Page 33 - GM EBOOK
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to another part of the body will not warrant the pro-  strike”, for example, allows the player to learn of the
         tections given by the equipment.  Damage is taken      weapons condition.  If the player loses the Odds &
         from the body during unspecified attacks.  Therefore,   Evens roll the weapon will break on the next strike,
         wearing anything other than a chest piece will result   whether that strike is successful or not.  If the player
         in full attack damage being taken from the Health      wins the Odds & Evens roll the weapon does not
         Points attribute.                                      break, but they must roll Odds& Evens on each strike
                                                                using the damaged weapon.
         Rule #2: Armor Attributes Do Not ‘Stack’
                                                                Weapon and Armor Classification                        C
            A character wearing armor is not permitted to com-                                                         h
         bine the attributes of the armor to create overall en-    There are three classifications of weapons and ar-  a p
         compassing attributes of protection.  Each piece of    mor in Ninja vs. Samurai RPG.  These categories are:   t
         armor has a specific body part to guard.  As part of   Basic, Enchanted and Ultimate.  Basic weapons are      e r
         that responsibility, that armor only provides protec-  weapons that are just that.  There are no special
         tion to the assigned body part.  A character wearing a   markings or additional effects when it is used.  The
         full suit of armor who is struck on the shoulder is not   Enchanted weapons and armor class has special
         able to combine the ARs from all the armor to assist   markings and/or additional effects, as well as a brief
         in nullifying the attack.  Therefore, a character does   story behind the item.  These items are not as rare as
         not gain the advantage provided by the armor until     the Ultimate weapons, but are found not as regularly.
         that body part is attacked.                            The Ultimate class of weapon is reserved for unique
                                                                weapons or armor that are one of a kind.  These
         Applying the Pierce Probability
                                                                weapons are the most powerful weapons or armor in
           As stated in the Ninja vs. Samurai RPG Player’s      the game.  They are highly recognizable for their
         Manual any weapons Mas, Vel, and CoA attributes        uniqueness, and hold a significant place in the history
         combined create a number that a 1D6 roll needs to      of Ninja vs. Samurai RPG.
         surpass to prove that a weapon has pierced a solid
         target. A Pierce Probability greater than 6 indicates   Weapon and Armor Slots
         that a weapon does not have the ability to pierce an     The location to track weapons and armor on the
         object, and a Pierce Probability test is not necessary.    Ninja vs. Samurai RPG character sheet is on the
         This test is completely controlled by the player, yet   back.  There are places for a character’s weapons,
         governed by the GM.  Verifying the rolls, and declar-  both the main weapon and two sub-weapons, and for
         ing success or failure is the only task required of the   armor and sub-armor.  The following areas of  the
         GM.                                                    body will have the following slots that may be

         Breaking Equipment                                     placed.  The major areas are: the Head, Arms, Torso
                                                                and Legs.
           Weapons, and armor break when their LiE attribute
         reaches 0.  It is not the GMs responsibility to remind   Head (Maximum Total: Varied)
         players of the condition of their weapon however, the     1- Helmet: (Maximum Total: 8 items)
         GM is responsible for tracking each PC’s weapons           1- Badge
         and armor in the instance that the player forgets the
         condition of their weapons or armor.  Indeed, the LiE       1- Forehead Plate
         attribute is a gauge of how many confrontations the        1- Back of helmet plate
         character’s equipment can withstand.  In the event
         that the LiE of a particular piece of equipment has        1- Neck Guard
         reached its limit the GM should roll an Odds &             1- Ornament or Crest
         Evens roll verse the user of the equipment.  The rea-      1- Faceplate
         sons for the roll does not have to be shared with the
         player however, a hint, such as informing them that,       1- Throat Guard
         “their weapon makes an unfamiliar sound after the          1– Flag attachment

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