Night Wizard!:Read Me First
Awaken, newborn Night Wizard
Welcome to the world of Night Wizard!
Now that you have become a Wizard, you will battle the magical beasts that threaten the 'common sense' and reality of this world.
Huh? Magical beasts don't exist in your world? I guess I'll have to explain everything, then.
From now on, with your fellow Wizards, you'll have to fight to maintain 'the way things are' in your world. For it's because of their battles that no trace of these magical beasts appear in your daily life. Their battle is for this world, Far-The-Earth, where places that 'common sense' cannot reach are frequently opened.
From now on you will fight to protect the common sense you call 'science'. Because, if enemies from the other world conquer science and common sense, the unbreakable shield known as the "World Barrier" will no longer be omnipotent. With the many great battles recently, the World Barrier has weakened and the power of Wizards has increased. But as the oppressive enemy gathers their strength, that power pales in comparison.
Therefore, the only one who can protect this world... is you!
Barriers and Wizards
Now that you have awakened to your powers as a Wizard, what can you do?
Since you are an existence apart from the 'common sense' of this world, Far-The-Earth, in truth there is little that you cannot. For instance, if a gun is shot at you, the bullet won't do any serious damage, and if you fall from a height of 30m you won't suffer even a single scratch.
But, this isn't something you can brag about. Because if the masses observe the actions of a 'person separated from reality' in their midst, the thoughts of these people will weaken the common sense and thusly the World Barrier, and you will become an enemy of this world.
Time of the Rising Moon
Our enemies, the Emulators, appear along with the "Red Moon." When the Red Moon rises, those things open a hole in the world barrier and come through.
The enemies that Wizards call Emulators come from another world. They steal "prana", the stored-up essence of existance, from the living things of this world. But it's unknown how long it will be until they have taken their fill of delicious prana from our inhabitants.
To describe prana with a scientific analogy, it's as if the air is becoming unclean because Emulators are sucking the pure oxygen out of it.
As for the reason that Emulators attack people: The more danger a person's life is in, the more the purity of their prana increases. Above a certain degree of purity, prana can be sucked out of the body, where it crystallizes.
These are the Wizards' magic crystals, also known as the Philosopher's Stones.
People who have lost their prana
What happens when prana, the source of life, is sucked out of a person?
Prana is "the power to exist" in this world. A person whom it is sucked out of slowly weakens, their existence becomes thin, and... they disappear. Since science cannot provide an explanation for this, this is irreversible. It is possible to replenish prana with a blood transfusion, but this only slows the process.
In most cases, people will not even notice when one amongst them disappears; it will be as if they never existed.
How to Read this Book
"Night Wizard The 2nd Edition" (henceforth NW2) is a tabletop role playing game. This book is broadly divided into five sections.
On the pages of this chapter, you'll learn the method of creating your character- your alter ego in the world of Night Wizard. It would be best if you began by first trying to create a character using the rules written here.
After you're done creating your character, please read the rules. To find out what you can do with your character, read and understand this section.
NW2 is a game. The more earnestly you play it, the more fun you'll have. In other words, NW2's a game where the fun factor depends on how dedicated you are.
The Night Wizard you've created lives inside your imagination. With your imagination, and the cooperation of the other players, you will weave a story with them. You will never replay exactly the same game twice. You will never experience exactly the same story twice.
That's why this game is fun. So, before you lose your alter ego in a tragic accident, why don't you learn how to use their abilities and help them survive?
In this chapter you'll find commentary concerning the battlefield between Wizards and Emulators, Far-The-Earth.
Game Master Section
This section contains an explanation of special rules for the GM. It also includes representatives of the Emulators that exist in Far-The-Earth and rules and data concerning enemies.
On the assumption that you haven't played before, two scenarios have been published here. If you play these scenarios first, you should understand how to play NW2. But don't read the scenarios in this section until after the session, unless you're the GM.
What you Need to Play
Each player needs these things in order to play a game.
At least one, but it's easiest to play a game if everybody has a copy.
Copies of Sheets
In this book are various sheets that are necessary to keep track of your characters.
- Character sheet: 1 for each player
- Record sheet: 1 for each player
- Session sheet: 1 copy
Each player should have two six-sided dice (or you can share.)
You should have markers of some kind to represent characters on the combat sheet. About 20 is the most you'll need.
Someone should have a pencil and eraser, a red and black ballpoint pen, and scratch paper.
Willingness to have fun
The game won't be very interesting if you're not in the mood, will it?
Sociability and common sense
NW2 is a game where you create a story with other people, so you're going to need to be able to tolerate those people. In short, don't let selfish thoughts and arguments impair the enjoyment of the other players. Respect your fellow players. Of course, this advice hardly applies to just NW2; try to keep it in mind in any game, or you won't be able to have fun.
Summary of a page of useless text, on the same themes of the last paragraph above: NW2 isn't a competitive sport. We're all here to have fun.
The players should maintain good relations and the GM should be willing to fudge dice rolls.
Victory and Loss in NW2
Games are full of situations where one needs to decide between victory and loss. In fact, that's the fundamental definition of a game. Sports for one, and thought games like chess and go, and card games.
It's necessary to have precise rules to separate winners from losers. But, this book, NW2, is not a game of conflict. The GM and players are not opponents. The only victory comes from cooperating to spend time in a mutually enjoyable fashion.
It is difficult to judge quantitatively whether you're having fun. But, there are clues that can indicate such. One of those clues is experience points. If you've earned a lot of experience points, you must have had a good time, right? But you can also have fun with a game where experience points don't come into consideration at all.
However, NW2 is designed to be a fun game to play where both players and GM can earn experience points.
Dealing with Fractions
When this book asks you to divide a number, just discard the part after the decimal point. If you're expected to do something else, it will be specified clearly.
Rolling the Dice
In NW2, to create random numbers, 6-sided dice are used. These are the two ways you may be asked to roll the dice.
Roll n (n is an integer greater than 1) dice (D is short for dice) and add up the sum of the results. In the case of 2D6, a result from 2~12 would be rolled.
Roll two dice, assign one to the tens digit and the other to the ones digit. The result will be from 11 to 66.
On the occasion when a D66 is to be rolled, the GM may allow the players to choose the order of the digits; I.E. rolling a 1 and a 5, either 15 or 51 may be chosen.
ROC is an abbreviation of Roll Or Choice. On this occasion, players may either roll the dice for a result, or select one themselves. But of course, you aren't allowed to change the results once you've rolled the dice.
Results in tables which can't be rolled on the dice, such as '0', can only be chosen deliberately.