Page 28 - GM EBOOK
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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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