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certain situation.  However, a pet will not become     Other Aspects of the Game
         loyal directly after being acquired.  Pets need to be
         taught who their master is.  To train a pet, players   How to Mix Ingredients
         must earn all of the Obedience (OBD) attribute points      There are situations in Ninja vs. Samurai RPG
         determined in the die roll from the creation of the pet.   where a player may want to prepare a meal for them-

            To train a pet, a player must have a pet success-   selves or others.  To do so, there are three steps in-
         fully accomplish the number of tasks determined by     volved.   The first step requires gathering ingredi-
         the OBD attribute.  Once that goal is accomplished,    ents.  This involves the player acquiring, the neces-  C
         the player is able to unlock the animal training table   sary ingredients in anyway.                          h
                                                                                                                       a
         and develop their pet along a desired path to become      The second step involves actually cooking the       p
         a certain type of animal.  Each attainable skill for the   different parts of the dish.  Each ingredient that   t e
         animal takes a designated amount of OBD to achieve     needs to be cut and/or cooked requires a 1D6           r
         a certain skill, much like techniques for human char-  “Action verse Reaction” roll verse the GM, wherein
         acters.  the Animal Training Curricula are found in    the GM will roll a 1D4.  These rolls against the GM,
         Chapter Seven “Animals Chart” preceding the animal     are to show that each part of the meal is prepared
         skills.                                                properly.  If the player loses their roll, subtract one
         Equine Navigation                                      Health Point from the possible Health Points earned
                                                                for each failed mixture.
            The rules that govern the movement of horses are
         exactly the same as the movement for a human char-        After all the parts of the meal are prepared, this
         acters.  The player can also purchase skills to im-    final roll is the dish being put together.  Once again
         prove several of the horses’ abilities.                the player must roll the 1D6 higher than the GM in
                                                                an “Action verse Reaction” roll (with the GM again
            To maneuver the horse, the character must simply    rolling 1D4).  If this roll is failed, no matter how well
         state that he is mounted and riding.  Navigation does   the dish is prepared in the previous steps it cannot be
         not become an actual task until an obstacle arises.  a   eaten, and the entire dish is a failure.
         1D6 Odds & Evens roll will determine if an obstacle
         is avoided or turn is made properly.  There are specif-  Poisons and Potions
         ic techniques that pertain to riding a horse that will      Poisons and potions can often times make the
         provide bonuses for controlling the horse.  When a     difference between being the victor or loser of a situ-
         roll needs to be performed a player may apply any      ation.  These liquids can limit or enhance a charac-
         bonus from acquired techniques deemed necessary.       ter’s attributes.  A potion is a medicinal or supposed-

         Combat While on Horseback                              ly magical liquid that can be ingested.  A poison is a
                                                                substance that causes illness, injury, or death if in-
            For any character riding a horse that is in a com-  gested.
         bat situation the attributes and rules that govern un-
         armed combat are to be applied to the situation.          These liquids can be found in various locations
         However, the movement rules will be from Equine        such as taverns or spice merchant type shops, among
         Navigation.  In combat, horses are given a Rng. at-    treasures, given as a reward for completing a task,
         tribute of 2 which can be added to the Rng. attribute   etc.  These liquids directly affect attributes to change
         of the weapon or weapons being wielded by the rider.   the outcome of the die rolls that govern specific situ-
                                                                ations.  To see available potions or and poisons see
            If a horse is equipped with armor apply the Ar-     the Poisons and Potions Chart on page 129 in the
         mor Rating to the horse’s Health Points attribute.       Chapter Six: Weapons and Armor.
         Also, Ki Energy can be used by riders and is gov-
         erned by the rules of combat, either armed or un-      How to Use a Poison or Potion
         armed, in the given situation.                            There are two ways to be effected by a potion or

                                                                poison in Ninja vs. Samurai RPG.  The first is

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