Page 31 - GM EBOOK
P. 31

declare this act.  Understanding and applying   allow them information that is obvious to their loca-
                the rules for Knockout Coma and Death from      tion.  Also, to be fair, NPC characters are allowed the
                pages 48 in the Ninja vs. Samurai RPG Player    same privilege of information.
                Manual is vital.
                                                                Weapons Combat
         Making Decisions about Actions for NPCs
                                                                  When a character has a weapon with them, the
           A difficult decision for the GM is deciding what an   same digression about movements needs to be taken
         appropriate movement should be for an NPC, espe-       with using the available instrument.  A Champion
         cially when using a character with a lot of experience   personality type will use more advanced movements    C
         points, or one who has reached the final levels in a   more quickly in a situation before an Idealist person-  h a
         martial art.  Should an NPC give chase?  Will an       ality type.                                            p t
         NPC chose to attack head on or use stealth?  Will this                                                        e
         NPC want to eliminate a character quickly using a      Non-projectile Weapon Combat                           r
         Mystic Art Attack or not?  With all of these decisions     The rules of weapons combat mirror hand-to-hand
         being the responsibility of the GM with every charac-  combat in rules and responsibilities for the GM, how-
         ter the task can become daunting.                      ever, non-projectile weapons combat requires the
                                                                GM to be attentive to a few details of information to
           Depending on the situation, the character, and the
         character’s personality and a character’s quirks one   keep game play fair and consistent.  Understanding
                                                                the advantages to having weapons in combat
         movement may be more appropriate than another.         (especially for Control Roll) is paramount.  Keeping
         Some characters find difficulty harming another to     the Ninja vs. Samurai RPG Player Manual will be
         the point of not using devastating attacks.  Others
         may find this task an easy decision.  It is up to the   handy.  Finding the weapon being used in Chapter
         GM to decide.  Understanding that a character who      five to see the Range (Rng) attribute will help the
         has developed into an advanced  grappler will more     GM maintain accuracy when governing bonuses to
         likely elect to wait on defense than use striking skills   the Control Roll.
         to end conflicts is something to consider.  As well as   Projectile Weapon Combat
         is the notion that the Performer personality type will     The rules for projectile weaponry are much differ-
         chose to attempt to restore peace in a situation before   ent than non-projectile usage.  This form of weapon
         jumping into combat in the manner of a Champion.       requires three stages to fire the weapon.  These three

         The Addition of New Combatants                         stages are marked through the use of Stamina Points
                                                                which signifies each stage being completed. Before
           During the course of combat between any combi-       the implementation of a weapon the players involved
         nation of entities in a game or scenario outside inter-
         ests may find their way into the confrontation to add   will be perform a Control Roll to determine which
         reinforcements to either of the sides.  If this ever   character is starting the confrontation.  The technique
         should occur the GM needs to be aware of a couple      “Long Shot” can be used during this stage of an en-
         of rules that come with the addition of characters.     counter should the target be within a particular range
                                                                and the player wants the character to escape that
           First whether the new combatants are allies or foes   range and gain the range advantage associated with
         they should enter between rounds.  That is, they       wielding a projectile weapon.  Using this technique,
         should enter after the reaction rolls and damage is    character’s is able to step away from the target and
         taken from all initial combatants.                     given the player a bonus to the Control Roll.  A coun-

           Secondly, the new combatants can only react to the   ter movement of the technique “Quick  Step” can be
         things that they are aware of and vice versa.  New-    performed to nullify this movement.
         comers are aware that there are combatants, but they     The initial stage of projectile combat is known as
         are not aware of the locations of all combatants until   “Readying the Weapon”.  A 1D6 Odds & Evens roll
         they discover them or the combatants who are not       is to be cast where an even number determines if the
         visible reveal themselves.  If a PC enters a fray, only   character has successfully completed the preparation

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