General Edition Info
Generally speaking, this edition incorporates material from official replays to move the timeline a bit further. In addition, it stresses its compatibility with Seven Fortress Moebius, which it calls its sister system. A new major enemy has shown up, while the old enemies may become allies at times. Item listings are updated/expanded. In addition, there are changes to several rules, the most obvious being the usage of two types of classes. The dive phase has become optional and is not included in the core rule book. And the flavour has also been changed a bit.
Setting
The game is set on Far The Earth, a world more or less identical to modern Earth. It is being invaded by the emulators or 侵魔 (invading demons) from the Far Side or 裏界 (Rikai), which is basically the backside of Far The Earth. The goals of the emulators are to gather Plana, which is an energy inherit in everything and necessary for things to actually exist, and to destroy the World Kekkai, a kind of force created by the subconscious consensus of humanity that certain things exist or don't exist. Emulators can either bodily manifest or dive into the hearts of people. Emulators usually create an area (called Fortress) around themselves where the laws of reality can be warped and they usually change that area into a dungeon fitting their personality. When an emulator invades, a red full moon rises in the sky - regardless of the actual moon phase or the location (it can even appear in the middle of outer space). Because emulators defy common sense, normal weapons are virtually useless.
Player characters are all so-called Night Wizards wielding magical powers to fight the emulators. At the same time, they have to keep things secret as to not to threaten the World Kekkai. Since they are also removed from common sense, they too gain some protection against normal weapons.
There are several secret societies supporting the Night Wizards, and they have an own currency, called vargo. While there are many individualistic emulators, there are also more powerful emulators, called demon lords who scheme and use others for their plans and who have their own hierarchy within an empire.
At the time of this edition, after The Gazer, the world's guardian, has been defeated by an alliance of wizards and demon lords and Lars=Felia has begun sinking into the underworld, a new, more powerful brand of emulator originating from the underworld appear. They are called 冥魔 (dark demons) and have their own dark demon lords. It seems that they are solely bent on destruction, fighting against both wizards and invading demons. In this situation, wizards and demon lords forge temporary alliances, so that PCs may fight against invading demons in one session and in the next join forces with them against the dark demons.
Miscellaneous Bits
There are several cases of modified names. For instance, a demon lord very prominent due to recurrent appearances in different items is "Beal Zephyr", whose name is spelled somewhat similar to "Beelzebub", and her title is "Queen of the Flies". "Merlin", on the other hand, is used unchanged.
While the game's background has a lot of potential for horror, the general tone is light-hearted, sometimes even comic. For instance, wizards call magical transportation items brooms, as in "witches brooms", even though they are often a combination of high-tech and magic. This is taken to extremes in the core rules by for the brooms that can also be used as weapons, like the witch blade, a powered sword that can be riden, or the gunner's broom which features prominently in several illustrations in the core rule book and can be seen as a running gag. The latest model of the gunner's broom is shown carried by the central character on the title page of the core rule book (the blonde girl, it is in her right hand).
Rules
Rules
Night Wizard! uses a variation of the system Takeshi Kikuchi also uses for Seven Fortress: characters are defined by 2 elements (1 primary, 1 secondary) and their wizard classes and style classes. From those, base attribute values are derived, which in turn are used to determine combat attributes.
ROC is the abbreviation for "Roll or Choice" marking tables that you can either roll on or pick any result you like.
Character Elements
Elements:
Name
|
Translation/Explanation
|
天
|
Heaven
|
冥
|
Dark/Underworld (literal meaning is dark, but explanation and general usage links to Hades)
|
地
|
Earth (as the element)
|
水
|
Water
|
火
|
Fire
|
風
|
Wind/Air
|
虚
|
Emptiness
|
Base Attributes
Name
|
Translation and additional meanings
|
筋力
|
Strength/Constitution
|
器用度
|
Dexterity
|
敏捷度
|
Agility/Speed
|
精神力
|
Willpower
|
知力
|
Intelligence/Knowledge
|
信仰心
|
Faith
|
知覚力
|
Perception
|
幸運度
|
Luck
|
Combat Attributes
Name
|
Translation clarification
|
命中直
|
Hit Value (as in hitting precision)
|
回避直
|
Avoidance Value
|
攻撃力
|
Attack Strength
|
防御力
|
Defense Strength
|
魔導力
|
Magic Strength (used for spell casting and spell attack value)
|
抗魔力
|
Magic Resistance
|
行動直
|
Action Value (means swiftness of character, used to determine initiative)
|
In addition, the game also uses
HP and
MP, which are determined by the elements plus a bonus per level.
