Can you not bear to Quick Start? Do you want to create a character of your very own? For people like you, these are the rules to a much more detailed method of character creation, known as Construction.
- 1 About Construction
- 2 Wizard Classes
- 3 Choosing a Style Class
- 4 Choosing a Synth Level
- 5 Choosing Elements
- 6 Determining Basic Attributes
- 7 Combat Attributes
- 8 Acquiring Special Abilities
- 9 Unarmed Combat Attributes
- 10 Items and Magic
- 11 Choosing Magic
- 12 Determining Combat Attributes
- 13 Determining Prana
- 14 Determining Personal Data
In NW2, the 'Characters' we speak of are divided into two types- 'Player Characters' (PCs) and 'Non-Player Characters' (NPCs.)
All PCs are Wizards, heroes who use magic to battle Emulators and protect this world. This section explains how to create such a Player Character.
It has already been explained how to quickly create a character using "Quick Start." This section offers an alternative. A more detailed method of character creation known as "Construction."
Construction is a method to create a character with greater freedom.
Using Construction, game data- such as class, attributes, abilities, armor, weapons, magic, and items- as well as personal data are all up to the player to decide. But looking up all this data will take a considerable amount of time.
Wizard Class represents the background and abilities of a PC as a Night Wizard. It is akin to 'jobs' in computer and video game RPGs. In this book, Wizard Classes may simply be referred to as 'classes.'
Choosing a Wizard Class
Although the GM may limit which Wizard Classes can be chosen, it is essentially up to the player. The choice of Wizard Class is important in determining a character's individuality. Please refer to the following column for a summary of Wizard Classes the player can choose from. After choosing a Wizard Class, record it on your character sheet.
Choosing a Style Class
The next step is to choose a Style Class for your character. The Style Class determines the role of a character in battle. In this book, Style Classes may simply be referred to as 'styles.' Please refer to the following column for a summary of Style Classes the player can choose from. After choosing a Style Class, record it on your character sheet.
Choosing a Synth Level
Most characters will begin at Synth Level 1. Synth Level will increase by 1 for each session a character participates in (see page 184 for more detail.) Record your Synth Level on your Character Sheet.
Every character possesses a variety of Elements. Elements represent the destiny foreordained at birth and the divine blessings bestowed upon a character. There are two Elements, of which the first has a greater influence. From this combination, basic and combat attributes are determined. Refer to page 77 for an explanation of the Elements.
About the Elements
- Die roll of 11-15: Heaven
This Element represents such things as "light" and "order." It grants high Faith and Luck, and is suited to healing magicians.
- Die roll of 16-24: Abyss
This Element represents such things as "darkness" and "chaos." It grants high Knowledge and Spirit, and is suited to offensive magicians.
- Die roll of 25-33: Earth
This Element represents such things as "the land" and "stability." It grants high Strength and Spirit, and is suited to melee combatants.
- Die roll of 34-42: Water
This Element represents such things as "the ocean" and "harmony." It increases Spirit and other Attributes related to magic, so is suitable for all magic users.
- Die roll of 43-51: Fire
This Element represents such things as "flame" and "destruction." It grants exceptionally high Strength, and is suited to melee combatants.
- Die roll of 52-56: Wind
This Element represents such things as "the air" and "oneself." It grants high Skill and Agility, and is suited to ranged combatants.
- Die roll of 61-66: Void
This Element represents such things as "space" and "nothingness." It grants high Agility and Luck, and is suited to melee combatants.
In addition to explanations of the Elements, above are the ranges to choose them with D66 or ROC. Select your Elements randomly if you would like.
Determining Basic Attributes
After choosing your Elements, refer to page 80 and record the Basic Attributes determined by them on your Character Sheet. See the following column for an explanation of Basic Attributes.
About the Basic Attributes
Below are explained the Basic Attributes and situations in which they are used.
This expresses a character's might and toughness. It affects their carrying capacity and the outcome of a Mortality Judge.
