Page 32 - GM EBOOK
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of weapon or not.  Characters who have the “Body       er modifications to die casts are made.
         Position” technique are able to attempt a second       Projectile Weapons on Horseback
         chance roll should they fail the initial roll for ready-
         ing the weapon through the expenditure of  Ki Ener-       Character’s may not use projectile weapons from
         gy Points.  No additional Stamina Points is taken      horseback unless that have acquired the skill
         with the use of this technique.  However, if this sec-  “Calvary”.  Should a player attempt to use a projec-
         ond roll is failed the player must subtract the Stamina   tile from horseback without this skill, the attempt is
         Point, and must start over rolling to ready the weapon   null.
   C
   h     should the character 1- have enough Stamina Points     Horse Equipment
   a
   p     and 2- the player wants to continue using the projec-    Horse equipment is not required to ride a horse,
   t
   e     tile weapon.                                           however, there is a penalty that comes with not using
   r
           Another helpful technique that can expedite ready-   equipment, primarily a saddle, blanket and reins,
         ing a projectile weapon process is the “Quick Draw”    while riding.  Without the equipment a player must
         skill.  For the expenditure of an amount of Ki Energy   role an Attribute Test to stay on the horse after a per-
         Points a player may omit the necessity to roll to ready   forming a task.  After a successfully performed task,
         the weapon.  The character still loses the Stamina     the player will roll a 1D6 verses the GM 1D4.  The
         Point, however the need to roll for successful prepa-  higher of the rolls win.  A successful roll by the PC
         ration is forgone.                                     means that the character remains on the horse.  A
                                                                failed roll means the character falls off.
           After the first roll has been successfully completed,
         the character may enter the second stage “Taking         In the event that the character falls off the horse,
         Aim” at a target.  This is a roll that determines that   damage must be applied.  Falling off the horse will
         the character will fire at the desired target.  It is dur-  do 1D6+2 points of damage.  Also, the GM will
         ing this stage that several of the Acquired Techniques   perform an Odds & Evens roll to see if the horse will
         may be applied to assist in determining a specific     run away.  If the horse does not run away the GM
         outcome.  More than one skills may be used during      will roll 1D12+4 to see how far the horse will run
         this roll as well.  As an example, should the player   before stopping.  When the horse stops the character
         want a stronger shot to curve around a building and    may use any STA left to mount the horse again and
         effect the target the two techniques,  “Overdraw” and   continue their ride.
         “Curve” may be used simultaneously in the event that
         the character has the Ki Energy to perform such a        Horse armor works the same as armor for human
         feat.  For an explanation of all techniques available,   characters.  The horse may wear up to three pieces of
         see Chapter Five in the Ninja vs. Samurai RPG Play-    armor at a time., and each piece of armor can be
         er’s Manual.                                           equipped with one Agamaki.  The armor of a horse
                                                                may be refined, enchanted in the same manner as
           This final roll is the “Action vs. Reaction” roll    well.  There is no  level for the horses.
         which is much like the Action vs. Reaction roll in
         unarmed or non-projectile combat and takes place       Armor
         between the GM, as the NPC, target or verse another      A way to preserve a character’s Health Points is
         player.  Several techniques can be used to modify this   the usage of armor.  When a successful attack strikes
         roll or the affects that this attack may do.  The “Sure   armor GMs must apply the varied parameter provid-
         Shot” techniques may assist this roll to make it easier   ed by said armor.  There are two basic rules to under-
         to successfully strike a target.  Success means that the   stand when a character is equipped with armor.
         character hit the target and damage is to be taken by   Rule #1: Armor is Body Part Specific
         the target.  Please refer to the Ninja vs. Samurai RPG
         Player’s Manual to see how various acquired tech-        When a character wears armor all damage is not
         niques may alter how or what is to be done to react to   automatically repelled by it.  As an example, if a
         the oncoming attacks.  GMs need to ensure that prop-   character wears a Kabuto (Samurai helmet), a strike

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