Wizard Classes
Name
|
Official Translation and user explanation
|
Book it is presented in
|
異能者
|
Mutant literally meaning "person with strange powers"
|
Sourcebook "School Maze"
|
大いなる者
|
Great One as in Elder God
|
Core Rulebook
|
落とし子
|
Dark Hero actually literally "Fallen Child"
|
Core Rulebook
|
陰陽師
|
Card Master actually literally "Taoist Sorcerer"
|
Core Rulebook
|
吸血鬼
|
Vampire
|
Core Rulebook
|
強化人間
|
Killing Machine actually literally "Strengthened Human"
|
Core Rulebook
|
侍
|
Samurai
|
Sourcebook "School Maze"
|
使徒
|
Apostle actually means servant of a greater being
|
Core Rulebook
|
人造人間
|
Homunculus
|
Core Rulebook
|
侵魔召喚師
|
Greater Summoner actually literally "invading demon summoner"; however, since demon lords are summoned, it fits
|
Core Rulebook
|
人狼
|
Werewolf
|
Core Rulebook
|
聖職者
|
Exorcist actually literally "clergy man"
|
Core Rulebook
|
仙人
|
Tao-ist actually referring to a taoist "hermit"
|
Sourcebook "School Maze"'
|
転生者
|
Returner meaning a reincarnated person
|
Core Rulebook
|
同調者
|
Medium Tuner actually literally just "tuning person"
|
Sourcebook "Soul Arts"
|
箒騎士
|
Broom Rider actually literally "Broom Knight"
|
Sourcebook "Soul Arts"
|
忍者
|
Ninja
|
Core Rulebook
|
魔剣使い
|
Edge Master actually literally "Magic Sword User"
|
Core Rulebook
|
魔術師
|
Magus
|
Core Rulebook
|
魔物使い
|
Tamer actually literally "Monster User"
|
Core Rulebook
|
勇者
|
The Hero
|
Core Rulebook
|
夢使い
|
Dream Hunter actually literally "Dream User"
|
Core Rulebook
|
龍使い
|
Kung-Fu Master
|
Core Rulebook
|
錬金術師
|
Alchemist
|
Sourcebook "School Maze"
|
Style Classes
Name
|
Translation
|
アタッカー
|
Attacker
|
キャスター
|
Caster
|
ディフェンダー
|
Defender
|
ヒーラー
|
Healer
|
Character Creation
There are two methods of character creation. One is Quickstart which means taking one of the sample characters which already has all stats prepared and add some details. The other is Construction, which encompasses a more thorough creation. Newly created characters are usually level 1 (wizard class 1, style class 0)
Quickstart
- Pick Sample Character
- Determine Personality consisting of two traits like "friendly" or "unreliable" which can be related in difference ways. ROC. Has been moved to the very end of the book as an optional rule
- Determine Lifepath ROC one birth/origin aspect and one strange life aspect. They have various in-game effects or modify stats. Also ROC one free connection (table contains human and demon lord personalities/organizations) has officially been merged
- Determine Race based on the character's class, e.g. "werewolf"
- Personal Data Add things like name, age, sex
- Appearance and Works which refers to the mundane job/function of the character.
Construction
- Determine Wizard Class
- Determine Style Class
- Determine Elements ROC primary and secondary element
- Determine Attribute Values Look up primary and secondary element on a table which lists the resulting base and combat attributes including HP and MP
- Determine CF Adjustment Calculate the adjustment for critical/fumble.
- Determine Endurance and Magic Power These two stats determine HP and MP max and start values.
