================================================================================ MAKING THE JUDGE ================================================================================ Whenever you try to do something in the system, it's called making a Judge. Making a 'check', making a 'roll', whatever, it's synonymous in this system with making a Judge. To make a Judge, you need 2d6. You also need to know your Difficulty, and your Alter. Difficulty is the number you need to roll equal to, or higher than, in order for whatever you're trying to do to be counted as a success. Your Alter is just a fancy word that means 'total modifier'. It's technically not the term in the book, but I thought 'Decision Determination' was a bit of a mouthful, so Alter. Alter is your modifier from skills, items, stats, and anything else. When you make your Judge, you roll 2d6. You add the total of the 2d6 to your Alter, and that number is your Result. If Result >= Difficulty, you win. In the case of Opposed Judges, the active side (the one who initiated the roll) is known as the Attacker, and the passive side (the one opposing the active one) is known as the Defender. In this case, all that happens is, the Attacker rolls their Judge. Then, the Defender rolls their Judge. If Attacker's Result >= Defender's Result, then the Attacker wins, otherwise the Defender wins. Judge = A method to determine whether or not something succeeds, combining a dice roll with an Alter to get a Result that must meet or beat a Difficulty, in order to determine succeess or failure. Dice Roll = The actual dice you roll. This is 2d6, sometimes written as 2D. Again, this refers explicitly to the physical (or digital) dice, not any numbers added to it. Alter = Your total modifiers from all sources (skills, items, GM's nonsense, etc). Result = Dice Roll + Alter. Difficulty = The number your Result has to meet or beat in order to succeed. In a normal Judge, this number is set by the GM. In a Opposed Judge, this number is the opponent's Judge. Ties go to Attacker. ================================================================================ DETERMINING DIFFICULTY ================================================================================ Here's a quick rundown of sample Difficulties. Simple: 0 ~ 9 Ordinary: 10 ~ 12 Challenging: 13 ~ 15 Hard: 16 ~ 20 Expert: 21 ~ 30 Master: 31+ ================================================================================ DICE ROLL ================================================================================ When you make a Judge, you perform a Dice Roll, and add your Alter to it to get your Result. However, you can also call for an Any Seven. This simply sets your Dice Roll to 7, as if you had rolled it. It's meant to speed up play in certain instances, and is largely meant for GMs, but players can do it too if the GM allows for it. Most importantly, there's an aspect to the Dice Roll that NW3 centers around, and that's the concept of Critical and Fumble. When you start a game session, the first thing you do is roll 2d6. The total number the dice show you is your Critical Value. Then, roll 2d6 again. The number there is your Fumble Value. If your Fumble is the same as your Critical, roll Fumble again until something different comes up. Before you set these values in stone, you can spend your CF Mod on them. However much CF you have, you can spend to manipulate either your Critical or your Fumble by +1 or -1. That is to say, if you roll 6 for your Critical, and 10 for your Fumble, and your CF Mod is 2, you can change your Critical to 7, and your Fumble to 11, or you can decide to keep the 6 Critical and push Fumble to 12. The idea is that you want your Critical as close to 7 as possible (being the average), and your Fumble as close to 2 or 12 as possible (being the least likely rolls.) However, if you declare Any Seven, you can neither Critical nor Fumble. Sorry. When making a normal Judge, if your Dice Roll comes up a Critical, you automatically succeed at whatever you were doing. If you're making an Opposed Judge, then you add 10 to your Alter, and roll the dice again. If the re-rolled dice happens to come up a Critical again, then you add another 10, and re-roll again, and so on, until your Dice Roll comes up normal. If you happen to Fumble on one of these re-rolls, it's treated as a normal roll. You cannot Critical and then Fumble. Critical Result = (Alter + (10 x # of Criticals Rolled)) + 2D (the final non-Critical 2D) If you should happen to roll a Fumble, it doesn't mean an automatic failure. Instead, you subtract 10 from your Alter, and that is your Result. You don't even add your dice roll; all it is is your Alter - 10. Fumble Result = Alter - 10. And that's all you need to know. Reroll your CF Values at the start of every session. The GM's Critical Value is always 10, and the Fumble Value is always 5. ================================================================================ PRANA ================================================================================ When spending Prana, you may choose to do any of the following. Except where noted, all costs are 1 Prana for one activation of an effect. > Raise Result > Cancel Fumble > Reroll Dice > Fudge Dice > Spend as a Cost > Avoid Incapacitated > Remove Lunar Logic 1: Raise Result On any kind of Judge, you may spend 1 Prana in order to raise the Result by 2D. You may spend multiple Prana, each time increasing the Result by 2D. (Note: You can only Critical or Fumble on the original Dice Roll.) 2: Cancel Fumble If a Fumble should appear, you may spend 1 Prana in order to cancel it. In this case, use the dice as-is. 3: Reroll Dice Immediately after rolling your dice, you may spend 1 Prana in order to reroll them. You must take the second result, even if it's worse. However, you may reroll as often as you care to spend Prana. If you roll a Critical or a Fumble, you cannot use this effect. Note that during Opposed Judges, the Attacker can only reroll if the Defender has not rolled yet. 4: Fudge Dice By spending 1 Prana, you can treat the actual roll of your dice as 1 point higher or lower. That is to say, if you rolled a three and a two on your dice, for a total of 5, then you may change that total to either 4 or 6. This can make you change your Dice Roll to a Critical or a Fumble. However, if you already rolled a Fumble, you cannot use this effect (unless you use the Cancel Fumble option, then you can use this on top of it, for a total of 2 Prana spent.) 5: Spend as a Cost Many skills require Prana as a cost to function. Refer to the skill's data to see how many is required. 6: Avoid Incapacitated When you become Incapacitated, you may spend 2 Prana in order to immediately recover from that condition. Set your HP to 1. You may only use this effect once per Scene. 7: Remove Lunar Logic When under the effect of a Lunar Casket's Logic, you may spend 1 Prana to ignore the effects of that Logic. Until the end of the Scenario, you do not receive the effects of that Logic again. This is spent per Logic; it doesn't affect all Logics you might be under.