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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