Page 72 - FULL PLAYER EBOOK
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The next category is Life Expectancy (LiE). LiE If a weapon becomes available during a battle, it
indicates the durability and condition of a weapon. can be utilized. To pick up a weapon, simply declare
This attribute lets the user know how many situations that the character is going to pick it up. However, if
the weapon may be used before it risks breaking. an opponent wants to pick up the same weapon, the
The weapon is considered in “Great” condition when characters must perform a “Control Roll” to pick it
the LiE is between 100-75. A weapon with an LiE of up. The highest cast gains control of the weapon.
74-50 points is considered “Good”. “Fair” condition Once the weapon is in hand, the player must apply
is determined when the LiE spans between 49-25. the Rules of Armed Combat.
C
h Finally, “Poor” condition is between 24-0 LiE. A character is not able to direct attacks to specific
a
p The next category is Mass (Mas). Mass deter- heights, nor use weapon techniques if they do not
t mines the weight of the impact area of a weapon. possess the Proper Grip techniques for that type of
e
r This category is set on an ascending scale where Low weapon. Consequently, possessing a weapon you do
mass equals 1, Medium mass equals 2 and High mass not know how to hold properly warrants a –1 to rolls
is equivalent to 3 or more. against someone disarming or taking the weapon
from that character.
The next is Velocity (Vel). Velocity is used to
indicate how fast a weapon can be manipulated. This To disarm someone with a weapon, a character
scale is descending where a low velocity equals 3, must possess the “Disarm” technique. During the
medium equals 2, and high is indicated by 1 or 0. Action Roll, declare that the action is to disarm, sub-
tract the Ki Energy USED, and cast the die. In the
The next is Contact Area (CoA). This category
rates how large of an area on a given weapon comes event that the character is disarmed, anyone may pick
into contact with a target. This scale is also descend- up the weapon.
ing where low, medium and high are shown as 3, 2,
and 1 respectively.
The next category is Status Effect. Status Effect
indicates any other type of damage or condition a
weapon may cause after it is used against a target.
Pieces of armor or solid objects have an attribute
known as Armor Ratio (AR). Armor Ratio deter- Basic Rules of Armed Combat
mines the amount of damage a solid, inanimate ob- The rules of engagement for armed combat do not
ject can withstand from a single attack. The AR may differ vastly from that of unarmed combat. However,
be thought of as one attack to the weapon’s AR there are elements involved that a player must under-
(1:AR). Though all attack damage may not be ab- stand in order to use a weapon within the combat sys-
sorbed by the armor per attack, armor greatly de- tem correctly. A character may use any weapon they
creases damage done to characters. choose, however, they will not be able to apply tech-
Although all of these attributes are necessary to niques using the weapon unless they’ve have the
understand, the weapons of Ninja vs. Samurai RPG “Proper Grip” technique for the weapon type. Also,
only a few of them are necessary to actually employ player needs to understand the weapon’s attributes.
weapons and/or armor during game play.
Those that come into play are highlighted in grey on
Using Weapons the weapons chart and certain attributes apply to cer-
A character is allowed to carry three weapons at tain phases of combat: during, the Control Roll, Ac-
all times. The first is known as the main weapon. tion vs. Reaction Roll, and post battle.
The second and third are sub-weapons. Any other During the Control Roll, the weapon attribute
weapons are to be stored in the Possessions List Rng is used. As stated, Rng determines the length of
showing ownership. These items are not equipped a weapon and can give a bonus. We will observe
and cannot be used unless they are retrieved. these rules in action through a situation.
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