Night Wizard Wizard 3rd Edition Roleplaying Game by Kikuchi Takeshi, Takeshi, FarEast musement Research !F"E""R#, !F"E""R#, and Kadoka$a%Enterbrain not by the anon $ho translated this, nor the anon $ho compiled this basic &'F
(What is this )*m reading, anon+( -ou -ou are reading a partial translation o. the Night Wizard 3rd Edition Roleplaying Game, or /ust NW3"
(What*s Night Wizard+( 0riginally published in 1221 by the same people $ritten up aboe, Night Wizard Wizard is a (modern magic( $orld in $hich magicusing teenagers kno$n as Wizards Wizards .ight against inading demons called Emulators" )t spa$ned an anime, manga, some light noels, and other things as $ell" The a nime is probably aailable online some$here, een though it $as made in 1224" )t*s $orth a $atch"
(0kay, (0kay, $hy is this *partial*+( ) began the pro/ect in 5ay 1267 because ) $anted to improe my 8apanese skills" That*s to say that my 8apanese isn*t that great" While )*m better than Google Translate by a long shot, )*m still not that great at it""" so translating not /ust one, but three entire books packed to the borders $ith 8apanese te9t is a little beyond me" :ince ) did this out o. my o$n time and e..ort, ) /ust stuck to $hat $as use.ul to me$hich meant, since ) kno$ $hat Night Wizard is, and ) kno$ ho$ to play TR&Gs, ) only needed to kno$ the mechanical in.ormation"
(Gotcha" :o $hat i. ) don*t kno$ Night Wizard+( Watch the anime" ;ut )*ll gie you a bit more on the setting< basically, the $orld is (normal(" Eery$here you look, you see modern day Earth" =o$eer, that*s only because the $orld is encased in $hat*s called the World ;arrier" ;arrier" The World World ;arrier en.orces $hat*s called (common sense(" ). something happens in the $orld that many !read as< more than a .e$# people recognize as (something that should not e9ist(, the World World ;arrier kicks in and literally re$rites reality so that thing no longer e9istsit*s erased and .orgotten" This makes li.e hard .or Emulators, $ho are basically shapeshi.ting demons that need (prana(the energy o. li.e itsel.to surie" ). they ran out and drained prana $illynilly, $illynilly, they*d >uickly become beco me common kno$ledge, and the World World ;arrier $ould erase their ENT)RE :&E?)E:" :ucks" :o, Emulators deeloped (Gekkou( or @unar @un ar ?askets" These are microrealities, basically" basically" -ou -ou see them all the time in animethe (closed space( alternate dimension stu.. that allo$s people to .ight $ithout destroying the surrounding area" ). le.t alone, these @unar ?askets $ould oer$rite the World World ;arrier, imposing imposing themsel. oer that space" :o the park do$nto$n $ould suddenly sudden ly turn into a $eird, realitybent area $here literal demons could e9ist" )t*d be bad ne$s" That*s $hy the Wizards e9istA Their entire /ob is to go into @unar ?askets and destroy the (core(, undoing the oer$rite process" 0. course, Emulators are $ise to this shit, so they o.ten erect Fortresses $ithin the @unar ?askets" )n short< modern day dungeon diing" nd that*s the core conceit o. the setting" Wizards are at $ar $ith the Emulators" 5ind you, Wizards are no more (out o. bounds( than Emulators arethey can*t use magic in sight o. )nnocents !non Wizards#, or magic itsel. $ill be erased" :o it*s a secret $ar, and it*s anime as .uck"
(That sounds cool" ;ut $hat i. ) don*t kno$ $hat TR&Gs are+( Then, )*m sorry, sorry, but this $on*t help you" you " There is in.ormation in the book to help ne$bie G5s and
players get in on the .un, but plainly, plainly, ) don*t care to translate it" -ou -ou can try asking people .or help, get an e9perienced G5 to run it, or any other thing you can think o. to help you get in on the .un" 0r /ust cuss me out on the internet, that*s .ine too"
(What else do ) need to kno$+( While it*s a partial translation, )*e tried to make use o. $ord technolog y to make reading this rules shit as easy as possible" )t*s all te9t .iles, because )*m shit at &'F making" ). you are not shit at &'F & 'F making, please .eel .ree to make a cool &'F and let me kno$" That said, ) did not try to keep the translation 622B accurate to $hat $ hat the book says" While it*s not incorrect, or changed, ) simply am going to try to re$ord things to make it easier to read" That*s all" ) hope this doesn*t turn you o..a.ter all, this is all .reeA
(Ch, $hat*s $ith the .laor te9t+( Remember $hen ) said ) $asn*t that good at 8apanese+ -eah""" -eah""" it takes me like .ie times as long to translate the .laor te9t, compared to the crunch te9t" There.ore, ) only did it $hen the $him struck me to do it" :orry"
(What else is missing+( ) didn*t translate the adanced Fortress rules .rom the adanced book, $hich proides .or random eents and random creation o. Fortresses" ) also didn*t translate the 'emon @ord contract%seal stu.. .rom the third book, $hich let you enter into an old school demon contract $ith one o. the top ten $ell kno$n Emulators .rom the series !;el Dephyr, @ion Gunta, etc#" ) did not translate a lot o. the enemies included $ith the books" ) didn*t translate any o. the $orld in.o" From the Anon who made the PDF: I didn't convert skills, skills, items and enemies from from the spread sheets to the PDF. This is a proof of concept PDF, those are next.
THE JUDGE SYSTEM MAKING THE JUDGE
Wheneer you try to do something in the system, it*s called making a 8udge" 5aking a *check*, making a *roll*, $hateer, it*s synonymous in this system $ith making a 8udge" To make a 8udge, you need n eed 1d" -ou -ou also need to kno$ your 'i..iculty, 'i..iculty, and your lter" lter" 'i..iculty is the number you need to roll e>ual to, or higher than, in order .or $hateer you*re trying to do to be counted as a success" TL otes: !o"r !o"r Alter is #"st a fanc$ word that means 'total modifier'. It's technicall$ not the term in the %ook, %"t I tho"&ht 'Decision Determination' was a %it of a mo"thf"l, so Alter. Alter. Alter is $o"r modifier from skills, skills, items, stats, and an$thin& else. When you make your 8udge, you roll 1d" -ou -ou add the total o. the 1d to your lter, lter, and that number is your Result" ). the Result is greater than or e>ual to the 'i..iculty, you $in" )n the case o. 0pposed 8udges, the actie side !the one $ho initiated the roll# is kno$n as the ttacker, and the passie side !the one opposing the actie one# is kno$n kn o$n as the 'e.ender" )n this case, all that happens is, the ttacker rolls their 8udge" Then , the 'e.ender rolls their 8udge" ). ttacker*s Result 'e.ender*s Result, then the ttacker $ins, other$ise the 'e.ender $ins" Judge method to determine $hether or not something succee ds, combining a dice roll $ith an lter to get a Result that must meet or beat a 'i..iculty, in order to determine succeess or .ailure" e9plicitly Dice Roll The actual dice you roll" This is 1d, sometimes $ritten as 1'" gain, this re.ers e9plicitly to the physical !or digital# dice, not any an y numbers added to it" -our total modi.iers .rom all sources !skills, items, G5*s nonsense, etc#" Alter -our Result 'ice Roll H lter" Difficulty The number your Result has to meet or beat in order to succeed" )n a normal 8udge, this number is set by the G5" )n a 0pposed 8udge, this number is the opponent*s 8udge" Ties go to ttacker" ttacker" DETERMINING DIFFICUTY DIFFICUTY
=ere*s a >uick rundo$n o. sample 'i..iculties" Si!"le# 2 I J $rdi%&ry# 62 I 61 C'&lle%gi%g# 63 I 67 H&rd# 6 I 12 E("ert# 16 I 32 M&ster# 36H DICE R$
When you make a 8udge, you per.orm a 'ice Roll, and add your lter to it to get your Result" =o$eer, you can also call .or an ny :een" This simply sets your 'ice Roll to 4, a s i. you had rolled it" )t*s meant to speed up play in certain instances, and is largely meant .or G5s, but players can do it
too i. the G5 allo$s .or it" 5ost importantly, importantly, there*s an aspect to the 'ice Roll that NW3 centers around, and that*s the concept o. ?ritical and Fumble" When you start a game session, the .irst thing you do is roll 1d" The total number the dice sho$ you is your ?ritical alue" alue" Then, roll 1d again" The number there is your Fumble alue" ). your Fumble is the same as your ?ritical, roll Fumble again until something di..erent comes up" ;e.ore you set these alues in stone, you can spend your ?F 5od on them" =o$eer much ?F you hae, you can spend to manipulate either your ?ritical or your Fu mble by H6 or 6" That is to say, i. you roll .or your ?ritical, and 62 .or your you r Fumble, and your ?F 5od is 1, you can change your ?ritical to 4, and your Fumble to 66, or you can decide to keep the ?ritical and push Fumble to 61" The idea is that you $ant your ?ritical as close to 4 as possible !being the aerage#, and your Fumble as close to 1 or 61 as possible !being the least likely rolls"# =o$eer, i. you declare ny :een, you can neither ?ritical nor Fumble" :orry" :orry" When making a normal 8udge, i. your 'ice Roll comes up a ?ritical, you automatically succeed at $hateer you $ere doing" ). you*re making an 0pposed 8udge, then you add 62 to your lter, lter, and roll the dice again" ). the rerolled dice happens to come up a ?ritical again, then you add another 62, and reroll again, and so on, until your 'ice Roll comes up normal" ). you happen to Fumble on one o. these rerolls, it*s treated as a normal roll" -ou -ou cannot ?ritical and then Fumble" Critic&l Result !lter H !62 9 Number o. ?riticals Rolled## H !the result o. the .inal non?ritical 1'#
). you should happen to roll a Fumble, it doesn*t mean an automatic .ailure" )nstead, you subtract 62 .rom your lter, lter, and that is your Result" -ou -ou don*t een add your dice rollL all it is is your lter 62" Fu!)le Result lter 62"
nd that*s all you need to kno$ k no$"" Reroll your ?F alues alues at the start o. eery session" T'e GM*s Critic&l +&lue is &l,&ys -./ &%d t'e Fu!)le +&lue is &l,&ys 01
2RANA
When spending &rana, you may choose to do any o. the .ollo$ing" E9cept $here noted, all costs are 6 &rana .or one actiation o. an e..ect" •
•
• •
•
•
•
Raise Result ?ancel Fumble Reroll 'ice Fudge 'ice :pend as a ?ost oid )ncapacitated Remoe @unar @ogic
-# R&ise Result
0n any kind o. 8udge, you may spend 6 &rana in order to raise the Result by 1'" -ou may spend multiple &rana, each time increasing the Result b y 1'" !Note< -ou can only ?ritical or Fumble on the original 'ice Roll"# 3# C&%cel Fu!)le ). a Fumble should appear, you may spend 6 &rana in order to cancel it" )n this case, use the dice asis" 4# Reroll Dice )mmediately a.ter rolling your dice, you may spend 6 &rana in order to reroll them" -ou must take the second result, een i. it*s $orse" =o$eer, you may reroll as o.ten as you care to spend &rana" ). you roll a ?ritical or a Fumble, you cannot use this e..ect" Note that during 0pposed 8udges, the ttacker can only reroll i. the 'e.ender has not rolled yet" 5# Fudge Dice ;y spending 6 &rana, you can treat the actual roll o. your dice as 6 point higher or lo$er" That is to say, i. you rolled a three and a t$o on your dice, .or a total o. 7, then you may change that total to either M or " This can make you change your 'ice Roll to a ?ritical or a Fumble" =o$eer, i. you already rolled a Fumble, you cannot use this e..ect !unless you use the ?ancel Fumble option, then you can use this on top o. it, .or a total o. 1 &rana spent"# 0# S"e%d &s & Cost 5any skills re>uire &rana as a cost to .unction" Re.er to the skill*s data to see ho$ many is re>uired" 6# A7oid I%c&"&cit&ted When you become )ncapacitated, you may spend 1 &rana in order to immediately recoer .rom that condition" :et your =& to 6" -ou may only use this e..ect once per :cene" 8# Re!o7e u%&r ogic When under the e..ect o. a @unar ?asket*s @ogic, you may spend 6 &rana to ignore the e..ects o. that @ogic" Cntil the end o. the :cenario, you do not receie the e..ects o. that @ogic again" This is spent per @ogicL it doesn*t a..ect all @ogics you might be under"
?=R?TER ?RET)0N STE2 -# 2ic9 t,o cl&sses
The .irst thing you need to do is select t$o classes" There are no restrictions $hatsoeerL /ust pick t$o" -ou can een pick the same class t$ice" =ere*s a giant list o. classes< )dol 5utant Great 0ne 'ark =ero 0nmyou/i ampire Killing 5achine Recorder :amurai postle =omunculus :ummoner Were$ol. E9orcist Taoist Elementalist Returner =acker 5edium Tuner Nin/a ;room Rider ;roomman Guardian Edge 5aster Gunslinger 5agus Tamer =ero 'ream =unter KungFu 5aster lchemist
STE2 3# Decide o% Cl&ss e7el :C;
The G5 might decide your leel is going to be aboe 6" ). so, you*ll hae some e9tra steps later" ). not, ho$eer, your ?lass @eel !?@# is 6" The rest o. this $ill assume you are ?@6"
STE2 4# 2ic9 t,o ele!e%ts
