The energy within every form of life is known as "Prana." Wizards can expend the Prana they have gathered upon magic and other powers, producing effects akin to miracles.
- 1 What is Prana?
- 2 Essence
- 3 Using Prana
- 4 Recovering Prana
What is Prana?
Prana, also known as "qi" is the energy that flows within the body of your character. Sometimes called the Orb of Life, it is the invisible energy necessary for us to maintain our existence. As supernatural beings, NW2 characters possess Prana of a level of purity that is impossible for normal people. Prana can be used to affect the Achievent Value of physical attacks, magic, and all manner of Judges or changed into HP or MP.
This attribute measures the quantity of Prana a character can carry. In other words, the aggregate amount available for use within their body. If one likens Prana to water, Essence would represent the full capacity of a water tank. Of course, this 'tank' differs among individuals. Some possess larger ones than others.
The initial value of Essence is determined at the beginning of the game, either during character creation or Level Up.
Following are the uses to which Prana can be put.
Boosting an Achievement Value
Prana can be used to boost the Achievement Value of any Judge. Before a Player performs the dice roll for a Judge, they should declare how much Prana they wish to spend. The maximum Prana they can spend is their Release* attribute. Of course, this must also be within their Essence. For each point of Prana spent, an additional die can be rolled and added to the Achievement Value. For instance, if 2 points of Prana are spent, the Achievement Value is boosted by 2D6. Of course, Criticals or Fumbles cannot be rolled on these dice. After rolling the dice, raise the Achievement Value according to the amount of Prana spent.
For example, if your Release is 4, you can raise your Achievement Value by a maximum of 4D6. If you have additional Prana, you may still use it to redo Dice Rolls.
Redoing Dice Rolls
For any Judge, one point of Prana may be spent in order to redo a dice roll. One point of Prana will allow a single die to be rerolled. Even if the result is worse than the original, it must stil be used. This may not be done when deciding Critical and Fumble numbers.
In the case of Conflict Judges
The Active Party must decide their Achievement Value first. After the Passive Party decides their Achievement Value, the Active Party may not adjust theirs.
By spending 3 points of Prana, a character may restore HP that they have lost. To determine the amount restored, perform a judge using their Healing Power. The Achievement Value of the Judge will be the amount of HP restored. In other words, 2D6 HP will be restored. However, Criticals and Fumbles may occur, so the result will not necessarily be within this limit. If Prana is used to recover HP during a Round, it is a Major Action.
By spending 3 points of Prana, a character may restore MP that they have lost. To determine the amount restored, perform a judge using their Healing Power. The Achievement Value of the Judge will be the amount of MP restored. In other words, 2D6 MP will be restored. However, Criticals and Fumbles may occur, so the result will not necessarily be within this limit. If Prana is used to recover MP during a Round, it is a Major Action.
Prana may be substituted for the cost of any Magic or Special Ability.
When a character reaches a Near-Death State, during the Cleanup Process, they must perform a Mortality Judge. If the character fails this Judge, they will die. Prana may be used to assist this Mortality Judge. However, a crucial rule applies in the case of the Mortality Judge. The Mortality Judge may not be modified. In other words, factors other than special abilities, magic, and Prana cannot affect a Mortality Judge. For example, negative statuses such as 'Daze' and 'Unconscious' have no influence, nor do magic or items which boost Strength or Faith. Neither benefits or handicaps have any effect. The difficulty level of a Mortality Judge is "15 + current HP." Thus, the more negative HP is, the more the difficulty will increase. The Judge Attribute may be chosen from either "Strength" or "Faith." If the Mortality Judge succeeds, the character's HP will become 1 and they will have escaped death. Another special rule pertains to Mortality Judges. When a Mortality Judge fails, if the difference between the Achievement Value and the Difficulty Level is within the character's Essence (i.e. just short of success,) they may still escape death. Because this ability directly reduces the character's Prana capacity, Release is not a factor. Thus, the Prana used to escape death is permanently subtracted from the character's Essence. For example, consider a dying character with Strength 10, current Prana 8, Essence 8, Release 2, and HP -15. The difficulty level of the Mortality Judge is 15-15, or 30. Because the Judge Attribute is 10, over 20 must be rolled on the dice to succeed. By using two points of Prana to boost the Achievement Value, a total Achievement Value of 26 was reached. Unfortunately, this is four points too low to live. If the player wishes not to have the character die, they may permanently sacrifice 4 points of Essence to have the Judge succeed. As a result, the character now has Essence 4, while their current Prana decreases to 2.
Prana may not be recovered during a session (of course, the GM may make an exception.) During After Play, Prana is restored up to the value of Essence.
Recovering Prana from Magic Stones
Wizards may absorb the Prana accumulated in Magic Stones. Of course, doing this requires the detruction of the Magic Stone. A single Magic Stone* can recover 1 point of Prana. Of course, Prana cannot exceed Essence. If a Magic Stone is used to recover Prana during a battle, it is a Major Action.
Magic Stone Drops
When PCs defeat an Emulator or other enemy, the GM should have them drop 1~3 Magic Stones.
In recent years, the quality of Magic Stones has fallen. Some Magic Stones, when used, will steal Prana rather than restore it. The Wizards are actively investigating whether this is due to the weakening of the World Barrier or some other reason. Magic Stones are often found within Fortresses. As the supply of Magic Stones has decreased, the price has risen sharply. Presently, they may be worth millions of Varcas.