- Note Class Adjustment The classes add to various stats
- Pick Special Abilities Choose five special abilities from the general list or the lists of the chosen wizard class and style class, the class list abilities limited by the current level in that class
- Determine Attributes without equipment
- Determine Speed That is, how far a character can move per action.
- Automatic Special Powers All wizards have the Kaguya and Gekkou ability.
- Purchase Items and Spells Characters start with a fixed amount of money and can freely buy items and spells (there are limitations on equipment spells). Automatically gain a special cell phone and credit card for free.
- Determine Combat Attribute Values Meaning applying boni/mali from equipment and equipment spells.
- Determine Plana ROC how much Plana a character can store and how much they can release at any given time. The two values initially add up to 10.
- Determine Lifepath ROC one birth/origin aspect and one strange life aspect. They have various in-game effects or modify stats. Also ROC one free connection (table contains human and demon lord personalities/organizations) has officially been merged
- Determine Race based on the character's class, e.g. "werewolf"
- Personal Data Add things like name, age, sex
- Appearance and Works which refers to the mundane job/function of the character.
Task Resolution
In order to resolve tasks, a "judge" takes place, either normal or resisted. Basically, you take one attribute value, add 2d6 to get the achievement value and compare it either to a difficulty rating (normal) or the achievement value of the opponent (opposed). Rolling a critical is counted as +10 regardless of actual dice result and the dice are re-rolled and added until no critical is rolled. Rolling a fumble with the initial 2d6 is counted as -10 regardless of actual dice result and any Plana bonus is lost. Plana can be spent before rolling the dice to increase the achievement value. After rolling the dice, 1 Plana can be spent to re-roll, unless the result was a critical or fumble.
Combat Resolution
Combat takes place on a square grid (Sq used as measurement) and is round based. At the beginning of a round, all participants determine Action Count with an Action Value Judge where fumbles and criticals are ignored! Characters act in order from highest to lowest Action Count. Only characters with positive Action Count can act. After a character has performed an action, their Action Count is reduced by 10 and the character with the currently highest Action Count gets to act. Basically, every character can act at least once. It is possible that characters can act several times (Action Count 11 or more).
Attacks are handled by two opposed judges: Hit Value vs. Avoidance Value and if there is a hit Attack Strength vs. Defense Strength. There are also rules for blocking with shield or sword.
Characters at 0 or lower HP face a special judge, on success, they are back to 1 HP but unable to act and losing slowly HP, on a failure they die.
Magic
All active magic requires a judge determined by the spell, while equipment magic usually doesn't. If successful, MP are expended to pay the cost. In combat, active spells often have Action Count as a cost, decreasing the Action Count of the user before the judge takes place but spell-casting can not be interrupted. Damage spells use judges similar to normal combat to determine whether they hit and how much damage is dealt. Equipment spells are usually constantly active, usually granting a bonus to a stat. As long as they are equipped, they reduce the MP max of the character and there is a limit to them.
Game Play
Game Play is divided into 3 phases, which then see subdivisions:
- Pre Play Characters are created, each character gets a scenario handout as well as a scenario connection and also one connection to another player character. There is also an announcement of today's episode, where the GM basically hints at the scenario's possible development (like announcements of the next episode at the end of serial tv shows).
- Main Play The actual gaming phase.
- Opening Introduction scenes for the PCs. Usually one scene per character, but depending on the scenario may be fewer or more. Provides motivation and circumstances for PC involvement in the situation.
- Middle Phase A series of scenes where the PCs investigate the situation. No guidelines for number given.
- Climax Confronting the cause of the incident, usually a boss fight.
- Ending Similar to the Opening phase, usually one scene per PC, sometimes more or less, describing how things have turned out.
- After Play Levelling up, spending loot and so on.
The Dive (a dungeon crawling part between Middle Phase and Climax) has been removed from the core rules. It is re-introduced in the sourcebook "School Maze" together with the fortress rules and the random fortress generation rules aligned with the dungeon under the Kimei campus.
Experience
Both players and the GM get experience points. However, level advancement is not linked to experience. One class level is gained after each scenario, at which point a class change can also take place. Experience points can be used at that point to increase various stats or turn items acquired during the session into permanent possessions.