No$, select t$o Elements" @ike class selection, there are no restrictionsL pick the same elements, i. you like" ;e a$are that the .irst o. the t$o elements you pick $ill be $hat element your attacks are, $hich can hae some e..ect during battle !resistances and $eaknesses and all that"# list< @ight 'ark Earth Water Fire Wind oid STE2 5# Deter!i%e Attri)utes
lright, no$ that you*e got that out o. the $ay, no$ $e*re going to .ind your ttributes" @ike in other Roleplaying Games, your ttributes are your *base capability*, the ra$ stu.. that makes up your character, not necessarily ho$ they apply it" -our ttributes are primarily determined by adding together the stats assigned to your classes" ). you picked the same class, this is no di..erent, you basically /ust take $hat you got .rom the one class and double it up" 0ther$ise, you*re adding t$o things together" The si9 ttributes are :trength, Finesse, $areness, Kno$ledge, :pirit, and @uck" :trength
Finesse
$areness
Kno$ledge
:pirit
@uck
Idol
1
3
3
3
1
7
Mut&%t
3
M
3
1
3
3
Gre&t $%e
3
3
1
M
M
1
D&r9 Hero
1
3
M
M
3
1
$%!you
3
3
1
M
M
1
+&!"ire
M
3
3
3
3
1
Killi%g M&c'i%e 3
M
M
3
1
1
Recorder
3
M
1
3
1
3
S&!ur&i
M
3
3
3
1
3
A"ostle
1
M
3
3
3
3
Ho!u%culus
M
3
3
3
1
3
Su!!o%er
3
1
3
3
3
M
=ere,olf
7
3
M
1
1
1
E(orcist
3
3
1
3
M
3
T&oist
3
3
3
M
3
1
Ele!e%t&list
1
3
7
1
3
3
:trength
Finesse
$areness
Kno$ledge
:pirit
@uck
Retur%er
3
3
3
3
1
M
H&c9er
1
3
3
3
M
3
Mediu! Tu%er
1
3
M
3
3
3
Ni%<&
M
M
M
1
1
1
>roo! Rider
3
3
M
3
1
3
>roo!!&%
M
M
3
1
1
3
Gu&rdi&%
M
3
3
1
3
3
Edge M&ster
7
3
3
1
1
3
Gu%sli%ger
3
M
M
1
1
3
M&gus
1
3
1
7
M
1
T&!er
M
3
1
3
3
3
Hero
3
3
3
3
3
3
Dre&! Hu%ter
1
3
1
M
7
1
Ku%g?Fu M&ster M
1
3
1
M
3
1
3
3
M
3
3
Alc'e!ist
TL ote: ach of these sho"ld have () points, and when $o"'re doin& addin& ever$thin& toðer $o" sho"ld have a total of *+. If not, one of "s messed "p, and I'm sorr$ if it's me xample: Let's sa$ we're makin& a in#a-roomman. in#a &ets /-/-/-0-0-0 and roomman &ets /-/-*-0-0-*. Totalin& that "p, o"r 1o%onin sho"ld have )-)-2-/-/-3. If we were instead &oin& to %e in#a-in#a, we'd have )-)-)-/-/-/. as$, ri&ht4 No$, you get bonuses to your stats based on $hat elements you picked" These elements also grant a bonus to t$o ?ombat :tats, ;ody != and 5ind !5" 'on*t $orry too much about ?ombat :tats right no$, they*re basically /ust the stats you*ll use in ?ombat, $hich ) bet you couldn*t hae guessed" 8ust like be.ore, since you picked t$o elements, you get the bonus .rom both" ). you picked the same element, double up on the bonus .rom the one" PDF 5ompiler ote: I need to format this ta%le
@ight 'ark Earth Water Fire Wind oid
:trength 2 2 6 2 6 2 6
Finesse 2 2 2 6 6 6 2
$areness 2 6 2 2 2 6 6
Kno$ledge 6 6 6 6 2 2 6
:pirit 6 6 6 2 6 2 2
@uck 6 2 2 6 2 6 2
;ody 7 M 4 3 J
5ind 4 7 J 3 M
@ike be.ore, each element gies 3 points, and bet$een ;ody%5ind there should be 61" :etting aside
;ody%5ind until $e calculate ?ombat :tats belo$, $hen you add your total o. points to your 3 .rom your classes, you should hae M1 altogether" )t really is the ans$er to eerything" xample: 6"r in#a-roomman %efore had stats of )-)-2-/-/-3. If we &ive her 7ind-Li&ht elements, then since 7ind is 8-(-(-8-8-( and Li&ht is 8-8-8-(-(-(, o"r total %on"s is 8-(-(-(-(-0. 9o addin& that to the class stats, we &et )--)-3-3-2 9he is ;ipp$ and stron& and aware, kinda s"cks at %rain and will, %"t has decent l"ck. 9olid. 7h$ does a nin#a have the Li&ht element4 7ho knows That co"ld %e cool 1P ideas. No$, to scre$ up our cool M1 attribute points, you get a single bonus point, $hich can be added to any o. the stats" We*ll go ahead and add it to our nin/a*s Finesse, because nin/a" =er .inal stats are %62%%7%7%4"
STE2 0# Deter!i%e CF Mod
;e.ore $e go on, $e*ll no$ look at ?F 5odA ). you*re .amiliar $ith Night WizardA, essentially be.ore eery game session, you roll t$o sets o. 1d" The .irst set determines your *?ritical alue*, and the second your *Fumble alue*" ) assume you kno$ $hat that means i. you*re looking at this" ;ecause you also roll 1d .or eerything, you $ant your ?ritical as close to the aerage !4# as possible, and your Fumble as close to the outside numbers like 1 or 61 as possible !pre.erably 1L 1 $as gonna suck to roll any$ay, might as $ell super suck"# ?F 5od is ho$ you .udge those numbers" ). you roll a .or your ?ritical alue, and a 62 .or your Fumble alue, you get to spend your ?F 5od as points to change those numbers" ). your ?F 5od is 1, then you could, .or instance, decide to shoe your ? alue to 4 !dead aerageA# and then your F to 66" 0r, you could drop both points into F and push it to 61, deciding is close enough" )t*s up to you" =ere*s ho$ you calculate it< CF Mod @uck % 3 !round do$n#
-our alue should be some$here bet$een 6 and 3, and is almost certainly 1" s our nin/a*s @uck is 4, that means her ?F 5od is 1"
STE2 6# Deter!i%e Co!)&t St&ts
-our ?ombat :tats are things that are goinna be used in combat, and .ollo$ a pretty obious .ormat .or names" &hysical ccuracy !&??#, &hysical ttack !&TK#, &hysical 'e.ense !&'EF#, 5agical ccuracy !5??#, 5agical ttack !5TK#, 5agical 'e.ense !5'EF#, Easion !E#, and :peed !:&'#" ) $ill pretty much neer again re.er to them as anything but the acronyms because they*re too much o. a pain other$ise, but it*s use.ul to see the diision no$" lso, ;ody and 5ind also count as ?ombat :tats" They*re =& and 5& respectiely, but super technically ;ody re.ers to your 5a9 =&, and 5ind your 5a9 5&" -our *=&* and *5&* are your ?urrent =& and ?urrent 5&" -our =&%5& can*t eer be higher than your ;ody%5ind, and neither can go belo$ 2"
There*s three (groups( to ?ombat :tats" The .irst group is &??, 5??, E, and :&'" The second group is &TK, 5TK, &'EF, and 5'EF" The third is ;ody and 5ind" For the .irst group, you hae a *base capability* determined b y your ttributes" The second group has no base capability" The third group is determined by ttributes added to the bonus o. your Elements" ny o. these might also be .urther a..ected by skills and items, $hich $e*ll get to later" :o, .irst, let*s do Group 6< 2ACC !:trength H Finesse# % 1 MACC !Kno$ledge H :pirit# % 1 E+A !Finesse H $areness# % 1 S2D Kno$ledge H $areness
xample: A&ain, o"r in#a-roomman's stats are )-(8-)-3-3-2.
(8 ? (), then () - 0 ? @. 3 ? (8, then (8 - 0 ? 3@. ) ? (), () - 0 ? @.
Ea 6 6 2 2 6 2 6 2 2 6 6 2
5cc 6 6 1 6 6 6 2 6 2 1 6 1
&tk 5tk 2 6 2 1 6 6 6 6 2 6 6 6 1 2 6 6 3 2 2 6 2 2 2 1
&'e. 2 6 6 6 2 6 6 6 6 6 6 2
5'e. 1 2 6 6 1 2 2 6 2 6 6 6
;ody 3 3 3 1 M 3 M 3 3 1 3 1
5ind 1 1 1 3 6 1 6 1 1 3 1 3
:&' 6 2 2 2 6 6 2 2 2 2 6 2
&cc Were$ol. 1 E9orcist 2 Taoist 2 Elementalist 6 Returner 6 =acker 2 5edium Tun" 6 Nin/a 6 ;room Rider 6 ;roomman 6 Guardian 2 Edge 5aster 1 Gunslinger 1 5agus 2 Tamer 6 =ero 6 'ream =unter 2 KungFu 5" 6 lchemist 6
Ea 2 6 6 6 6 2 6 6 6 2 1 6 2 2 6 6 6 6 2
5cc 2 6 1 6 2 1 6 2 2 2 2 2 2 1 2 6 1 2 6
&tk 5tk 1 2 6 6 2 6 6 6 2 2 2 6 6 6 6 6 6 2 1 6 2 2 1 2 1 2 2 3 6 2 6 6 2 1 6 2 6 6
&'e. 2 2 2 2 1 2 2 6 6 6 1 6 6 2 1 6 2 6 6
5'e. 2 6 1 2 6 1 6 2 6 2 1 2 6 6 2 2 6 6 6
;ody M 1 1 1 3 1 3 3 1 3 1 M 1 6 3 3 1 3 1
5ind 6 3 3 3 1 3 1 1 3 1 3 6 3 M 1 1 3 1 3
:&' 1 2 2 6 6 6 2 6 6 6 2 2 2 2 6 2 2 6 2
:o, again, each class gies you points !not counting ;ody%5ind#, $hich means you*ll get 61 points altogether, $ith ;ody%5ind being 7 each, .or a total o. 62" xample: 1o%oin's 5om%at 9tats %efore appl$in& these %on"s points wo"ld look like this: PA55 BA - A55 3 - PATC 8 - ATC 8 - PDF 8 - DF 8 - od$ 0( - ind (+ - 9PD (3. After she applies the %on"ses of in#a and roomman, her stats wo"ld look like: PA55 (( - BA (8 - A55 3 PATC * - ATC 0 - PDF 0 - DF 8 - od$ 02 - ind 08 - 9PD (2. Great" re you tired o. math+ Well, there*ll be more to do a.ter you get to e>uipment, but .or no$, let*s take a break and do something coolA
STE2 8# Ac@uire S9ills
First, go to General :kills" -ou get �@unar Robe� and �@unar ?asket� /ust because you*re a Wizard" That is to say, eery character gets those" No$, look at the list o. skills .or each class you picked" t least one o. them probably has the !utomatic# tag" -ou get those skills no$" ). these happen to be the same skill !because you doubled up on class, .or instance#, then raise the :@ o. the skill by one" ). that*s impossible because the skill*s 5a9 :@ is 6, then you get an e9tra skill pickA =oorayA The only stipulation is that it must be .rom your class" No$, you get M skill picks" These can be any skill, so long as you meet the re>uirements .or them !you are that class, and you hae the re>uired ?@ to take that skill"# 0n top o. that, i. you $ant to, you can increase any skill*s :@ !using your skill picks#" =o$eer, you can*t raise any skill aboe :@1 at this point"
.ter you*e picked those, you get t$o more skill picks, but these must be .rom the General :kill list" :ame deal as aboe, as .ar as restrictions go" .ter that, reie$ any o. your skills .or $ording that chang es your ?ombat :tats" dd those in as described" ltogether no$, be.ore you get to items, these are called your &reE>uip ?ombat :tats" That*s probably releant someho$"
STE2 # Ac@uire Ite!s
-ou get 722,222" :pend it as you $ould" ny item you buy at this time is automatically &resered, meaning that een i. you thro$ it a$ay, it gets broken, lost, or $hateer, you get it back at the beginning o. the ne9t scenario" )tems you hae e>uipped !$orn# are called *E>uipment* and items you store in your @unar Robe are called *)nentory*" .ter you*e bought eerything you $ant, add all the modi.iers up to your &reE>uip ?ombat :tats to get your, $ell, .inal ?ombat :tats" 0ne thing to note is that this game has a carry limit" -ou can carry Weight up to your :trength H ?@" Eery point you*re oer by that is applied as a penalty to &??, E, and 5??" :o i. our Robonin has a total combined Weight o. stu.. o. 61, then she*s taking a 3 penalty to &??, 5??, and E, because her carry limit is J !:TR H ?@ 6#" :tu.. stored in your @unar Robe doesn*t count because it*s $eightless dimensional storage" ny money you don*t spend is lost, so be sure to buy eerything you $antA
STE2 B# Deter!i%e 2r&%&
Finally, you need to determine your &rana" &rana is a currency spent during play in order to manipulate the dice in your .aor, as $ell as pay .or costs o. certain skills" Finding your &rana amount is ery simple" ll you do is subtract your ?F 5od .rom 4" :o i. you hae 1, and you probably do, then your &rana is 7" nd that*s itA -ou*re done"
E+E U2
@eel Cp happens at the end o. eery :cenario, though o. course the G5 is .ree to hae you leel up at $hateer pace she $ants" This is /ust to say that there*s no O&L you leel up $hen the G5 thinks it*s appropriate, and the game assumes that*s generally once per :cenario" No$, mind, you do also get O&" t the end o. eery :cenario, you should receie 762 O&" There*s a table that determines ho$ much O& you get, b ut it*s .rankly $eird achieementbased stu.. like *&articipated until the end o. the session"* kind o. stu.., so scre$ it, 762 O&" This is spent on getting
you e9tra General :kills and items, but $e*ll coer that in a moment" PDF 5ompiler ote: I'm disappointed that the ta%le isn't translated. ettin& prett$ close to callin& floatin& temples Einin& Facilities. =ere are the steps to @eel Cp< 6" Raise ?@ 1" ?hoose< Ne$ :kill, or ?hange ?lass 3" Raise Group 6 ?ombat :tats M" Raise Group 1 ?ombat :tats 7" Raise Group 3 ?ombat :tats " :pend O& STE2 -# R&ise C :imple, /ust increase your ?@ by 6"
STE2 3# C'oose# Ne, S9ill/ or C'&%ge Cl&ss ?hanging your class $ill be described later, as it*s a some$hat comple9 thing" ). you instead choose to ac>uire a ne$ skill, you may pick any one skill .rom your class lists, or a General :kill"
STE2 4# R&ise Grou" - Co!)&t St&ts1 Group 6, again, is &??, 5??, E, and :&'" -ou get ;onus &oints !; to raise these stats ho$eer you like as you leel up" There*s t$o things here< your Total ;&, and your 5a9 ;& @imit you can put into any one o. the stats"
For Group 6, your Total ;& is ?@%1, rounded do$n" :o $hen you leel up .or the ery .irst time and are ?@1, that means you hae one pointA Woot" -our 5a9 ;& @imit is ?@%3, rounded up" That means do$n the road, $hen you*re ?@, you*ll hae 3 ;&, but can only spend 6 point in three o. the stats, or else 1 in one, and 6 in the other"
STE2 5# R&ise Grou" 3 Co!)&t St&ts Group 1 is &TK, 5TK, &'EF, and 5'EF" Weirdly enough, you hae Total ;& e>ual to your ?@" =o$eer, your 5a9 ;& @imit is ?@%1, rounded do$n" :o that means that $hen you start out, technically you hae a ;& to add to one o. these, but your @imit is too lo$ to spend itA Weird, huh+ ny$ay, $hen you get to ?@1, you hae t$o points, but they hae to go into di..erent stats"
STE2 0# R&ise Grou" 4 Co!)&t St&ts Group 3 $ould be ;od y and 5ind" Really, that*s pretty simple" Take your total amount o. ;ody and 5ind that you got .rom your class boost" dd it again"
That is to say, $ith RoboNin, since she*s Nin/a%;roomman, her classes gie her a total o. ;ody, and M 5ind" t ?@6, she has 14 ;ody and 12 5ind" When she hits ?@1, she*ll hae 33 ;ody, and 1M 5ind" t ?@3, she*ll hae 3J ;od y and 1 5ind" &retty simple"
