Page 149 - GM EBOOK
P. 149
Kami and Yokai be announced during the Action Roll before the die is
cast. When the action is successful, the Mystic Abil-
Aside from the human enemies a player may face ity is performed, and the damage and effects of the
during a quest, scenario or campaign , Ninja vs. Sam- Mystic Ability are applied to the target which lasts
urai RPG is home to a host of supernatural entities for the designated duration. At least ten (10) Ki En-
that can be involved as well. These are a class of ergy points must be saved and designated to perform
character that can range from the mischievous to the a Level One Mystic Ability.
deadly. Each type of yokai, (demon, spirit, monster,
etc.) or Kami (God/Goddess), has a unique way of If the player loses the “Action vs. Reaction Roll”
interacting with characters, and therefore, GMs need while attempting to perform a Mystic Ability, they
to understand several things to be able to play this lose the Ki Energy Points associated with it as well as
type of character. The supernatural are presented in a loss of the control aspect of the confrontation, and are
character sheet through out the following chapter. immediately on defense.
Much like the human characters, the yokai and kami Yokai are limited to the specific mystic arts that
character sheets contain specific information as it they have listed in their box on the character sheet.
pertains to game play. Kami, having such great power, only attack using
Name Mystic Arts. Though Kami have a specific Mystic
Arts listed, they have the ability to use Mystic Arts
The name of the supernatural is just that, the identi-
fiable moniker known throughout Japan. like Martial Arts techniques. Meaning Kami may
combine arts to form attacks and defenses.
Attributes
Points
Much like the human characters, the supernatural
of Ninja vs. Samurai RPG will have nine attribute. This box serves to let GMs know how many points
All of the attributes can be found in the “Character the yokai or Kami will reward after successful en-
counters with them. All levels of yokai lend the
Attributes” box of each sheet. Each attribute governs points determined. Other awards such as Points of
an action or reaction and is called upon via Attribute
Test when necessary verse a character. Renown, currency, weapons, armor, etc. are deter-
mined by the GM.
Techniques
Attribute Modifier Chart
Techniques are the attacks the character is able to
perform. Some techniques are identical to the ones The Attribute Modifier chart is a tool that a GM
found in Chapter Five of the Ninja vs. Samurai RPG may use to modify the yokai character’s attributes
Player’s Manual and carry the same damage or ef- according to a specific level. The levels are: Begin-
fects. Other, more ghoulish, techniques are described ner, Intermediate, Advanced and Expert (reflecting
in the Techniques Box to give the GM an understand- the belt level categories of Ninja vs. Samurai RPG).
These modifiers are to be added/subtracted to the
ing of the damage and/or effects a specific technique character when employed, and make the more ad-
may add.
vanced creatures stronger for any adventure they are
Mystic Arts needed. When this chart is not employed, the charac-
Traditionally, the Mystic Art is a specific ability ter is seen and referred to as “Basic”.
that is learned from the various schools, clans or do- Behavior
jos of Ninja vs. Samurai RPG. However, the super-
natural gain their Mystic Art techniques through their This determines how this character will interact C h
being, rather than training. These techniques are with another depending on the type. For Yokai that a
used in the same manner as other Mystic Arts, mean- information will list how it will interact with Hu- p t
ing in order to use them the character must spend a mans, the Same and different types of yokai and list e r
certain amount of Ki Energy Points depending on the its gains (what makes it stronger) and weaknesses
level they are performing. The Mystic Ability must (Elements that effect it strongly).
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