Page 30 - GM EBOOK
P. 30

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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