=o$eer, this is N0T the bonus your Elements gie youA )t*s $hat your classes gie you" Keep it straightA
STE2 6# S"e%d 2 For eery 7 O& you $ant to spend, you can buy yoursel. a shiny ne$ General :kill"
). instead you $ant some s$eet ne$ items, you hae to &resere them" ). you gain any items during the session, you lose them at the end o. the :cenario" They*re not part o. your e..ects, they*re loaners, or stu.. that*s liable to be taken a$ay .rom you beca use you*re /ust a silly human" Whateer the case, unless the item is &resered, it*ll be lost someho$" ;ut &resering is the opposite" )t doesn*t matter i. your item is lost, stolen, damaged, or banished to the darkest depths o. Rikai, you get it back !or at least something that looks a lot like it# at the start o. the ne9t :cenario" &resering is done by spending O&" For each 6 O& you spend, you get 122,222" -ou spend that on stu.., and it becomes &resered" -ou can buy multiple items $ith your alco !so i. you $ant a 22k item and a 672k item, then you /ust need to spend 7 O& on it .or 6m"# =o$eer, be.ore the ne9t :cenario starts, you lose all o. your alco" 5ugenkun is harsh like that" nd thereA -ou are done leeling up" Go kill some more Emulators"
CASS CHANGE
When you change your class, it*s possible to obtain the skills o. that class" Which is cool, and gies you .le9ibility" When you do this, erase all o. the changed class*s class bonuses to Co!)&t St&ts o%ly" 'on*t go changing your ttributes around" That does include ;ody and 5ind" ;asically, $hat you see up there on the third table, is $hat you change" .ter that, i. your ne$ class has any !utomatic# skills, you get those" =o$eer, you do %ot get & %e, s9ill o% to" of t'&t " When you make the choice to either s$itch classes or take a ne$ skill, you negated the ne$ skillness" ;ut, you do get the uto skills" There is an e9ception in that i. you already possess the !utomatic# skills .or the class that you*re changing in to !.or instance i. you are changing back to a class you $ere preiously#, you do in .act get a ne$ skill pick" 0ne .inal note on !:ecret# skills" -ou can*t use !:ecret# skills .rom classes you aren*t" :o i. you took a Edge 5aster !:ecret# skill, then changed class to Gunslinger, you can*t use that !:ecret# skill any more" ). it*s PTiming< ?onstantQ, you don*t receie the e..ects o. it" ?arry out the rest o. your leel like normal"
E&):0'E RC@E: E2IS$DE STRUCTURE
Night WizardA 3rd Edition is made $ith the FarEast musement Research :tandard :ystem, so i. you*e played 'ouble?ross, Tokyo Noa, @og =orizon, or most anything .rom 8apan really, you kno$ e9actly ho$ the game is structured" ). you don*t, then /ust kno$ that 8apan likes their games ery structured" )*m going to tell you all $hat*s $hat $ith episode structure, but ultimately it*s up to you to use it" ll o. FER*s games use this structure, but o. them all, ) .eel NW3 has the least need .or it" )t*s not een narratiely /usti.ied, it /ust""" e9ists, because that*s $hat the :tandard :ystem says should e9ist" :o, it*s important to kno$ these things because the terms introduced interact $ith certain skills !.or instance, =ero has a lot o. things that interact $ith ?lima9 &hase, and there*s plenty o. skills that mention &replay"# :o, read it, then decide .or yoursel."
TERM >REAKD$=N
First o.., you hae a :cenario" :cenario is basically a pre$ritten adenture" )t doesn*t really hae much bearing on the mechanics o. NW3*s gameplay" ll you need to kno$ is that i. you see the term (scenario( some$here, it basically /ust means (story"( Ne9t, you hae Episode" scenario is broken do$n into Episodes, $hich are more or less $hat they sound like" Think o. a T sho$" Each Episode tends to contain some kind o. milestone" :omething happens in it that contributes to the oerall plot, but it in o. itsel. may or may not hae some kind o. resolution" The typical .ormat .or NW3 is to hae each Episode be composed o. an introductory eent that sho$cases the problem, a middle that leads to the end, and then an e9citing conclusion, .ollo$ed by an epilogue or short a.termath scene" ) /ust totally described the ne9t .e$ terms, too" Each Episode is .urther broken do$n into &replay, the 0pening &hase, the 5iddle &hase, the ?lima9 &hase, and then the .ter &hase" These correspond pretty much e9actly as ) described them aboe, $ith the only e9ception being &replay, $hich is more or less /ust preproduction" We*ll go into each a little deeper in a moment" With the e9ception o. &replay, eery &hase is .urther broken do$n into :cenes" :cenes are, $ell, $hat you*d e9pect $ith a name like Episode" gain, think o. a T sho$" :cene happens $hen something needs to be sho$n, but all good T sho$s don*t /ust let the :cenes linger" )nstead, they coney e9actly $hat needs to be coneyed""" and no more" They end the moment there*s nothing else important to talk about or do" There*s seeral types o. :cene s, including 5aster :cenes, $hich is /ust the G5 narrating stu.. !the :cene in a T sho$ $here the illain gloats ominously about their p lan $hile the heroes are no $here in sight"# ;eyond that, some :cenes are combat :cenes, and yes, those get broken do$n een .urtherA =o$eer, that $ill be e9plained in the combat section" =ere*s a recap<
The (:cenario( is a story" The (Episode( is a single narratie milestone $ithin that story" )t resoles a thing, and .urthers the plot" )t is diided into .ie &hases< (&replay( (0pening &hase( (5iddle &hase( (?lima9 &hase( (.ter &hase( Each (&hase( is .urther broken do$n into (:cenes"(
FIDDY RUES
TL ote: 9tandard 9$stem loves three thin&s: Appearance 5hecks, Information atherin& 5hecks, and 5onnections. The first one can, in m$ h"m%le opinion, %e entirel$ disre&arded for 7*, the second one is common sense to an$one who's ever pla$ed a T1P, and the third can %e a f"n addition to the stor$, %"t will %e diffic"lt to incorporate %eca"se I'm not translatin& the personalities section =watch the anime.@ I'll explain in reverse order. PDF 5ompiler ote: o one cares a%o"t $o"r opinion. ?onnections ?onnections are essentially ties to N&?s, or een o ther &?s" ). your character has a ?onnection, that means, (my character kno$s this person and can call upon them .or .aors or in.ormation"( They tend to be roleplay aids more than anything, because, $ell, there*s ?onnections like the freakin& Pope, so e9plaining ho$ you kno$ the &ope, or ;ell Dephyr, or any o. the color.ul cast, can be interesting" )t also gies some narratie .odder .or the G5, so the y*re not entirely pointless" Essentially, they help you .eel connected to the Night WizardA $orld, and there*s nothing $rong $ith that" -ou can hae ?onnections to the N&?s listed in the book, to other &?s, or to N&?s made up by G5" -ou can also make your o$n, but you should collaberate $ith the G5 on ho$ to .it them into the story" =o$ many you can or should hae really doesn*t matter, because they hae no real balance or check or een an assurance that they*ll be use.ul" ). you really need to kno$, pick one N&?, one &?, and then let the G5 decide the rest" What can ?onnections '0+ Well, that*ll be e9plained in the ne9t t$o sections, but the primary thing to kno$ is that each ?onnection has a Worth" ). you look at some o. the untranslated N&? stat blocks, you*ll notice a number that looks a lot like a dollar alue" That*s ho$ much alco they hae to spend, $hich can be used to proide you $ith gear and e>uipment" =o$eer, it*s $orth noting this stu.. isn*t &resered, so you lose it at the end o. the Episode someho$" -ou can &resere it i. you $ant by spending O& on it, $hich is e9plained in @eelCp" )n.ormation Gathering ?hecks @eg$ork" ). you*e played a TR&G be.ore, you kno$ $hat this is" )t*s rumor gathering, asking contacts .or in.ormation, or /ust keeping a good ear out $hile at the bar" )n.o Gather ?hecks are used by players to help them .igure out $hat*s going on in the Episode" )t might not be necessary, but they e9ist" When
you make a roll .or this, the G5 $ill tell you $hich o. your ttributes !not your ?ombat :tats, that*d be $eird# that they $ant you use .or the 8udge" -ou can ask your ?onnections i. you think they*ll be releant to the in.ormation you $ant" 0biously i. you need to kno$ about moements $ithin Rikai, you don*t $ant to ask the &ope, you $ant to ask ;ell Dephyr" ). your ?onnection is appropriate !deemed so by the G5#, you get a H1 bonus to the 8udge" lso, there are ()n.ormation :ources( in the items" This lets you change an )n.o Gather ?heck to a di..erent ttribute, $hich can be handy" ppearance ?hecks TL ote: 1aise $o"r hand if $o" think it so"nds interestin& to make a pla$er roll a L"ck G"d&e to see if the$ can participate in the &ame. o4 Didn't think so. )n some FER games, like Tokyo Noa, it makes .ar more sense to hae ppearance ?hecks, because it doesn*t assume that players are on the same side, and it doesn*t hae hand$aey methods o. carrying $eapons around in a modern society like the @unar Robe" :o i. you*re packing heat, yeah, it makes sense you need to put in some e..ort to actually get into a place, so a roll makes sense" Tokyo Noa also has skills that help manipulate these rolls, $hereas NW3 doesn*t" NW3 a lso has you all playing Wizards, $ho are all on the same side""" so $hat""" u gh" ) don*t een kno$" ;ut any$ay, i. your G5 $ants these .or some reason, the rule does e9ist" 5ake a @uck 8udge" The 'i..iculty is usually best kept at 62, so the book says, but it can be $hateer the G5 .eels appropriate !and Fortresses hae their o$n rules .or them, $hen you get there"# ). you hae a ?onnection to anyone already in the :cene, you get a H3 bonus to the 8udge" -ou can make an ppearance ?heck at any time during a :cene, it doesn*t need to be at the start" Natural Recoery The book says that i. a character doesn*t ppear in a :cene, then they should make a Recoery 8udge $ith Recoery 2, .or both =& and 5&" TL ote: e, I'd #"st set
2HASES
)n brie., the &hases are .ollo$ed in order< & replay, 0pening &hase, 5iddle &hase, ?lima9 &hase, .ter &hase" That*s one $hole Episode" 0nce the Episode is oer, you do @eelCp, and then it starts all oer againA &replay
&replay is preproduction" The G5 plans the scenario, makes a Fortress, prepares enemies, etcetc" &layers make their characters i. they need to, or .inish up @eelCp" )t*s the phase $here you take care o. all housekeeping, and ready yoursel. .or playing" The big thing in the book is the Episode =andout" This breaks do$n into the Trailer, $hich is the sort o. summary o. $hat the Episode is going to be about, and then gies any Episode ?onnections that the G5 .inds appropriate" For instance, i. the G5 has a cool N&? planned .or their story, it makes sense to gie a &? a ?onnection to that character" Episode ?onnections may also be to e9isting N&?s !nzelotte*s your buddy .or this one, be sure to ans$er *hai* or *yes*#, or to &?s" No matter the case, ho$eer, they*re temporary and disappear at the end o. the Episode, unless you and the G5 agree it should remain" 0pening &hase ;asically, the :cene or :cenes that introduce the main thrust o. the story" These shouldn*t inole combat, or dice rolls" )t*s purely setting in.ormation, tone, and plot into order" )n some cases, it might make sense to gie each &? their o$n :cene to e9plain $hy they*re together" 5iddle &hase The bread and butter o. the Episode" -ou .ight, you 'ie, you do leg$ork, $hateer is necessary to progress to the end o. the story" ?lima9 &hase The boss .ightA The only rule here is that ppearance ?hecks are .reebies" Eer yone is allo$ed to pile on the boss, no holding back" .ter &lay ?lear all damage, bad statuses, restore &rana and 5&, and $hateer else" Toss temporary items, regain any &resered items that you don*t hae any more .or $hateer reason" Reset your character to a clean slate" Then, the G5 gies out 762 O& to each player, and eeryone does @eelCp, i. the G5 decrees it so" =oorayA nd that*s all you need to kno$, .or no$" 5ostly $hat you need to kno$ is< &replay be.ore you start playing" ?lima9 &hase boss .ight" lso, this $ill be a tempting thing to consider, but realize that no $here, any $here, did this document hae the $ord (:ession"( That means that i. your gaming group needs to break be.ore the Episode is oer, that doesn*t mean you hae a ne$ &replay and start all oer" -ou /ust pause" Episodes are independent o. ho$ many gaming sessions you need to complete it"
?05;T RC@E: =IARD >ATTE
