Page 28 - GM EBOOK
P. 28

Stamina Points- inform a player of how many actions    ality will.  Playing accordingly with the character
         a character can make during the player’s turn.  Ac-    personality will help one understand when to use Ki
         tions include movements, attacks.  Players do not      Energy for any NPC.
         have to use all the Stamina Points during their turn,   Throwing Range- determines how far the character is
         yet in contrast, they may not exceed the allotted num-  able to hurl an object.  Just like a PC, simply adding
         ber.  The GM should keep this in mind when govern-     the Strength and Awareness Points attributes to get
         ing each player’s turns.
                                                                this statistic is all the GM need to do.  Understand
   C     Movement Points– While Stamina Points governs          that some objects or weapons may increase this dis-
   h
   a     how many movements a player may make, Move-            tance and judge accordingly to efficiently administer
   p
   t     ment Points determines how far a character may         this aspect of the game.
   e     move per turn.  This attribute is measured in three
   r                                                            GM Specific Aspects of the Game
         foot increments (yards). GMs need to govern the dis-
         tance a player’s character may travel.                 Fast Travelling– Aside from moving characters
                                                                around in the game, GMs need to be responsible for
         Stealth Points- Stealth determines how well a charac-  moving the characters throughout the entire map of
         ter is able to move around and hide without being      Japan.  Characters do not have to always use land to
         discovered.  The GMs is not involved in this process   get to where there going.  If an adventure takes them
         unless the player is hiding from or sneaking around    to a far away region, they may elect to ride a ferry.
         an NPC.  In this instance, a test called an Awareness   Using a ferry allows the characters to Fast Travel.
         Test, may be called by the GM and is rolled verse      Fast Travel allows characters to travel between two
         every character using stealth.  If several PCs are us-  previously discovered locations without having to
         ing stealth, each one is to roll verse the GM.  This   traverse that distance in real time.  This method of
         cast is added to the character’s Stealth attribute and   movement can only be done from a costal prefecture.
         compared to the opposing character’s die cast +        All costal prefectures will have a port, even if none is
         Awareness Points attribute.                            listed in Chapter 1 of the Ninja vs. Samurai RPG
         Awareness Points- determines how intelligent the       Player Manual.  Using  A Ferry allows for travel to
         character is.  It also determines how well the charac-  one coastal prefecture in an adjacent region via the
         ter is able to discover someone or something being     ocean.  Using the Region Key (Page 9 of the Ninja
         searched for.  The GMs is not involved in this pro-    vs. Samurai RPG Player Manual), the GM should
         cess unless the player is hiding from or sneaking      measure how far away the desired prefecture is, ap-
         around an NPC.  In this instance, a test called by the   ply the ferry’s speed (found on page 104 of the Ninja
         GM is rolled verse the player(s) attempting to not be   vs. Samurai RPG GM Manual) to figure out how
         seen.  This die cast is added to the character’s Aware-  long the trip will take.  This will determine the desig-
         ness Points attribute and compared to the opposing     nated amount of wait time the players will need to
         character’s Stealth Attribute. Talk about the Aware-   endure before game play may resume.
         ness test here.                                        Odds & Evens Rolling- The Odds & Evens (O&E)

         Ki Energy- Using Ki Energy is a touchy thing and       aspect of Ninja vs.  Samurai is a governing device for
         requires common sense from the GM to properly ad-      the GM to avoid arguing with players who feel the
         minister during a game.  Although Ki Energy allow a    GM is taking advantage of their omnipotent
         character to used his or her Mystic Ability or ac-     knowledge of a scenario.  O&E is used in nearly eve-
         quired martial arts techniques, the GM need to play    ry aspect of the game.  Determining effects from at-
         and utilize these points according to the personality   tacks, guarding an area, bleeding, yes and no an-
         type of character they are controlling.  A character   swers, etc. are all things that can be governed by this
         with a “Caregiver” personality type will not go on the   device.  Although anyone playing can call for an
         offensive expounding a lot of Ki Energy unless         O&E check, the GM has the final say on whether the
         someone or something they are protecting comes un-     device is to be implemented.  O&E means that the
         der intense danger.  However, a “Champion” person-     Odd numbers are in favor of one outcome (Positive
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