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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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