- 1 RPG
- 2 World
- 3 System
- 3.1 Action
- 3.2 Auto Action
- 3.3 Movement
- 3.4 Action Count
- 3.5 Basic Attribute
- 3.6 Critical [C]
- 3.7 Critical Number
- 3.8 Judge
- 3.9 Scene
- 3.10 Square (Sq)
- 3.11 Perfect Hit
- 3.12 Perfect Dodge
- 3.13 Combat Attribute
- 3.14 Combined Level
- 3.15 Conflict Judge
- 3.16 Achievement Value
- 3.17 Ordinary Judge
- 3.18 Attribute
- 3.19 Fumble [F]
- 3.20 Fumble Number
- 3.21 Physical Attack
- 3.22 Physical Damage
- 3.23 Prana
- 3.24 Minor Action
- 3.25 Magic Attack
- 3.26 Magic Damage
- 3.27 Hit Judge
- 3.28 Main Process
- 3.29 Major Action
- 3.30 Round
- 3.31 Reaction
These are terms which have to do with tabletop RPGs.
The host of the game. He arbitrates the rules, advances the scenario, and is in charge of characters (NPCs) other than the PCs. "GM" for short.
A participant in the game. Generally, each player creates a single character to participate in the game with.
PCs, NPCs, enemies and so forth that appear in the session or the game; existences with a will of their own is the whole meaning.
Characters created by the players, through which they participate in the game. Abbreviated as PC.
Characters played by the GM. Abbreviated as NPC.
A kind of character that appears as the PCs' enemies. In NW2, these are mainly Emulators. Played by the GM.
These are terms which have to do with the world of Night Wizard.
An illusionary moon that appears when the moongate is opened. However, some say it is the true moon and the one that normally appears in our sky is the illusion.
The denomination of the magical currency that circulates among wizards. 1 varcas = 1 yen
The general term for beings which invade this world, Far-The-Earth, from other worlds. They are further subdivided into 'Shinma' and 'Meima'.
Lunar Robe (Kaguya)
A small barrier which both Wizards and Emulators possess. A Lunar Robe is one of the simplest forms of magic, and can be used to conceal one's equipment and possessions. The basic principle is the same as that of the Lunar Caskets usually created by Emulators.
Lunar Casket (Gekkou / Fortress)
A sealed space that Emulators deploy when they invade this world. Wizards also have this capability. Especially large and labyrinthine Lunar Caskets are often referred to as Fortresses.
High-density prana that has crystallized out of the atmosphere into a solid. Also known as 'magic stones.'
Beings which come from Rikai to invade the world. They are also the enemies of Meima when they encounter one another.
People who can't use magic. However, they are the source of the power that maintains the World Barrier.
When a magical creature is defeated, their prana crystallizes into this form. A synonym of Philosopher's Stone.
People who are not constrained by science and can command the powers of magic. The PCs are all Night Wizards. Frequently abbreviated as Wizard.
The gate which is opened when Emulators from Rikai invade.
These are terms which have to do with the rule system of Night Wizard!.
In-game actions executed by a character using their Action Count. Further subdivided into Minor Action, Major Action, and Reaction.
An action that can be declared at the end of a round without using an Action Count.
An attribute that indicates the number of squares a character can move in battle.
An attribute that indicates the count of actions a character participating in battle may take.
Measures that express broad attributes of a character such as strength or intelligence.
Whenever the critical number is rolled on a 2D6, a critical happens. For instance, if the critical number is 10, one will occur whenever that number is rolled on 2D6. Abbreviated as [C].
The number that when rolled on 2D6 results in a critical. Decided uniquely for each character.
The method to determine whether or not a character's action succeeds. In many cases, 2D6 will be added to a combat attribute to calculate the Achievement Value.
The various situations that a game scenario is divided into. Used to track the game's progress and chronology.
Printed on the Combat Management Sheet are a grid of squares, abbreviated as Sq. Sq usually have four sides of 5m each. There is no limit to how many characters can occupy the same Sq.
For either physical or magical attacks, an absolute hit will cause the attack to hit no matter what. The 'Dodge' judgement should be ignored.
Like the Perfect Hit, a Perfect Dodge is guaranteed to evade any physical or magical attack. The 'Hit' judgement should be ignored. If both a Perfect Hit and a Perfect Dodge occur, the Perfect Dodge wins out.
Attributes related to battle. Often determined by combining basic attributes.
A number that expresses how much experience the character has gained as a Wizard and how they've grown.
A judge in which two characters' abilities are compared.
The numerical value calculated as a result of a judge.
A judge performed to determine the success of a character's action.
A number to express the abilities of a character. Subdivided into Basic Attributes and Combat Attributes.
Whenever the fumble number is rolled on a 2D6, a fumble happens. Generally, this results in a -10 to the Achievement Value. Abbreviated as [F].
The number that when rolled on 2D6 results in a fumble. Decided uniquely for each character.
An attack using a weapon, such as a gun or sword, that deals physical damage. A Major Action.
Damage dealt by a Physical Attack. If 'damage' is all that is mentioned, it's safe to assume physical damage was meant.
The power that is the source of existence and vitality. Within the game, it helps the PCs in a number of ways.
A simple action executed before a Major Action. It is used to prepare for the Major Action, mainly by moving. Minor Actions by themselves do not consume an action point.
Similar to a physical attack, attack magic that inflicts magic damage. A Major Action.
Damage dealt by a magic attack.
A judge used to determine whether an attack will hit an enemy. Uses a Conflict Judge between the attacker's Hit Attribute and the defender's Dodge Attribute.
The process in which a character takes their action. Basically, it's one Minor Action followed by one Major Action. After the Main Process finishes, the character's Action Count decreases.
Complex actions, such as attacks, special abilities, and full-power movement. Basically, any actions that require a Judge are Major Actions.
The period of chronology in which all the characters take an action. Approximately one minute in actual time. Abbreviated as [R].
An action taken in response to another character's Major Action; for instance, dodging an attack. Reactions do not decrease a character's Action Count.