Page 30 - GM EBOOK
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where rolls will be accepted (ex: rolls that fall and Reaction rolls can also be referred to as the top
off the table) adds a bit of drama to rolls and and bottom of a given melee round. During this
places an informal responsibility on players. stage, the GM has other responsibilities to keep the
Order the melee round- once the 1D12 dice are game fair and flowing:
cast, the GM should order the players accord- Verify all die casts- although it is self-
ing to the highest number cast, and play explanatory, verifying that numbers on a die
through that character’s complete amount of are what they are may be a necessary event,
turns before moving on to the next player.
C and final say of cast dice falls on the shoul-
h
a STEP 2- Opponent Selection ders of the GM.
p Verify Technique usage and effects- GMs must
t For this step, the attacker must select an opponent.
e also verify that a technique being used is
r When the player is in control, he or she simply needs within the scope of knowledge for a character.
to pick an opponent. However, this step is more
complex for the GM. During this step, the GM must: Allow only the techniques that the character
knows to be employed by the player. Also,
Verify Attack Distance, Line of Sight, etc.- once make sure the characters have enough Ki En-
the player declares who they are going to at- ergy for players to perform desired skills.
tack, the GM needs to inform them about Finally, the GM should maintain their own
how far away the target is, any obstacles that tracking of Ki Energy Points as the tech-
may be in the character’s way, and which di- niques are spent, and make sure that the play-
rection the target is facing. This information ers are tracking as well to assist with validity.
will help the player better strategize their GMs should remind players of the effects of
movements. techniques at any given time. Before a player
Select a target/opponent for the NPC characters- uses a technique they may have a question for
in contrast to the PC, the NPC controlled by the GM to answer. GMs should maintain
the GM are provided the same amount of in- knowledge of technique effects or have the
formation that the PCs do. The hardest part appropriate manual available for research of
about this step is maintaining the balance be- techniques.
tween the omnipotent knowledge of manag- Declare successful and failed die cast results- Af-
ing and the limited knowledge that the NPCs ter the die is cast the GM is to declare wheth-
being controlled has. er or not a roll is successful. Keeping track of
STEP 3- Action/Reaction Roll Stamina Points and Defensive Points as play-
ers roll through the Action and Reaction rolls
In this step the attacking character casts the die in an is imperative.
attempt to hit the opposing character or target. Con-
sequently, the “Reaction Roll” is cast to prevent that STEP 4- Damage
action thus creating the fight. During these two rolls To apply damage, the attacking player should re-
the GM may find the first challenge is to keep the port to the GM the character’s Strength Point attrib-
action at a controllable pace, especially when the ute or the Attack Points of any weapon being used, as
players are experienced. GMs should track the pro- well as the status effects a technique or weapon
cess of Action and Reaction rolls of characters is a lends. Also the GM is responsible for:
fraction pattern shown as follows:
Assigning the damage and effects- subtract the
Character 1: 2 6 4 5 … damage points from the target or opponent
Character 2: 5 1 3 5 … character’s Health Points or any other afflict-
(Include additional charts for any other character) ed attribute or condition.
Declare Knockout, Coma, Death- In the instance
The top of the fraction indicates the action roll and that a character is knocked out, falls into a
the bottom indicates the reaction roll. The Action coma or passes away. The GM is the one to
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