TL ote: I was &oin& to name this 1o"nd Pro&ression after the r"le name, %"t then I noticed that in the %ook it is literall$ '7i;ard attle' for this chapter's header, so I totall$ stole it. "t 1o"nd Pro&ression is what we're foc"sin& on. Essentially, Round &rogression is the term .or combat" ). you see Round &rogression, you can generally replace it $ith *combat* and it $orks /ust .ine" ;ut, Round &rogression re.ers to the speci.ic $ay NW3 handles combat, $hich diides combat into seeral &rocesses" There are .our &rocesses" -ou go through them in order, more or less" ?ombat begins $ith the :etup &rocess, then proceeds onto the )nitiatie &rocess" )nside o. the )nitiatie &rocess, seeral 5ain &rocesses occur, until they run out" Then, it changes oer to the ?leanup &rocess" ). combat is still ongoing, then a ne$ Round begins, starting $ith :etup &rocess, and so on" )t*s a .unny $ay that FER handles combat, but it $orks pretty $ell in practice" ;ut .irst"""
TERMS $F C$M>AT
)n that there are certain speci.ic terms related to combat itsel." The main points $e need to coer are )nitiatie ?ount, &rection, &ostction, and )ncapacitated" The .irst one is important because it*s basically rolling initiatie" The last three are important because they*re essentially states that you are in" )ncapacitated should be obious, but the other t$o maybe not so much" )nitiatie ?ount The .irst thing to do $hen W)DR' ;TT@E begins, is to roll initiatie" 5ake a :&' 8udge, and the Result is said to be your )nitiatie ?ount, or /ust your ?ount" This acts /ust like any other 8udge, e9cep t you record your ?ount .or the Round, and keep that number handy" ?riticals and Fumbles still happen, ho$eer i. you do happen to Fumble, and this $ould drop your Result to 2 or belo$, set your ?ount as 1" dditionally, no e..ect, outside some o. the terms )*m going to e9plain belo$, can reduce your ?ount belo$ 6" For G5s, use ny :een to sae yourseles some hassle" That is, /ust add the ene my*s :&' to 4, and use that .or their ?ount" 0. course, i. you pre.er to roll, knock yoursel. outA &rection Essentially, at the top o. a round, eery character, $hether &? or enemy, is in a state called &rection" This means they are ready to take their turn, and hae not gone yet this round" -ou*ll .igure out $hy the distinction in /ust a minute" &ostction 0nce a character has taken their turn in combat !called their 5ain &rocess#, they lose the &rection
condition, and become &ostction" This means this character has taken their turn, and do not get another one until they become &rection again" lso, once they become &ostction, their ?ount is set to 2" )ncapacitated When a character*s =& hits 2, the character drops and is )ncapacitatedbut not dead" They cannot use any actions or items $hatsoeer, sae those e9plicitly $ith PTiming< )ncapacitatedQ" They immediately become &ostction i. they $eren*t already, and cannot become &rection until they recoer .rom )ncapacitated" Their ?ount is also set to 2 until the condition is cleared" !0nce it is cleared, they hae to $ait until the ne9t :etup &rocess, $hich $e*ll talk about in a second"#
R$UND 2R$GRESSI$N
Good thing ) saed that title" lright, so, $e*e got our terms" No$ $e*re back to .iguring out ho$ to process combat" This is done $ith those .our &rocesses ) talked about earlier" gain, they are run in order, going :etup &rocess )nitiatie &rocess 5ain &rocess !looped until no more remain# ?leanup &rocess" 'on*t $orry, it*s really not tough to .ollo$" :etup &rocess The :etup &rocess is $here you setup .or combat" )t has a number o. steps to go through" First, i. .or some reason you*re playing $ith ppearance ?hecks, you make them the .irst thing on the :etup &rocess" This is typically done on the .irst :etup &rocess, bu t i. .or some reason people $ant to arrie late, there you go" :econd, you are able to access your @unar Robe .ree o. charge" -ou can s$ap any E>uipment .rom your )nentory and iceersa, and you may .reely change your ;room*s options, i. you*re into that" Third, all characters are set to &rection, unless someone*s still )ncapacitated, then they*re still &ost ction" Fourth, eeryone rolls )nitiatie !?ount#" Fi.th, skills and items $ith PTiming< :etup &rocessQ e9plicitly may be used" These technically take order o. operation .rom ?ount, highest to lo$est" ). there*s a tie, re.er to the priority list belo$ in )nitiatie &rocess" ;ut, once you*re done $ith this step, it*s time to leae :etup &rocess and en ter )nitiatie &rocess" )nitiatie &rocess The )nitiatie &rocess is the one that con.uses most peo ple" ;ear $ith me" ll the )nitiatie &rocess does, is determine $ho the )nitiatie ?haracter is" This is done b y assessing $ho in the .ight is &re ction" Then, out o. those, determine $ho has the highest ?ount" That person then may take their 5ain &rocess !their turn#" 0nce the 5ain &rocess is oer, ho$eer, Round &rogression changes back to )nitiatie &rocess" )t repeats the process o. .inding the )nitiatie ?haracter, going into their 5ain &rocess, then cutting b ack to )nitiatie &rocess again, until all you hae are characters that are &ostction" 0nce that happen s,
you go to ?leanup &rocess" This is important because there are skills that hae PTiming< )nitiatie &rocessQ" What this means is, that a person can declare the use o. that skill at any point during the )nitiatie &rocess""" that is, be.ore the .irst 5ain &rocess, bet$een any t$o 5ain &rocesses, or a.ter the last 5ain &rocess but be.ore the ?leanup &rocess begins" ). anyone is tied .or ?ount, go by this order o. priority< 'eclared Enemies &?s =idden Enemies 5obs N&?s" ). &?s are tied .or each other, they can decide $ho goes .irst" 5ain &rocess When the )nitiatie &rocess determines you*re the )nitiatie ?haracter, it*s time .or you to take your 5ain &rocessA -ou get a 5oe ction, a 5inor ction, and a 5a/or ction" =o$eer, here*s the important kicker< once you take your 5a/or ction, een i. you*e not used your 5oe or 5inor, your 5ain &rocess ends" -ou become &ostction, and your ?ount is set to 2" &ersonally, ) don*t kno$ $hy it*s that $ay, but them*s the rules in the book" ;y the $ay, i. you used a skill during your 5ain &rocess that had a P?ost< ;ad :tatusQ deal, the ;ad :tatus isn*t applied until your 5ain &rocess ends" Technically also, you*re supposed to use your 5oe ction .irst, then your 5inor ction, then your 5a/or ction" gain, no idea $hy, but there it is" 5oe ctions moe you around the battle.ield" NW3 has a system o. relatie moement, that $ill be described belo$" ctions $ith PTiming< 5oe ctionQ can also be used, but i. you do, that doesn*t count as moing $ith that action !unless it says other$ise"# 5inor ctions are actions that typically bu.. or other$ise prepare you to take a mighty 5a/or ction" &rimarily, PTiming< 5inor ctionQ skills and items $ill be used here" 5a/or ctions are your bread and butter" Typically, you*re going to make a &hysical ttack, a 5agical ttack, make an Enemy )denti.y 8udge, gie someone else an item, or use any other PTiming< 5a/or ctionQ skills or items" Remember, once you take your 5a/or ction, een i. you hae other actions le.t, your 5ain &rocess ends, you become &ostction, and your ?ount is 2" There*s three other types o. actions also, $hich d on*t actually .it into your 5ain &rocess, but since $e*re talking about actions, might as $ell right+ Reactions are actions you take in response to enemy actions or attacks" -ou can make them een i. you*re &ostction" There*s no limit to ho$ many you can make, either, but e..ectiely your Reactions are your o$n, meaning you can*t dodge .or someone else !though you can ?oer Cp .or them, see $ay do$n belo$"# Typically you*re making a 8udge as the 'e.ender here, or using a PTiming< ReactionQ skill or item" uto ctions are actions you can use at any time, though typically they*re done as a supplementary action to something you*re doing already" There*s no real limit on ho$ many you can per.orm, but the G5 can al$ays put a stop to it i. they .eel like it" E9amples o. these actions are dra$ing things in or out o. your @unar Robe, s$itching $hat hand you hold an item $ith, or using PTiming< uto ctionQ skills and items"
Free ctions are mostly narratie things, and are entirely up to the G5" Talking to an N&?, opening doors, those sorts o. inconse>uential things, that*s $hat Free ctions are .or" There*s no limit, but the G5 can tell you no" ?leanup &rocess 0nce all characters in the combat hae become &ostction, it*s time to moe .rom the )nitiatie &rocess to the ?leanup &rocess" There*s only t$o things hereA &rocess ;ad :tatuses !coered later#" Csing skills $ith PTiming< ?leanup &rocessQ" nd once that*s done, i. the combat is still going and there*s still enemies in need o. Wizarding, it*s time to moe to a ne$ round, and to another :etup &rocess"
M$+EMENT ENGAGE
NW3 uses a system o. abstract moement in order to simulate battle" The rules are .airly straight.or$ard" There are .our distances that combatants are said to be at< Engaged%?lose, :hort, @ong, and E9treme" ?lose Range represents t$o or more characters being in the same (Engage"( n Engage is basically a melee bra$l" ;eing in an Engage $ith another character is re.erred to as (being Engaged"( When you*re at this distance, you can use PRange< ?loseQ attacks and $eapons" There*s no real concrete distance here, it*s the distance one needs to be in a closein melee .ight i. you*re actiately engaged in that struggle" The book describes it as (the distance bet$een t$o blades"( :hort Range represents, essentially, anyone $ho is not in an Engage, or possibly the distance bet$een t$o di..erent Engages" )t*s basically the optimal range .or e9changes o. gun.ire, so you can use attacks and $eapons $ith PRange< :hortQ" ). concrete distances are needed, consider :hort Range to be no more than 72 meters outside o. ?lose Range" @ong Range is .or characters $ho may be appearing in the :cene, but are too .ar a$ay to really interact $ith it much" )t*s generally impossible to moe to this distance, as it can be measured up to 1km outside o. :hort Range" :ome certain specialized attacks, such as those .rom a sniper ri.le !meaning, $eap ons or skills $ith PRange< @ongQ# can target characters at @ong Rang e" The book gies a metaphor< @ong Range is like a 3mm thick glass $indo$" -ou can see through it, but i. you can*t .igure out ho$ to get around it, then that is said to be @ong Range" (:eeable but not obtainable"( E9treme Range is so .ar outside o. the scope o. battle that it*s essentially not possible to be in it" )t*s used to represent those characters $ho might be talking through a phone, or being $atched on a camera" For e9ample, een i. a skill can target an entire :cene, that doesn*t mean that the person you*re $atching on your security camera can be targeted, een i. you can see them" 5oing When you take a 5oe ction during Round &rogression, there are three types o. moement you can per.orm< )nade, Withdra$, and )nteral"
)nading represents moing .rom :hort Range to ?lose Range $ith another character" )nading is also called (Engaging( or (enterting an Engage"( Withdra$ing represents escaping .rom an Engage and moing .rom ?lose Range to :hort Range" Withdra$ing is also called (leaing an Engage"( =o$eer, it should be noted that Withdra$ing speci.ically re.ers to Withdra$ing .rom an Engage $ith an enemy" ). you do so, then you must spend a 5inor ction, in addition to your 5oe ction, to Withdra$ .rom the Engage" This represents the enemy*s attempts to interrupt your moement, called =indering" ). you aren*t in an Engage $ith an enemy, then you don*t need to Withdra$" )t should also be noted that i. you are in an Engage $ith an enemy, you can*t )nade and Engage $ith a di..erent enemy" -ou must Withdra$ .irst" Finally, )nteral is a moement that is neither an )nade or a Withdra$" )t represents moing to a special place in the :cene, such as $here an ob/ect is, or something like that" ?omple9 5oement 'epending upon the situation o. the :cene, also, it may re>uire multiple 5oe ctions in order to get $here you $ant to go" This is called ?omple9 5oement" Essentially, in addition to using your 5oe ction to moe, you may also use your 5inor ction and 5a/or ction" 5inor ction represents one 5oe ction, and a 5a/or ction represents three 5oe ctions" Each 5oe ction, i. you*re curious, can be said to moe around 12m, so a character $ho spends their 5oe, 5inor, and 5a/or ctions all to moe moes about 622m" !Note that using your 5a/or ction in this $ay ends your 5ain &rocess, and you become &ostction, /ust like i. you had attacked"# @et*s gie an e9ample" @et*s say that the G5 decrees that there*s a ;oss enemy, and some small .ry in .ront o. it" -ou, the =ero, are technically :hort Range to all o. them, as you are not in an Engage $ith anything" =o$eer, let*s say that the G5 e9plains that the small .ry are in the $ay o. reaching the ;oss" s the =ero, you totally $ant a piece o. the ;oss, so you ask ho$ many many 5oe ctions it $ould take to )nade the boss" The G5 responds $ith three 5oe ctions" This means that it*ll essentially take your entire turn, ho$eer note that it doesn*t make you )nade the small .ry .irst, then Withdra$, then )nade the boss" )t simply bypasses the small .ry, representing true .reedom o. moement" That*s ?omple9 5oement" )t*s also possible to use this system to make it so that you can*t be reached by enemies in one round" ;lockade :ome e..ects $ill establish a ;lockade in an Engage" This means that not only is the enemy =indering you, they*re deliberately barring your path, or keeping pressure on you to make it di..icult to pull a$ay" )n order to Withdra$ .rom an Engage that has been ;lockaded, you and the ;lockading enemy need to make an 0pposed :&' 8udge" ). the enemy is success.ul, you stay $here you are" ). you are success.ul, you Withdra$, but your turn immediately ends and you become &ostction !representing it taking your entire .ocus to moe a$ay"# 5oing to @ong or E9treme Range 5oing to @ong Range during an encounter essentially is the same as retreating" =o$eer, i. .or $hateer reason you $ant to be at @ong Range, you need the G5*s permission to do so" ). you hae it, then a.ter your moe is completed, your 5ain &rocess immediately ends and you become &ostction"
