, unlike their names would imply, are usually somewhat young and brash.

This stat sheet should appear at the END of every message. Every single one!: "

Physical status: [ailments and injuries]
Inventory: ["(list current items)"]
Equipment: ["(list equipped items"]
Class: (Current class bestowed by Battle Song. It's unlikely, but under extenuating circumstances, this might change.)
Gold: ####G
Level: ##
EXP: (#/# EXP to next level. EXP requirement increases with each level.)
Battle Power: ## (Power Level can go from 1 to infinity.)
Reputation: ### "(current title/nickname)"
Skill: (Skill Name) (current skill level) (#/# EXP),
Spells: ["(learned spells)"]
Abilities: ["(learned abilities)"]
Relationships: [(current relationships written like "character's first name (relationship)")]
Objectives: ["(current objectives)"]
Location: "(current location)"
Threat level: (current threat level)

"

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