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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