This is the same as $ith moing to E9treme Ran ge, $hich the book stipulates as *generally impossible*L you need the G5*s permission, and your 5ain &rocess ends and you*re &ostction" Retreat 5oing to @ong Range tends to mean you*re Retreating" ). you Retreat, then you can*t inter.ere $ith the :cene any more" Flying There*s no special rules regarding Flying" )t*s le.t open to be narratie in nature, allo$ing you to reach places you might not other$ise be able to" There*s no special rules as to ho$ high someone can .ly, keeping in mind $hat*s been discussed here about ranges" Either a character is Flying, or is Grounded" Eery Wizard possesses a basic ability to .ly by using their @unar Robe, though there are other methods to achiee Flight as $ell !such as riding a ;room, magic, etc"# To .ly using a @unar Robe is more akin to being able to .all in any direction, by manipulating ho$ graity a..ects you" )n order to achiee Flight $ith the @unar Robe during Round &rogression, it costs a 5inor ction" To return to being Grounded !no matter ho$ you achieed Flight#, it*s an uto ction" ). you .ly using a @unar Robe, $hen it is actiated, you must pay a cost o. 6d 5&" ). you don*t hae the 5&, you can*t .ly" Note that you cannot .ly using @unar Robes in Fortresses"
ATTACK DAMAGE
ttacking is the soul o. TR&Gs, and it*s no di..erent here" ;ut be.ore $e talk about ho$ to go about rolling the dice .or that, $e need to discuss a .e$ properties o. attacks" First, you need to determine $hether your attack is a &hysical ttack, or a 5agical ttack" This should generally be obious" &hysical ttacks come .rom $eapons, $hile 5agical ttacks come .rom spells" ). you*re unsure $hat your attack is, ask the G5" This is important to decide, because it ha s rami.ications .or not only skills !some interact $ith certain kinds o. damage#, but most importantly, the 'e.ender" This is because &hysical ttacks deal &hysical 'amage, and there.ore, the 'e.ender is going to make a &'EF 8udge against it" @ike$ise, .or 5agical ttacks, they*ll be using 5'EF against the 5agical 'amage" :ome skills let you make *a physical attack* but deal *magical damage*" )n this case, you*re making a &?? 8udge to hit, and a &TK 8udge .or damage, but the 'e.ender must roll 5'EF" Essentially, the type o. damage is more important to kno$ $hat the 'e.ender rolls, than anything" 0ne more thing" ttacks hae Elements to them" For &hysical ttacks, this is al$ays $hat your .irst Element is, the one you picked in chargen" For 5agical ttacks, typically the spell or skill in >uestion $ill identi.y $hat its Element is" ). not, use your .irst Element" lright, no$ that $e*re done, let*s talk about actually attacking" =it, 'odge, 'amage :tep 6< ttacker 'eclares Target -ou need to be able to see the target" The target needs to be in range o. your $eapon, skill, spell, or
$hateer" There may also be other considerations that the G5 $ill decide on" Cltimately, the G5 needs to con.irm your target is alid" ). so, the target is no$ re.erred to as the 'e.ender" ). the attack e..ects multiple targets, keep in mind that the ttacker only rolls onceL each 'e.ender can make a Reaction to it, i. they like, but their Reaction only matters .or they themseles !unless their Reaction is a skill that says other$ise"# :tep 1< ttacker &er.orms the =it ?heck The =it ?heck is a 8udge per.ormed to check to see i. you hit" The =it ?heck is either going to be &?? !.or &hysical ttacks#, or 5?? !.or 5agical ttacks"# Roll it like you $ould any other 8udge" :tep 3< 'e.ender &er.orms 'odge ?heck The 'odge ?heck is a 8udge per.ormed to check to see i. they dodge" )t is al$ays an E 8udge, unless some e..ect changes that !there*s a .e$ skills that make it a &?? 8udge, .or instance"# This 8udge is done like any other" :tep M< ?ompare ttacker and 'e.ender*s Results Total up each side*s lter and 'ice Roll to arrie at their Result" ?ompare the t$o" ). the ttacker is e>ual to, or greater than, the 'e.ender*s Result, the attack is a success, and $e moe onto the damage roll" ). the 'e.ender rolled higher than the ttacker, the attack .ails and eerything stops here" :tep 7< !ssuming =it# &er.orm 'amage Roll The ttacker rolls either a &TK 8udge !.or &hysical ttacks#, or 5TK 8udge !.or 5agical ttacks#" 8udge like any other" t the same time, the 'e.ender rolls either &'EF o r 5'EF !you get the drill by no$#" :ubtract the 'e.ender*s 8udge .rom the ttacker*s 8udge" ). there*s any number le.t oer, that number becomes $hat*s called =& 'amage" :tep < pply =& 'amage Whateer number $as le.t oer a.ter :tep 7 is no$ applied to the 'e.ender*s =&" Reduce their =& by that amount" ). their =& hits 2, they become )ncapacitated" Keep in mind, ho$eer, that there*s many skills out there that re.er to =& 'amage, speci.ically skills that reduce =& 'amage" This is done a.ter the damage roll has happened" lso, ;ad :tatuses are no$ applied at this step" =o$eer, i. the ttacker rolled less than the 'e.ender, note that no damage is applied to the 'e.ender, and neither are any ;ad :tatuses" nd, it should be obious, but i. the 'e.ender*s roll subtracted .rom the ttacker*s roll produces a negatie number, the 'e.ender is not healed" Full =it, Full 'odge :ome skill e..ects say they produce e..ects kno$n as Full =it, and Full 'odge" These basically mean that you (absolutely do that thing"( ). you turn your 'odge ?heck into a Full 'odge, then it doesn*t matter that the ttacker rolled their critical alue 7 times in a ro$you still dodge that attack" :imilarly, Full =it is that you hae absolutely hit your target, and it doesn*t matter $hat the dice say"
=o$eer, in the case o. both a Full =it .rom the ttacker, and a Full 'odge .rom the 'e.ender, the 'e.ender $ins the tie" This is a subersion o. the usual rule, so take care" =& and 5& The lo$est alue either =& or 5& can hae is 2" They d o not go into negatie numbers" While damage can reduce these numbers to 2, it should be noted that i. you are paying a cost, such as $ith a skill, you hae to be able to pay the cost in .ull, or other$ise you can*t use the skill" :o i. you hae M =& le.t, and decide to make a gambit on a skill that has P?ost< 7 =&Q, you simply can*t" :orryA ). your 5& hits 2, there*s generally no problem" :ame $ith &rana" =o$eer, i. your =& hits 2, you become )ncapacitated" :ee aboe .or the e..ects o. that" While )ncapacitated, i. you are attacked again, you become 'ead" The e..ects o. that one should be obious" This is typically the only $ay that a Wizard &? can die, so e..ectiely it means Wizards $on*t eer die" =o$eer, the G5 can al$ays decide narratie reasons hae aligned to make a character deadsuch as $hen the party .lees, leaing an )ncapacitated .riend behind in a Fortress" &oor .riend" Recoery Wheneer an e..ect $ould heal =& or 5&, it $ill call .or a Recoery 8udge" This is a special type o. 8udge that has t$o special rules to it" The .irst is that there is no *Recoery* statL the e..ect that called .or the Recoery 8udge $ill proide the number that you make the Recoery 8udge $ith" :o, .or instance, i. it says *5ake a Recoery 8udge $ith PRecoery< 4Q*, you kno$ to roll 1dH4" =ere*s the real bitch, ho$eer" Normally, $hen you roll a 8udge o. any kind, Fumbles and things like that can*t reduce the Result o. the 8udge to negatie numbers" Not so $ith Recoery 8udges" They can be negatie, and i. they are, they =CRT -0C" -es, you risk potentially losing =& or 5& on a Recoery 8udgeA This can )ncapacitate you, ho$eer, it can neer kill you !.or instance, a .riend trying to reie you .rom )ncapacitated $ith a healing spell, een i. they Fumble on it, $on*t do any harm other than prolonging your dirt nap"# There*s rules here that talk about Natural Reco ery, $hich stipulate that i. the &?s receie enough rest, they recoer =& and 5& .ully" =o$eer, it may be that the &?s hae been immersed in a tense situation and haen*t been able to rest com.ortably" )n such a case, it*s adiseable to make them roll Recoery 8udges .or both =& and 5&, and recoer that amount" s a reminder, &?s are also entitled to Recoery 8udges $heneer they do not appear in a :cene" !) still think you should /ust set =& and 5& to ma9 thoughA# When you hae &?s roll .or Recoery 8udges as part o. Natural =ealing, the y*ll use the .ollo$ing .ormula< =& Recoery Recoery &o$er :trength 7 !5a9 3# 5& Recoery Recoery &o$er Kno$ledge 7 !5a9 3# ;ad :tatus The adorably named term .or *conditions*" Essentially, they*re""" bad statuses, that characters can be in.licted $ith during combat, that impose arious modi.iers or restrictions, and each comes $ith their o$n speci.ic $ay as to ho$ they are cleared" ;ad :tatuses are al$ays $ritten like S;:< Name to make
them distinct" lso, all ;ad :tatuses are automatically cleared at the end o. combat" 2ressure ;ad :tatus that re.lects being under some kind o. intangible !or een tangibleA# pressure" character $ith S;:< &ressure cannot use skills or items" )t is recoered .rom by spending a 5inor ction to clear the condition" Rigor ;ad :tatus that represents being unable to moe through an y kind o. means, including being knocked prone, or being caught in a $eb" ?haracters $ith S;:< Rigor cannot per.orm 5oe ctions" Recoery happens at the end o. a character*s 5ain &rocess, or during the ?leanup &rocess" 2oiso% The most common kind o. condition in any TR&G to e9ist eer" -ou*re poisoned, or maybe someho$ losing health through some other means like .ire" S;:< &oison al$ays comes $ith a leel, and is usually $ritten like S;:< &oison !3# or something" 'uring the ?leanup & rocess o. each round, a character $ith S;:< &oison loses =& e>ual to the rating o. the &oison 9 6d" S;:< &oison can only be recoered .rom by skills or items" 2&r&lysis ;ad :tatus that re.lects moements becoming di..icult, slo$ing the character*s reaction time" character $ith S;:< &aralysis takes a 7 penalty to the Result o. Reactions !like 'odge ?hecks"# Recoery only happens due to skills or items" D&ed For $hen a character has been knocked .or a loop, is seeing double, or is other$ise mentally impaired" character $ith S;:< 'azed takes a 7 penalty to @@ 8udges" )t is automatically recoered .rom during the ?leanup &rocess"
?oer Cp ?oer Cp is essentially taking the hit .or someone else" ll characters possess this ability, though some classes possess skills that enhance it in certain $ays" This is the basic ersion, though e en the enhanced ersions $ill .ollo$ these basic rules !e9cept $here noted by those skills"# First, ?haracter declares that they*re going to ?oer Cp .or ?haracter ;" This has a timing o. basically, a.ter :tep 7 o. the attack, but be.ore :tep !the *apply damage* step"# This means that all calculations are done by ?haracter ;, and is simply receiing that damage in place o. ;" This means that super tough characters ?oering Cp .or $eaker characters $ill take more damage than usual" ny$ay" can only do this i. is &rection, and also in the same Engage as ;" can*t per.orm a 'odge ?heck a.ter has decided to ?oer Cp" lso, can only ?oer Cp .or a single attack" ll damage that $ould*e gone to ;, instead goes to !including ;ad :tatuses#" .ter the end o. this ?oer Cp action, becomes &ostction" 0biously, characters can*t declare ?oer Cp on themseles, and characters that hae declared ?oer Cp, can*t in turn hae someone else ?oer Cp .or them" 5ostly common sense stu.." ). it*s the case that there*s an area attack, then and ; both make 'odge ?hecks like normal" =o$eer, a.ter$ards, can still declare to ?oer Cp .or ;, i. $ants" =o$eer, i. it*s the case that .ailed the
