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nates a foe in a single attack. This attack can only be WEAPONS
performed when the character has a weapon.
Weapons can assist characters in Ninja vs. Samu-
In order to perform a Fatal Strike, the player must rai RPG. There are two categories of weapons: pro-
successfully perform a Critical Hit, then forgo the jectile and non-projectile. Non-projectile weapons
effects to make the attack fatal by declaring the ac- include staffs, swords, polearms, and the like. Pro-
tion. Finally, the player must roll a second 1D20 ver- jectile weapons are those that can be thrown or those
sus the GM or Character being targeted and be victo- with the ability to launch other objects, usually at
rious. Having now made a successful Fatal Strike, long ranges. There are things a player needs to un- C
the target's HEA is reduced to 20 and is knocked out. derstand before purchasing, using, or finding weap- h a
In the event of a failed Fatal Strike, the GM must ons that are essential to using them to the best of their p
roll on the Critical Hits Failed Chart on page 130 of ability. This section is dedicated to instructing play- t e
the Ninja vs Samurai RPG Player’s Manual to deter- r
mine the results of the failed action. ers in the etiquette of weaponry.
Understanding the Weapons Chart
Grabbing and Holding an Opponent
Much like the character attributes, weapons have
To grab an opponent, use the Action Roll proce- categories and qualities that make them like addition-
dure to represent the attempt at grabbing and/or hold- al characters. The Weapons Charts are found in
ing an opponent. Roll higher (adding any possible Chapter six of the Ninja vs. Samurai Player’s Manu-
modifiers) than the defender, and the hold will be ap- al, and have several categories to understand.
plied. This hold will last until it is broken by way of
“Action vs. Reaction Rolls” or the captor releases the The first category is the Price. The price of the
hold. All of the members in the party are able to at- weapon. The first category is the Price. The price of
tack the target being held, without having to roll a the weapon indicates how much money is needed to
die, as long as they are in attack range. The held op- purchase it.
ponent may perform an attempt to break the hold af- The second is Name. The name of the weapon is
ter each loss of 10 HEA during that melee round. simply that.
To break a hold, the held character, must cast The third is Weight (Wgt.). The weight of the
1D6 (adding any modifiers) versus the captor charac- weapon indicates how heavy it is and how many of
ter. If the character being held does not roll higher the character's Carry Points are being taken up while
than the captor, the hold will remain through another they move about with it.
round. If the hold is broken, the captured character
may rejoin the fray with a Control Roll to establish The next is Description. Description is a short
order. narrative about the weapon.
Throwing an Object Attack Points (AtP). AtP is how much damage a
weapon inflicts or adds to an attack. This category is
In order to throw an object, a player must simply combined with the character’s STR to give the
look at the character’s Throwing Range, which deter- amount of damage a weapon can do.
mines the distance the character is accurately able to
throw. If a character wants to throw something at a The next category is Range (Rng). Rng is the
target, it must be within this predetermined distance. maximum distance a character can attack with a
This feat is performed during the Action Roll. weapon, and, in certain situations, gives the character
a control roll advantage during certain situations due
Since only the thrown object is making contact to the weapon’s length. This scale is ascending
with the target, only the object's Attack Points, and where 0 is the shortest and 3 is longest. However, a
not the characters Strength Points, are used to calcu- Rng. greater than 3 can be used from ranges beyond
late damage. 3, and gives a +4 Control Roll bonus.
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