Page 27 - GM EBOOK
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CHAPTER 2: The Game System There is no need for GM to call for checks on this
particular attribute. This attribute is directly effected
How to Play as GM by damage taken or gained throughout the gaming
Now that tips have been given about being and situation. To take damage from any character, albeit
good GM and creating an adventure, and you still NPC or PC, adhere to Step 4 in the Basic Rules of
want to play Ninja vs. Samurai Role-Playing Game Engagement found on page 47 of the Ninja vs. Samu-
as GM, this section is dedicated to understanding the rai RPG Player Handbook.
intricacies of being in control of a game. Playing Physical Beauty- Numerically shows how attractive C
GM is a lot different than playing as a character, a character is as well as governs the situations in h a
aside from knowing all the twists and turns of an ad- which persuasion is being used. The GM may call p
venture, the GM is responsible for playing all of the for a check when a player wants to use their charac- t e
characters that are created by the players as well as ter's ability to persuade another. The GM and player r
controlling the rules of a game, giving away points (s) roll the 1D6 die and add the Physical Beauty at-
and making judgment calls. tribute to the cast number. The highest number deter-
Basic GM Knowledge mines the outcome. In a tie, a re-roll is done until a
numeric winner is determined. This attribute can be
A couple basic rules of playing as the GM are
needed to be able to fulfill this responsibility. combined with another character’s attribute when the
players are trying to convince another character as a
Saving Rolls- In the instance that the PC is surprised group.
the player may perform a saving throw which is an
act of reflex that enables certain harm to be avoided Carrying Capacity- This attribute determines how
by sheer reaction. The player or GM may call for a much a character may carry before hindrance. The
saving roll whenever the situation arises. To per- GM may call for a check when a character is hin-
form the saving roll the player and GM roll 1D6 ap- dered by the weight of their possessions. If hin-
plying the attribute bonus that governs the situation drance occurs, the GM subtracts the amount of hin-
to the roll to determine the outcome. drance from the player’s character's Movement
Points attribute. If that number is depleted, the char-
Calling for Tests- Knowing when to call for test is acter cannot move while carrying everything in their
not as complicated as it may seem. Basically, when possession. In the instance that another character as-
the situation sees fit or a problem arises that needs to sists the hindered character, the GM should ask the
be figured out, using a challenge of attributes or players to combine the Carry Points attribute of those
Odds & Evens needs to answer a question The GM characters involved in order to move the heavy ob-
should call for a test. ject. Once the object is able to be moved the hin-
The Attributes from the GM’s Perspective dered player is once again able to move.
The Attribute of the characters in Ninja vs. Samu- Strength Points- shows how hard a character is able
rai never change in what they govern as far as game to hit and damage a target. After a successful attack
play however, the GM is responsible to know when the GM refers to this attribute and subtracts the num-
the attributes come into play. The following is an ber in the Health Points blank until the targets attrib-
expanded breakdown of the attributes and an expla- ute points are depleted.
nation of when or for what reason the GM may call Defensive Points- determine how many attacks a
for a test utilizing the attribute. character may defend against during an opposing
Health Point- govern how much life the character character’s turn. A character may only defend with
has. When playing NPCs, GMs have the responsibil- the allotted points in this blank. When the character
ity of tracking all of the characters not being used by is attacked, this attribute governs the possibility of
players some times simultaneously. reaction rolls per Defensive Point. The more points
in the Defensive Points attribute, the better defender
a character is able to be.
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