.irst 'odge ?heck, and then still $ants to ?oer Cp .or ; !ho$ heroicA#, should take double damage" That is, $hateer the damage roll is !remember ; is calculating eerything#, 91" Whe$" nd that*s itA ll you need to kno$ about combat in NW3"
:UNAR CASKET; @unar ?askets $ere created by the Emulators in order to act as a counter to the World ;arrier" That techni>ue $as stolen by Wizards and improed upon, in order to establish a skill to deploy solid barriers" @unar ?askets are constructed by seering the cause and e..ect o. a space" :imply put, actions $ithin the @unar ?asket hae no e..ect on the outside $orld" The &? Wizards, all o. them, hae U@unar ?asketV" ). U@unar ?asketV is used, then a @unar ?asket $ill be deployed" RUER The person $ho deployed the @unar ?asket !the Emulator or the character $ho used U@unar ?asketV# is herea.ter re.erred to as the Ruler"
INN$CENTS INSIDE THE UNAR CASKET 0nce a @unar ?asket has been erected $ithin a :cene, )nnocents caught inside are all treated as E9tras" Treatment o. E9tras is de.ined by the G5 as a :ession Rule" ;asically po$e rless, )nnocents are in a hal.asleep state and are unable to perceie things normally, and their memories $ill be muddled" Things seen and heard inside $ill be blurred, as though the )nnocent $ere in a dream" Een i. they could remember, it $ouldn*t help them make sense o. things"
UNAR CASKET AREA AND DURATI$N The @unar ?asket lasts until the Ruler remoes it, o r until the :cene ends" 'epending on the G5*s pre.erence, the duration o. the :cene can change, and ending a @un ar ?asket during a :cene is okay too" The area o. a @unar ?asket depends on the G5*s pre.erence, and generally should encompass the $hole area o. a :cene" 0. course, the G5 can decide the area o. in.luence can be diided" 'escribed later, $hen the 'ie starts, or until the ?lima9 &hase is oer, the @unar ?asket cannot be remoed"
2ERCEI+ING UNAR CASKETS 0nce the @unar ?asket has been erected, the ?rimson 5oon rises" 0nly Wizards and Emulators can see the ?rimson 5oon" This is ho$ they kno$ a @unar ?asket has been erected" The range at $hich one can see the ?rimson 5oon is not particularly de.ined" )t may be seen .rom all oe r the $orld, a city, or !$ithin 62m+# dapt to the needs o. the :cenario" Note that it is p ossible to make @unar ?askets $hose presence cannot be sensed using special techni>ues" When a @unar ?asket is hidden, the ?rimson 5oon does not rise, and the method o. approach cannot be ascertained"
UNAR CASKET IN+ASI$N AND DESTRUCTI$N ). you can perceie the e9istence o. a @unar ?asket, then inasion o. it is easy" ?onersely, )nnocents can basically not approach an erected @unar ?asket" The location o. the @un ar ?asket is treated as though it did not e9ist in the $orld" =o$eer, the Emulator inside the @unar ?asket can inter.ere $ith inasion by using bul$arks" :uch a @unar ?asket is called a Fortress" The .ollo$ing $ill e9plain Fortresses"
DI+E
)nading a @unar ?asket that has become a Fortress, and eliminating the Ruler" 'uring the 5iddle &hase, this process is called a 'ie" When a 'ie begins, until the 'ie ends, or until the G5 declares the remoal o. the @unar ?asket, the @unar ?asket is maintained beyond a single :cene"
IN+ADING THE F$RTRESS )n a Fortress, the only $ay to inade is .rom an opening kno$n as the Entrance" dditionally, in order to enter the Entrance, special conditions must be .ul.illed" These conditions are proided in the Episode Rules" Furthermore, an ade>uate cost !o. =&, 5&, and &rana#, a key$ord, or an item !like a (door key(# may be re>uired"
RETREAT FR$M A F$RTRESS Normally, you can*t Retreat .rom a Fortress" ). any o. the .ollo$ing three conditions is met, you can Retreat"
The Ruler is de.eated The Fortress ?ore is broken The Ruler grants permission Naturally, the last condition is di..icult" )n reality, de.eating the Ruler or destroying the Fortress ?ore is necessary"
F$RTRESS C$RE The Ruler is basically the heart o. the erected @unar ?asket"
=o$eer, because o. that, $hen the Ruler leaes the @unar ?asket, it cannot be maintained" )n order to preent that, a Fortress ?ore may be used as a keystone to maintain the @unar ?asket" ;y placing the Fortress ?ore, the Fortress is maintained een $ithout a Ruler"
F$RTRESS RUES )n Fortress Rules, a Fortress is diided into reas"
)nside these reas, eents and enemies may be encountered !or .ought#" Whether these reas are connected to one another is represented by Gates" &lease re.er to the map on &GE N0T &&ER)NG )N T=): &'F" -ou $ill see that the reas are connected by Gates like ske$ered dumplings" The reas are the dango, and the Gates are the ske$ers"
RE
s described aboe, reas are game progression units $herein arious eents, such as enemy encounters, Fortress ?ores, and the like, occur inside o. Fortresses" !# Eents< These appear in underground labryinths in computer games, like the rooms and leels o. a dungeon" 6 rea is proceeded like 6 :cene" )n other $ords, $hen you enter an rea, a :cene begins, and $hen you leae, the :cene ends" lso, reas outside o. the current rea, can*t be considered as part o. the current :cene"
GTE Gates link together reas to other reas" When the &?s hae resoled the Eent o. an rea, they then proceed through a Gate!#, and enter the ne9t rea" !# Gates act as both an entrance and an e9it, and may be used both $ays""" usually"
RE&RE:ENT)NG GTE: N' RE: &lease re.er to the map on &GE N0T &ER)NG )N T=): &'F" reas are indicated $ith a circle, $ith lines conne cting them" The lines are Gates" These reas all linked together are illustrated on $hat*s called a rea 5ap"
&R0?E::)NG RE: When entering an rea, a :cene begins" The G5 de clares $hat type o. rea it is, as $ell as proides description and direction" The .ollo$ing types o. reas e9ist" !close enough# Normal rea n rea $ith no designated speical eent" The G5 may per.orm a R0? on the rea Eent ?hart" 0b/ect rea n rea $here some kind o. ob/ect may be .ound" The G5 may per.orm a R0? on the rea Eent ?hart" !Note< *0b/ects* are a data item" 0ne e9ample is the *:hinma Kuukan*, or Emulator :pace, $hich gies enemies a .lat H3 bonus to all o. their rolls"# Trap rea )n this rea, a dangerous deice e9ists" The &?s must de.eat it in order to proceed" Eent rea n rea $ith an established eent, including an encounter $ith the Ruler" What kind o. eent occurs is determined by the scenario" When the eent is resoled, the rea becomes a Normal rea or 0b/ect rea" Enemy rea n rea $here enemies e9ist, and battle $ill happen" The G5 may per.orm a R0? on the Enemy ?hart" n Enemy rea basically turns to Round &rogression" s soon as the G5 stops directing, Round &rogression starts" Fortress ?ore rea The rea $here the Fortress ?ore is installed" )t is normally the case that
guardian .orces hae set up .or the Wizards in adance" Entrance rea The place to enter the Fortress" ;asically, once you enter the Fortress, you cannot leae again until the Ruler is de.eated, or the Fortress ?ore is destroyed" 0. course, the G5 can, during Fortress ?onstruction, make an e9it" )n this case, /ust use the Entrance rea as an e9it"
&R0?E::)NG GTE: The gates that link the reas together are Gates" The .ollo$ing is the type and processing method o. Gates" They are represented $ith special lines and rules, blah blah" Gate !Normal Gate# Gate that lets you moe to the ne9t rea $ithout any special rules" 0neWay Gate This represents a Gate that you can*t return through" :ecret Gate Gate that has been hidden, and normally can*t be used" ). you clear $hateer kind o. eent is in the rea, you can use it" ?losed Gate Gate that starts out closed, but by clearing eents in that rea, or a di..erent rea, it can be used" 'amaged Gate Gate that can*t be used" )t represents a broken Gate" The G5 may allo$ limited uses o. the Gate" )n that case, a.ter the number o. uses hae been e9pended, it becomes a 'amaged Gate and cannot be used" !# !:ecret Gate# ). no special eent has been prepared, but a *'anger :ense* !危機感知# 8udge $ith 'i..iculty 67 is passed, then the :ecret Gate may be reealed" !# !?losed Gate# 5akes re.erence to putting a Ga te Release 'eice !0b/ect# in a di..erent area, blah blah"
&&ER)NG )N N RE )t is possible to appear in a :cene that*s already progressing" ). a &? not inside the Fortress succeeds at an ppearance ?heck, they appear in the current :cene !rea#" The 'i..iculty .or the ppearance is " =o$eer, in order to moe to the current area .rom the Entrance rea, each Gate that has been passed through imposes a modi.ier o. 1" That is to say, i. the current rea is the Entrance rea, the 'i..iculty is " ). the current rea is beyond three Gates, then the total modi.ier is 391, and the 'i..iculty is 6M"
RETRET)NG FR05 N RE There may be some cases $herein you might $ant to escape .rom an rea" )n the case o. Round &rogression, the usual rules .or Withdra$al should be .ollo$ed" 0utside o. Round &rogression, you can /ust escape through a Gate to a di..erent rea" ). there is no Gate to e9it .rom the area, Withdra$al and Retreat are not possible"
TR& RE This is basically /ust giing a description o. Trap Rooms, likening them to Fantasy Games that hae giant thorns or $hateer"
TR& )'ENT)F)?T)0N 8C'GE )n a Trap rea, the G5 $ill call .or a &erception 8udge" This 8udge is called a Trap )denti.ication
8udge" The 'i..iculty .or this 8udge is set by using the Trap*s 'etection alue" This 8udge determines $hat kind o. mechanism the trap uses, as $ell as identi.ies ho$ to deal $ith it" The Trap )denti.ication 8udge can be per.ormed by any &? that has ppeared in the :cene" nyone $ho succeeds at the Trap )' 8udge can s$itch oer to the Trap Remoal 8udge" ). the $hole party .ails, the trap actiates"
TR& ?T)T)0N ). eery &? that has appeared in the :cene .ails the Trap )' 8udge, then the trap actiates" For the e..ect o. each trap, re.er to the trap*s data" ). the actiated e..ect mentions the possibility o. easion, the appropriate 8udge $ill also be listed"
TR& RE:ET ). the trap in a Trap rea has actiated once, then that*s all" =o$eer, the G5 may decide to reset the trap" ). the trap isn*t remoed, then it might a ctiate eery time the rea is inaded"
TR& RE50@ 8C'GE )n order to slip past a trap, or to stop it, you need to make a Finesse 8udge using each trap*s Remoal alue as the 'i..iculty" This is called a Trap Remoal 8udge" ;y succeeding at a Trap Remoal 8udge, it becomes possible to stop the traps planted in the area" -ou push the stop button, or $hateer" 5ultiple tries may be made to remoe the trap, but because o. the possibility o. a Fumble, each try should be made one at a time" ). a character Fumbles on a Trap Remoal 8udge, the trap automatically actiates" ?on.irm ho$ to proceed $ith the trap*s data" lso, i. it*s necessary to determine $ho the trap targets, target the character that $as making the 8udge"
'NGER :EN:E 8C'GE ). shit goes do$n, the G5 can call .or a 'anger :ense 8udge .rom eery &? that has ppeared" This e9presses that as the pro.essional Emulator hunters that Wizards are, they are constantly igilant een $hen the players behind them are not actiely declaring their intent to search .or danger" This rule represents ho$ their e9perience allo$s them to discern suspicious places and atmospheres" The 'i..iculty o. the 8udge depends on the kind o. danger" lso, the G5 may call .or either a &erception or @uck 8udge $ithout telling the 'i..iculty" This is because the 'anger :ense 8udge is passie" blah blah
'NGER :EN:E 8C'GE ')FF)?C@TThe 'anger :ense 8udge 'i..iculty o. traps is e>ual to their Remoal alue" ). ambushed or being shot by an N&?, the 'i..iculty is e>ual to that N&?*s &erception H4" ). there are no abilities that determine di..iculty, the 'i..iculty is 61" 0. course, the G5 can alter these $ith no problem"
:C??EE')NG W)T= 'NGER :EN:E 8C'GE ). a &? is success.ul $ith their 8udge, they beco me a$are o. $hateer the danger $as" ). it $as a trap, they may shi.t to a Trap )' 8udge, and i. an enemy, they can respond as appropriate"
@CNR ?:KET @0G)? s mentioned aboe, the @unar ?asket is a oneo.akind parallel $orld created by the Ruler" )nside, the la$s o. time and space are t$isted according to the Ruler*s $hims like a bent scre$" This means, the Ruler sets the :ession Rules" :o, $ithin the @unar ?asket only, the G5 may de.ine alid rules as they please" E9amples o. @ogic appear on page 131" dopting or changing these is .ine, as is making your o$n"
@0G)? RE50@ &?s can nulli.y the e..ect o. one @ogic upon themseles by spending 6 &rana" This e..ect lasts until the end o. the session"
Enemy Rules N2C Co%structio%
