Night Wizard!:Fortress Rules Summary
If Characters make a Surprise Attack before Round Progression has begun, they may each take a single Main Process. Reactions made against their actions receive a -3 penalty to them. As Round Progression has not started, they may not use Special Abilities, Magic or other Actions that cost Count.
Trap Detection Judges
Make a Perception Judge with Difficulty set by the Trap's Detection Level. If it is a success, all Trigger-type Traps as well as secret Enchant-type, Continue-type Traps and Objects present in the Tile may be detected.
Even if there are multiple types of Traps, only one Judge is performed and used to determine which traps are detected. For example, if a Detection Level 18 and a Detection Level 22 Trap are present, and the PC rolls 19, they detect only the Trap with Detection Level 18.
Danger Sense Judges
Make a Perception Judge with Difficulty set by the number written in parentheses after the Trap's Detection Level. If this Judge is a success, the Character realizes the presence of the Trap and can choose to stop just before entering the Square that triggers it.
If the Danger Sense Judge fails, the Trap is activated.
Trap Disarming Judges
If a Skill Judge with Difficulty set by the Trap's Disarm Level is successfully made, the Trap can be disarmed. However, Traps with no Disarm Level written cannot be disarmed or have Trap Disarming Judges made upon them.
If the Judge is a failure, the Trap is not disarmed. If the dice roll of the Judge is a Fumble, the Trap is activated regardless of whether the Judge was successful or not.
Within a Fortress, if one does not have a torch or similar, it's possible to be in complete darkness. To express this, the brightness of a Fortress's interior is expressed by Light Levels. Light Levels range from 1 to 4. If none in particular is specified, assume that it's 3.
Light Level 1
Complete darkness. You can't see anything in this. Only the Square one is present in is visible.
During Round Progression, Movement Power is reduced by 1 (to a minimum of 1.) In addition, all Judges receive a penalty of -3.
Light Level 2
This is the darkness of a night lit by the moon, stars, or something similar. All Judges receive a penalty of -3.
Light Level 3
This is the dim of the morning or evening. It does not normally cause a penalty to Judges. Within a Fortress, it allows one to see everything within the Tile they are present in, but not into neighboring Tiles.
Light Level 4
This is the brightness of the sun at noon. It does not cause a penalty to Judges. Within a Fortress, one can see clearly up to 10 Squares away from them.
Magical darkness may be caused by the Blackout or Darkness Traps, among other things. If this happens, normal lights such as a pocket flashlight will not penetrate it.
Bad Status Chart
|Unconsciousness||Major Actions, Minor Actions, Auto Actions and all other Judges cannot be performed.||Succeed at a Spirit Check with Difficulty 15 during your Main Process.|
|Pressure||Special Abilities cannot be used if they must be declared first.||Use either a Major Action or a Minor Action.|
|Panic||All-Out Movement and Normal Movement may not be performed. All Reactions receive a -10 penalty.||Use either a Major Action or a Minor Action.|
|Poison||Lose HP equivalent to the level of the Poison during the Clean-Up Process.||Items, Magic or Special Abilities.|
|Capture||The Weapon or Enchantment affected cannot be used to perform attacks.||Use both a Major Action and a Minor Action- in other words, lose a turn.|
|Paralysis||Normal Movement may not be performed. All Reactions receive a -10 penalty.||Items, Magic or Special Abilities.|
|Daze||All Judges receive a -5 penalty.||Use either a Major Action or a Minor Action. Also recovered from automatically during the Clean-Up Process.|