This expresses a character's ability with their hands. It affects their ability to successfully hit in combat.
This expresses a character's speed and swiftness of movement. It affects their ability to evade enemy attacks.
This expresses a character's spiritual strength and perseverence. It affects their magical prowess, defenses, and more.
This expresses a character's intelligence and wisdom. It affects their magical prowess, power, and more.
This expresses the depth of a character's faith. It affects their magical defense, prowess at healing magic, and the outcome of a Mortality Judge.
This expresses a character's awareness of their surroundings. It affects a character's ability to land attacks and to evade them.
This expresses a character' fortune. It affects their magical defense and their CF Modifier.
Your CF Modifier is determined by your Luck statistic. This affects the calculation of Critical and Fumble Values. See Page 171 for details on how to use it. For now, just calculate it. Divide your Luck by 3 (dropping the remainder) and record it as your CF Modifier on your character sheet.
After choosing your Elements, refer to page 80 and record the Basic Attributes determined by them on your Character Sheet. See the column on page 18 for an explanation of Combat Attributes.
About the Combat Attributes
This section briefly explains the purpose of each Combat Attribute. It also lists the formula to calculate them yourself.
- Hit: (Skill + Perception) ÷ 2
This attribute represents the ease of landing a physical attack. A character who is primarily a melee combatant should have a modified Hit greater than 10.
- Dodge: (Agility + Perception) ÷ 2
This attribute represents the ease of evading a physical attack. Any class would do well to have a modified Dodge of greater than 12.
- Attack: (Strength + Skill) ÷ 2
This attribute represents the capacity to deal damage with a physical attack. A character who is primarily a melee combatant should have a modified Attack of greater than 18.
- Defense: (Strength + Faith) ÷ 2
This attribute represents the capacity to reduce physical damage through defense. Having a high one is reassuring. If your modified Defense is greater than 16, you should be all right.
- Magic Hit: (Spirit + Luck) ÷ 2
This attribute represents the ease of landing a magical attack. A character who is primarily an attack mage should have a modified Magic Hit of greater than 10.
- Resistance: (Agility + Luck) ÷ 2
This attribute represents the capacity to evade magical attacks. Any class would do well to have a modified Resistance of greater than 10.
- Magic Attack: (Knowledge + Spirit) ÷ 2
This attribute represents the capacity to deal damage with a magical attack. A character who uses attack magic should have a modified Magic Attack of greater than 16.
- Magic Defense: (Knowledge + Faith) ÷ 2
This attribute represents the capacity to reduce magical damage through defense. Having a high one is reassuring.
- Endurance: Determined by Elements
This attribute represents a character's physical stamina. It is both the initial value and the limit of their HP.
- Magic Power: Determined by Elements
This represents a character's magical stamina. It is both the initial value and the limit of their MP.
- Initiative: (Strength + Agility + Knowledge + Faith) ÷ 3
This represents how swiftly a character can act. It can be used to determine the order of actions in battle when necessary.
- Movement: Unarmed Initiative ÷ 10 + 1
This attribute represents how many Sq a character can move in a normal move action.
Movement is a number that determines how many squares (Sq) a character can move with a normal movement action. This is explained in more detail on Page 193. For now, just calculate it. Record your Movement as your unarmed "Initiative" attribute divided by 10 plus 1 on your character sheet.
Endurance and Magic Power
Endurance and Magic Power represent a character's total life force and magical ability respectively. These are the initial and maximum values of Hit Points (HP) and Magic Points (MP.) Neither healing magic nor rest will cause them to exceed these values. Like Combat Attributes, these values are decided by your Elements and listed in the same table as them. Record them on your Character Sheet.
Minimum Values of HP and MP
The minimum value of HP and MP differ between the two.
The minimum value of MP is 0. If MP reaches 0, nothing unusual occurs.
HP can drop below 0 and does not have a lower bound. However, if it drops below 0, it represents a Near-Death State. Characters in this state must perform a Mortality Judge, and if they fail it, they will die.