N&?s are all characters not controlled by &?s, but rather by the G5" =ere are the rules concerning the construction o. those N&?s" N&? ?lassi.ication Guests 8ust like &?s, Guests hae classes and skills" While they use the same construction rules as & ?s do, the G5 may add or change character leels, ?ombat :tats, skills, or items" &rana E9cepting .or Guests $ith special rules, Guests generally don*t hae &rana" ?alamity The U?alamityV enemy skill on page $hateer is a po$er.ul ability" 0nly an N&? the G5 has speci.ically allo$ed may ac>uire it" 5ob 5ob is a single character that represents ten or more enemies" They typically appear u nder the control o. Emulators, and are either monsters or lesser Emulators" Essentially, they*re small .ry" 5ob ?onstruction -ou*ll .ind enemy data on 5obs in, blah blah" E9tra N&?s $ithout any kind o. combat capability" From a random old man to nzelotte, they are all basically E9tras" E9tras are handled in $hateer manner the G5 declares in :ession Rules" ). there are no speci.ied rules .or something, players can suggest things to the G5" Enemy n (enemy( is something that opposses the &?s, and in many cases, they are Emulators" Enemies can be Guests, 5obs, or een E9tras" )ncomplete Enemies )t*s permissable to make enemies $ith only accuracy alues and attack alues, instead o. haing complete data" )n these cases, it may be declared as special rules that attacks automatically hit these enemies, $ith no 8udges made .or 'odge ?heck or de.ense" Enemy :kills Enemies may .reely ac>uire any enemy skill"
Enemy 5oement The degree to $hich tactical actions !actions that support other enemies or other characters# are taken by enemies is sub/ect to the /udgement o. the G5" )n general, since Emulators are at least as intelligent as humans, they $ill act $ith some measure o. tactical acumen" ;oss Enemies 'uring the ?lima9 o. an Episode, it*s o.ten the case that a po$er.ul enemy is .ought" This po$er.ul enemy is kno$n as a ;oss" =ere are the rules concerning the construction o. ;oss characters" =o$ :trong :hould it ;e+ This basically /ust says *ho$ strong does it need to be to gie you a proper .eeling o. tension $hile still being .un*+ Which is useless, thanks" mount o. =& There are t$o .actors in determining ho$ much =& a ;oss should hae" The .irst is an image o. ho$ many rounds the boss should last" The other is .iguring o ut the di..erence bet$een the &?s*s attack po$er and de.ense po$er" The combat round length is essential" 62 rounds o. battle $ill lose the sense o. tension, $hich is $hat people $ant" This section seems like it*s mentioning that i. you compare the ;oss*s de.ense to the &?*s attack, and the di..erence is 7 or more, the &?s $on*t b e able to do much to the ;oss, not counting crits%.umbles" TL ote: 9o, %asicall$, $o" need to fi&"re o"t how m"ch dama&e the P5s can do in a sin&le ro"nd, and then times that %$ how man$ ro"nds $o" want the fi&ht to last, to &et the a ppropriate amo"nt of %oss
)TE5 RC@E: =ere, data concerning items like $eapons, armor, and ;rooms are listed" ?ommon Entries 'ata that most i. not all items share" Name The item*s name" ?lass The class o. item" The diisions are< Weapon, rmor, ccessory, Enchantment, Tool, &otion, and :erice" ). an item has multiple classes, they $ill be listed $ith a slash !%#" Weight The $eight o. an item" )tems that aren*t e>uipped don*t count to$ards your Weight ?apacity" &??, E, 5??, &TK, 5TK, &'EF, 5'EF, :&' ll o. these are modi.iers to the ?ombat :tat" )n most cases, you $ill add all o. them together .rom all items you hae e>uipped" The general e9ception is that you don*t add together the &TK or 5TK o. $eapons or enchantments" :lot The slot that you e>uip an item to" ). an item does not hae a :lot, modi.iers .rom that item are only applied i. it is in your )nentory" :lot< 0ne =and n item that can be used in one hand" single character can hae up to t$o :lot< 0ne =and items e>uipped" :lot< T$o =and n item that re>uires both hands to use" ). you hae a :lot< T$o =and item e>uipped, you cannot e>uip :lot< 0ne =and items !and ) assume other :lot< T$o =ands, as $ell"# 0ther ). an item says (0ther( in its :lot, then re.er to that item*s Type to .igure out $hat :lot it is e>uipped to" ?ost The item*s cost, $ritten in arco !#" E..ect ). an item has an e..ect, its timing and ho$ it is used $ill be e9pressed here" ;asically, treat it e9actly like a skill" There*s a .e$ special $ords to consider $hen reading them< Wearer the character that has the item e>uipped" Cser the character that used the e..ect o. the item" ?onsumable The item is discarded a.ter use" ). it is a $eapon, the $eapon is lost a.ter completing the attack or skill"
Total E>uipped Weight !Weight ?apacity# -our Weight ?apacity is e>ual to your :trength ttribute plus your ?@" When you add together the Weight o. all the items you hae e>uipped, eery point that goes oer that amount, is taken as a penalty to &??, E, and 5??" Weapons The data .or $eapons" Type There are t$o types o. $eapon< 5elee and Ranged" -ou can make &hysical ttacks $ith these $eapons" ). a skill or item*s e..ect describes !?lass< Weapon#, it $ill contain 5elee or Ranged!+#" Range The range at $hich a character using the $eapon can target another character" This should be sel. e9planatory, e9cept .or one caeat" ). a range is $ritten like PRange< :hortQ, the means that the $eapon cannot be used to target characters in the same Engage as the character" )n other $ords, it *can only target characters at :hort Range*, $hereas PRange< :hortQ could target both ?lose and :hort" Csing t$o $eapons at the same time -ou can only use one $eapon $hen making an attack" ). you are using a :lot< 0ne=and $eapon in either hand, then you do not add together the &TK ratings o. those items" =o$eer, all other modi.iers are added together, such as &?? and &'EF" This is to say, $hile $ielding t$o s$ords doesn*t make you strike harder, $ielding a s$ord and a shield $ill still grant you the obious bene.its" The *'ualWield* condition When you hae a $eapon e>uipped in either hand, you are said to hae the 'ual Wield condition" This is important because it might interact $ith some skills" General Weapons ;asically, nonmagical items are called General )tems" :ome e..ects may re>uire speci.ically general items, as opposed to ;rooms or something like that" rmor The data .or armors" :lots There are .ie :lots .or rmor< =ead, Cpper, ?lothes, :houlder, and Gloes" @ayering rmors s long as they aren*t the same slot, you may bene.it .rom multiple armors" That is to say, $hile you can*t $ear t$o :lot< Gloes armors, you can $ear :lot< Cpper and :lot< Gloes and bene.it .rom both" lso, some items say they speci.ically ('oesn*t :tack"( in their e..ect" With the e9ception o. :lot< 0ne =and, :lot< T$o=and, and :lot< ?lothes items, do not add the alue o. armors to your ?ombat :tats, i. you are $earing such an item" ccessories ccessories are items that produce e..ects $hile e>uipped, that are neither $eapons or armor" While
accessories may hae a slot that speci.ies being e>uipped to the same place as a $eapon or armor, you cannot e>uip both to the same slot" Enchantments Enchantments are basically ($earable magic"( ). it helps conceptualize them, think o. them like runes" They*re basically e>uipped to one hand" ;elo$ are entries common to Enchantments alone" 5emory ;asically, the *$eight* o. Enchantments" -ou only count enchantments you hae e>uipped" :lot Generally, enchantments only hae :lot< 0ne =and or :lot< T$o =and" ). the .ormer, you can e>uip the enchantment to either hand" ). the latter, you must e>uip it to both hands" 0biously this means you can*t hae $eapons in those hands" Wielding t$o enchantments @ike $eapons, you can e>uip t$o :lot< 0ne=anded enchantments at the same time" lso like $eapons, you do N0T add together their 5TK modi.iers, but eery other modi.ier is added together" T$in 5agic This condition represents that you are dual $ielding enchan tments" 5emory ?apacity @ike $eight capacity, you hae a *memory capacity*" This is e>ual to your :pirit H ?@" =o$eer, unlike Weight, i. your total 5emory $ould e9ceed your 5emory ?apacity, you cannot e>uip that combination o. items" Cni>ue )tems )tems $ith special e..ects are kno$n as Cni>ue )tems" They might hae d i..erent :lots .rom normal items, so each is e9plained !belo$+#" 5agic Tools These are tools are mainly make use o. magical po$er" They*re all sorts o. stu..A
>R$$MS
;rooms are speciallycra.ted magic tools made to be a Wizard*s partner" Today, most Wizards use ;rooms" Flying $ith ;rooms =erein are e9plained the rules .or .lying $ith ;rooms" ; y riding your ;room, you can .ly" While riding your ;room, you can charge around the battle.ield" Riding your ;room )t takes a 5inor ction to start riding a ;room" This condition is called being in the *Riding ?ondition*" character in the Riding ?ondition is also Flying" The .irst character to ride a ;room is kno$n as the 'rier, and there can only be one 'rier per one ;room" ?haracters cannot ride more than one ;room at a time"
&assengers 5ultiple people can ride ;rooms" ll characters that are riding the ;room, aside .rom the 'rier, are called &assengers" While riding the ;room, &assengers cannot use 5oe ctions, nor can they moe at all" =o$eer, $hen the 'rier moes, the &assenger moes $ith them, the same $ay, at the same time" With a 5inor ction, a &assenger can stop riding a ;room" ;room 'ata )n addition to the usual ?ombat :tat modi.iers, ;rooms hae a Type and ?apacity, $hich are all e9plained belo$" ?ategory ;rooms belong to certain categories" This basically is to tell you $ha t skill can ac>uire those brooms !.or e9ample, :aint ;room gies you a ?ategory< :eal broom"# ). any e..ect says *?ategory< ;room*, it is re.erring to all ;rooms, rather than any speci.ic ;room" Type This e9plains $hat Type o. ;room the ;room is, such as a 5elee or rmor" :ome ;rooms also hae multiple Types" Types are e9plained belo$" ?apacity !0ption :lots# This number indicates ho$ many ;room 0ptions may be e>uipped to the ;room" E..ect ). a ;room e..ect re.ers to *you*, it means the ;room*s rider" ;room Type ;rooms are diided into seeral Types that describe its main .unctions" The Type also tells you $hat kind o. ;room 0ptions you can use $ith the ;room, and $hat skills somethingsomething+ !-ou can use+ ?hoose+# ). the ;room has multiple Types, they are displayed $ith a slash !%#" Type< 5elee ;rooms that hae the .orm o. melee $eapons, like blades or spears" Type< Ranged ;rooms that hae the .orm o. guns or bo$s, that are made speci.ically .or long range combat" Type< 5agic ;rooms that strengthen magical attacks and spells" Type< rmor ;rooms in the .orm o. armor or een clothes that proide protection" Type< 5obile ;rooms that specialize in moement" These brooms include types that can carry a large number o. passenger" ;room 0ptions There are a ariety o. optional parts that can be loaded onto your ;room, and you can hae as many as
you hae ?apacity" 0ption 'ata The .ollo$ing data is particular to ;room 0ptions" Note that e..ects o. ;room 0ptions only mani.est $hen they are loaded onto a ;room" Type ;asically, the Type o. the ;room 0ption has to match the Type o. the ;room" ). a ;room says *Type< *, then it can be e>uipped onto any kind o. ;room" 0ccupy 0ccupy represents ho$ much o. your ;room*s ?apacity the option takes up" ). you don*t hae enough ?apacity, then you can*t e>uip the option" Wielder ). an option mentions *$ielder*, it means the character that has the ;room the 0ption is e>uipped to, e>uipped" II0nly ). an option says something like *5agic :$ord 0nly*, then it can only be e>uipped to a ;room o. that category"
AD+ANCED >$$K NE= ITEM DATA
This book adds enchantments, ;rooms, and magical tools" For reading these items, see the aboe" 5aou Enchantments Enchantments that a :ummoner has receied by entering into a contract $ith a 5aou" While e>uipped, the aatar o. the 5aou appears in the same Engage as the character !in other $ords, you summon and bind the 5aou and direct their moements"# =o$eer, $hile you completely control the enchantment and ho$ it*s used, basically $ith the e9ception o. 5agical ttacks, the aatar is not treated as a character and can do nothing" single character may only e>uip a single 5aou Enchantment" This is because the relationship bet$een the 5aous is bad, so summoning them at the same time is impossible" )n order to be able to summon multiple 5aou, the :ummoner :ecret :kill !$hateer# needs to be ac>uired" 5edium 5edium Tuner class skill U5ediumV can &resere enchantments" These are the alter egos o. the 5edium Tuner, and hae the appearance o. robots or beasts" 5ounted Weapons 0ther than normal ;room 0ptions, ;room can be e>uipped $ith (5ounted Weapons"( These special ;room 0ptions are e>uipped to a ;room*s ?apacity" 「搭載武器を装着した箒」を使用しているキャラク ターの!使用"#る$ PDF 5ompiler ote: !es, this is what I want in a translation. Gapanese.
)tems $ith 5ultiple E..ects :ome items $ill hae t$o e..ects" ;asically, these e..ects are treated as di..erent things" For e9ample, /ust because *E..ect 6* ends, doesn*t mean *E..ect 1* $ill also end" PDF 5ompiler ote: Items ma$ &o here one da$.