It is essential to manage your HP and MP. For the sake of having a fun game, keep close track of them.
Next, record the modifiers your Wizard Class and Style Class have upon your attributes on your Character Sheet.
Synth Level Modifier
Allot a number of points equal to your Synth Level amongst the Synth Level row under your Combat Attributes. At the time of Construction, your Synth Level is 1, so you may add 1 to an Attribute of your choice.
Acquiring Special Abilities
From among those available your chosen Class, Style, and to all characters, you may choose five Special Abilities. You must choose abilities whose level is below your Class Level. So at the time of Construction, you may choose Level 1 abilities from your Wizard Class and Level 0 abilities from your Style Class. This requirement does not apply to abilities open to all characters. In addition, at the time of character creation, your Special Abilities' SL cannot exceed 3. Record your Special Abilities on your Character Sheet.
These powers are fundamental to the Night Wizards and are learned by them all, whether they practice magic or something akin to it. Lunar Robes are an important power to conceal the existence of Night Wizards from Innocents. One can also store a limited amount of equipment within their Lunar Robe.
Style Class Universals
Style Classes grant various Universal Special Abilities as well. All PCs of a style class possess the Abilities of theirs marked with "CL Requirement: Universal."
Unarmed Combat Attributes
Now, calculate your Unarmed Combat Attributes. These are your base Combat Attributes with modifiers from your Class, Style, Synth Level, and Special Abilities added.
Items and Magic
Every character begins with a monetary allowance of 500,000 varcas. This can be used to purchase weapons, armor and magic. Items and magic available by default to all characters is marked with an asterisk.
Weapons and Armor
For the list of weapons and armor, see Page 49.
Effect on Battle Attributes
Record the effects of your equipped weapon and armor on your character sheet in the Equipment section. This section is primarily for weapons and armor.
Equipment Weight Limit
The weight of equipment such as weapons and armor that a character can equip without difficulty is, in total, their Strength + Synth Level. When one wears equipment that exceeds this limit, their judges will receive a modifier of -1 for each point of excess weight. For instance, if a character with Strength 12 and Synth Level 1 has equipment with weight 14, their judges will have a modifier of -1.
Wizards are always surrounded by a simple barrier known as a "Lunar Robe." It is inside this Lunar Robe that they store their weapons, armor and other items. However, there is a weight limit. The limit of equipment and belongings that can be held is Strength ｘ 2 + Synth Level. A Lunar Robe cannot hold more weight than this. Storing or retreiving items from a Lunar Robe is an Out Action (page 191.) See page 173 for more detail on Lunar Robes.
Enter any other items you have chosen in the Items section.
Items used in a session of NW2 will be lost at the end of the session unless they are preserved. When preserved, even if an item is destroyed, lost or expended during a session, a substitute will be acquired by the next session. For details on preservation, see page 185.
Any money not spent on equipment or magic will be lost. The money available to you is decided before the beginning of the session. See Page 178.
For the list of magic, see Page 49. In NW2, magic is treated like equipment. Record magic in the same column as you would equipment.
As an example, a character with Knowledge 12 and Synth Level 1 may use 13 points' worth of Enchantment. As a Wizard gains experience, their capacity will increase.
Record your chosen invocations in the Magic column.
Determining Combat Attributes
Add equipment and magic modifiers to your Combat Attributes to determine their final value. Enter these into the Equipment column.
The will to exist that humans possess is known as Prana. It is in search of this Prana that the Emulators invade Far-The-Earth. Now, determine the initial value of this Prana. Prana is measured in two ways; Essence and Release. Essence is the total amount of Prana a character possesses, while Release is the amount of Prana that they can expend at once. Prana attributes may be modified by Special Abilities. For more information on Prana, see page 186.
- Release = CF Modifier
- Essence = 10 - Release
Determining Personal Data
Return to Page 68 to determine your personal data and complete Construction.