:K)@@: When you make a character, you $ill select t$o classes .rom among the 6 !36# listed" The classes you select determine $hich skills you are able to obtain" -ou may not obtain any skills .rom classes you are not" =o$eer, ?ommon :kills may be obtained regardless o. class" Wizards .ight by using the skills they hae"
Kinds o. :kills :kills can be categorized as .ollo$s" ?lass :kills :kills that belong to a class" Csually, $hen the $ord *skills* is used, it*s typically re.erring to class skills" ?ommon :kills :kills that don*t belong to any class, and can be obtained by characters o. all classes"
:kill &riority ). a rule contradicts another rule other than the Golden Rule or an e..ect o. a skill, then the e..ect o. the skill takes priority" ). t$o skills, or a skill or an item, or something similar, hae rules or e..ects that one contradict one another, then the user may choose $hich e..ect to receie !usually the most adantageous one"#
Csing :kills The method o. using skills is e9plained ne9t, $hile rules concerning 8udges and dice rolls are e9plained else$here" 'eclare Cse With the e9ception o. PTiming< ?onstantQ skills !$hich are al$ays on#, it is necessary to d eclare the use o. a skill" The use o. a skill cannot be declared .or any timing other than $hat has been established .or each skill" dditionally, the use o. a skill may only happen once per declaration, according to the timing" &aying ?ost ). a skill has something listed in the P?ostQ .ield, that cost must be paid at the time the use o. the skill is declared, or else it can*t be used" ?ost in speci.ic is discussed in belo$" )t should be noted that $hen paying a cost, you cannot go belo$ 2 =& or 5& !that is, i. you don*t hae enough to pay the cost $ithout haing at least 6 =& or 5& le.t, then you can*t use the skill"#
8udge :ome skills are treated as attacks" )n such a case, unless the =it ?heck or a 8udge using the speci.ied ttribute is success.ul, the skill $ill not take e..ect" 5ultiple ?haracters ). a skill targets multiple characters, then the character using the skill need only pay the cost once, and any 8udges they need to make are made only once" &ostction character doesn*t become &ostction by using a PTiming< 5a/or ctionQ skill" character becomes &ostction once their 5ain &rocess ends" Cse Re>uirements :ome skills re>uire you to hae obtained another particular skill be.ore you can ac>u ire it, or re>uire the use o. speci.ic items or $eapons $hen they are used" E>uip ). a skill says something like PRestrict< 5agic :$ord E>uipQ, then you need only hae that item e>uipped in order to use the skill" Cse ). a skill says something like PRestrict< 5agic :$ord CseQ, then you must use an item .rom that category in speci.ic in order to use the skill" ). a skill has multiple categories o. skills listed, then you need only one o. them to use the skill" Csing :kills 0utside o. Round &rogression 5ost skills are assumed to be used during Round &rogression" )., during :cene &rogression, you $ant to use a skill, then you basically are allo$ed to use one skill per 5ain &rocess"
pplying E..ects 0nce a skill has been declared, and its costs paid .or, the e..ect o. the skill $ill properly take e..ect" The e..ects $ritten in the e..ect .ield are applied to $hateer character $as de.ined by the PTarget
Cnless the e..ect o. a particular skill speci.ically states that its e..ects can stack, they don*t stack" !That is to say, you can*t bene.it .rom the same skill, but multiple skills that grant a similar bonus are .ine"# E..ect 'uration ). the e..ect o. a skill does not speci.y $hen it ends, then it ends at the end o. the 5ain &rocess" ). a skill $ith a lasting e..ect is used outside o. Round & rogression, then it is assumed that skill lasts until the end o. the :cene instead" =o$eer, the G5 may determine to end the e..ect o. a skill at any time !outside o. Round &rogression"# Ending E..ects character may end the !positie# e..ects o. any skill they are under at an y time" This is considered to be an uto ction" =o$eer, characters can neer end the e..ect o. PTiming< ?onstantQ skills" Rerolling 8udges There are some skills that allo$ you to reroll the dice roll o. a 8udge" )n such a case, all modi.iers .rom other skills and items are still alid" That is, nothing e9piresL the roll is the e9act same as it $as be.ore using the reroll skill"
ttacks The e..ect o. some skills is basically to act like an attack, either a &hysical ttack or a 5agical ttack" Re.er to the section on attacks .or ho$ to resole these kinds o. skills" Treat them e9actly like you $ould any other attack" )t*s /ust a skill, $hich is an attackA
:ubstition ?hecks The e..ect o. some skills allo$ you to substitute $hat ttribute or ?ombat :tat is used .or a 8udge" For instance, $hen making a 'odge ?heck, you might use a skill that allo$s you to substitute &?? .or E" )n these cases, all modi.iers that apply to E cannot be used" ny modi.iers that apply to &??, ho$eer, can be used" Furthermore, any modi.iers that apply to 'odge ?hecks in general can also be used, as there is nothing de.ined speci.ically, so it $orks regardless o. $hat stat you use"
:imultaneous pplication o. E..ects There may be cases in $hich multiple skills might be applied simultaneously, such as skills used to a..ect =it ?hecks, or damage rolls" First, the ttacker announces the name o. the skill they $ill use" Then, the 'e.ender may announce the name o. the skill they $ish to use in response" This is to say that the 'e.ender $ill al$ays kno$ $hat skill the ttacker is going to use, and can react accordingly" They may een change $ha t skill they $ere about to use, a.ter hearing the skill the ttacker $ill be using" .ter both sides hae .inalized their decisions, the G5 determines ho$ the skills interact" !The general gist o. this rule is so that i. the ttacker uses a skill that changes their =it ?heck to a Full
=it, .or e9ample, the 'e.ender doesn*t need to $aste resources using a skill that enhances their 'odge ?heck" 0r, similarly, the 'e.ender can react by using a skill that makes their 'odge ?heck into a Full 'odge $hen the ttacker uses a skill that raises their &??, $hen be.ore the 'e.ender had only planned on raising their E"#
;ad :tatuses 0erlap )n short, ;ad :tatuses don*t stack, unless they hae a rating" For e9ample, i. you hae S;:< &aralysis and $ould take it again, then nothing happens" =o$eer, i. you hae S;:< &oison !3#, and are hit $ith S;:< &oison !1#, then you no$ hae S;:< &oison !7#"
SKI DATA FIEDS
=ere is the e9planation on ho$ to read skills"
Name The name o. the skill"
?ategory This .ield sho$s the classi.ication o. a skill" :ometimes !most times#, a skill $ill not hae a classi.ication" The .ollo$ing are the types o. classi.ications, and $hat they mean" :pell This classi.ication represents that the skill is a spell" The skill may receie the e..ects o. skills, items, or other modi.ications that speci.y they a..ect spells" :pell !Element# ). $ritten like (:pell !Fire#(, that means the spell is o. the Fire Element" ). t$o Elements are $ritten sidebyside like (:pell !Fire%@ight#(, that means the spell possesses both Elements" :pell !&ick# ). $ritten like (:pell !&ick#(, then once that spell is a c>uired, an Element must be chosen .or the spell" :imilarly, i. it is $ritten (:pell !First#( or (:pell !:econd#(, then the Element becomes your character*s First or :econd Element, respectiely" ;room This classi.ication represents that the skill has an e..ect on ;rooms that the character e>uips" Trait !%& but ) .elt *?onstruction* $as too lengthy and didn*t >uite represent $hat it meant# This skill may only be ac>uired at character creation" )t cannot be ac>uired during @eel Cp"
)tem skill that allo$s a character to ac>uire an item, or else is a skill that modi.ies an item someho$" )n most cases, this e..ect $ill be applied during &replay" )tems ac>uired by a P?ategory< )temQ skill can neither be sold, nor &resered, and are lost during .terplay" uto This is short .or (utomatic c>uire"( 'uring character creation, you ac>uire both o. your class*s uto skills automatically" ). a class has more than one uto skill, you must choose one o. those skills" ). you $ould ac>uire an uto skill that you cannot take more : kill @eels in !.or instance, you doubled up on a class $ith a single uto skill that has 5a9 :@#, then you ma y ac>uire another skill .rom that class instead" :ecret skill marked $ith :ecret means it is a uni>ue, po$er.ul skill" character may only ac>uire one :ecret skill .rom one class !that is to say, i. you hae a ampire%=ero character, they may take one :ecret skill .rom ampire, and one secret skill .rom =ero#" =o$eer, i. your classes are the same !ampire%ampire or =ero%=ero, .or instance#, you may ac>uire three :ecret skills .rom that class" Keep in mind, i. your change your class, you can no longer use any :ecret skills ac>uired .rom that class, until you change back to that class"
c>uire ?@ The ?haracter @eel you must possess in order to ac>uire a skill" Csually this $ill be 6, bu t higher re>uirements e9ist"
5a9 :@ 5ost any skill may be ac>uired multiple times, and each time raises its (:kill @eel(, or :@" This .ield represents the ma9imum :@ that skill may be raised to" When ac>uired .or the .irst time, a skill is at :@6" When ac>uired again, it is at :@1, and so on" skill may not be raised aboe its 5a9 :@" ). a skill has a 5a9 :@ o. 6, then essentially it cannot be raised"
Timing The timing $ith $hich a skill may be used" :kills may only be used $ith their speci.ied timing, and only once per such timing" II &rocess ). a skill speci.ies something like (:etup &rocess( or (?leanup &rocess(, then it may be used during the sonamed &rocess" :ometimes, a skill might omit the (&rocess( and /ust hae :etup or ?leanup" II ction The skill may be used as an action" 5inor ction, 5a/or ction, and Reaction are the usual diisions" This may be described as (5inor( .or 5inor ction or (5a/or( .or 5a/or ction on your sheet"
;e.ore 8udge % .ter 8udge The skill is used be.ore, or a.ter a 8udge is made" )n the case o. (.ter 8udge,( it*s .ine to $ait until the e..ects o. the 8udge hae been e9plained be.ore you declare the use o. the skill" 'amage Roll The skill is used during a damage roll" Whether it a..ects a 8udge like &TK or &'EF depends upon $hat is $ritten in the skill*s speci.ic data" 'amage roll is sometimes abbreiated to 'R" ?onstant The e..ect o. this skill is al$ays on, and its e..ect is al$ays applied to its user" =o$eer, i. the PRestrictQ .ield is speci.ically de.ined !see belo$#, then the conditions must be .ul.illed in order .or the e..ect to take place" !For instance, i. it says PRestrict< E>uip ;roomQ, then the skill*s e..ect is applied constantly, so long as you hae a ;room e>uipped"# 'o$ned The skill is used $hen you yoursel. are 'o$ned" 0nce the e..ects o. this skill are applied, then the e..ects o. 'o$ned are processed !i. still applicable"# U:kill NameV ). the name o. a skill is $ritten, then the skill is used at the same time as the described skill" Cnless other$ise speci.ied, the ?ost o. both skills must be paid" &rep This skill is used at the start o. combat, be.ore the beginning o. Round &rogression" ). multiple characters declare the use o. skills $ith this timing, they are processed in order o. highest to lo$est :peed"
?heck This .ield describes $hat 8udge is to be used $hen a ?heck is called .or by using a skill" n ttribute might be speci.ied, or a ?ombat :tat" utomatic The e..ect occurs as soon as the use o. the skill is declared" There is no ?heck re>uired" ttribute%'i..iculty, or ?ombat :tat%'i..iculty &er.orm a 8udge using the listed ttribute or ?ombat :tat, compared against the listed 'i..iculty" ). no 'i..iculty is listed, then a 8udge is still rolled, but .ailure only happens on a Fumble" =it ?heck The skill is processed as though it $as some kind o. attack" The details regarding the =it ?heck $ill be described in the E..ect area o. the skill" ). the =it ?heck is a success, then the e..ect o. the skill takes place" 'odge ?heck
@ike aboe, the skill is treated like a 'odge ?heck" ). the 'odge ?heck is a success, the e..ects o. the skill take place"
Target The target .ield describes $hich character!s# receies the e..ect o. the skill" ). the .ield is marked $ith a , that means that no other skill, item, or anything else may change the skill*s target" !:o i. you use a skill $ith PTarget< :ingleQ, and some e..ect $ould change it to PTarget< rea !Q, then it remains PTarget< :ingleQ and the e..ect is nulli.ied"# :el. The user o. the skill receies the e..ect o. the skill" :ingle single character speci.ied by the user o. the skill receies the e..ect o. the skill" The user may target themseles" nX This $ill typically look like *1X* or *MX*" t most, *n* number o. targets $ill receie the e..ects o. this skill" The user determines $ho" rea ll characters !.riend or .oeA# $ithin one Engage selected by the user o. the skill receies the e..ect o. the skill" =o$eer, i. $ritten like PTarget< rea !&, n#Q then up to *n* number o. targets in the Engage chosen by the user receie the e..ect o. the spell" ). *n* !PTarget< rea !Q .or e9ample# is not speci.ied, then any number o. targets in the Engage receie the e..ect o. the skill" :cene ll characters appearing in the :cene receie the e..ect o. the skill" @ike $ith rea, PTarget< :cene !Q may be speci.ied" Re.er The target $ill be speci.ied in the skill*s e..ect"
Range This .ield speci.ies the range at $hich the e..ects o. the skill $ill reach" ?lose This skill can only target a character in the same Engage as the skill*s user" :hort This skill can target a character in the :cen e that is N0T in the same Engage as the skill*s user" lso, a character can only be targeted i. the user can see that character" Whether or not a character can be seen is determined by the G5" Weapon
This skill*s range is determined by the $eapon the user o. the skill is using" :cene This skill targets all characters that hae appeared in a :cene, e9cepting those at E9treme Range"
?ost This .ield $ill speci.y $hat cost must be paid $hen the skill is used, something like =&, 5&, or receiing a ;ad :tatus" ). the ?ost cannot be paid, then the skill may not be used" Cnless it speci.ically says (the cost can be reduced(, ?osts cannot be reduced by items or e..ects" =& The ?ost is paid $ith the speci.ied amount o. =&" ). this $ould bring you belo$ 6 =&, you cannot use the skill" 5& The ?ost is paid $ith the speci.ied amount o. 5&" ). this $ould bring you belo$ 2 5&, you cannot use the skill" &rana The ?ost is paid .or by the speci.ied amount o. &rana" lthough there is no limit to ho$ much &rana can be spent, you cannot go belo$ 2 &rana" ;ad :tatus ). a ;ad :tatus is $ritten as the ?ost o. a skill, then a.ter resoling the e..ects o. that skill, you receie the ;ad :tatus" ). you $ould receie a ;ad :tatus you already hae, then it isn*t necessary to receie it again"
Restrict This .ield describes certain limitations that must be met in order to use a skill" ). the conditions described are not met, then the skill cannot be used, and it also can*t een be declared" ). multiple limitations are described, then conditions must be met in order to use the skill" II Cse This condition speci.ies that a $eapon must be used $ith !in order to attack $ith# the skill" E9amples $ould be (;room Cse( or (;lade Cse(, $herein the ?lass%?ategory o. the $eapon must match the condition speci.ied" II E>uip This speci.ies that you must hae some kind o. item, $eapon, or armor e>uipped in order to use the skill" E9amples $ould be (5agic :$ord E>uipped( " There may also be things like (!:lot< 0ne = and# E>uip( meaning that you must hae something e>uipped to one o. your hands" II Cne>uip Essentially, the same as II E>uip, but you must N0T hae the speci.ied item, $eapon , or armor e>uipped"