Page 254 - GM EBOOK
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Favorite Food- a food selected in the character crea- -M-
tion stage of Ninja vs. Samurai that indicates a food
that will restore more Health Points for a character Mallet- a tool with a large usually wooden or metal
over others. head that is used for striking opponents or targets.
Feint Non-Projectile Weapon Technique- the martial Mass- the property of an object that is a measure of
art techniques that focus on faking attacks to gain an its inertia, the amount of matter it contains.
advantage over an opponent in a combat situation. Melee- a term used to identify a player turn.
Fistload Weapon- weapons that are smaller in size Melee Round- the inclusion of the reaction to a play-
and are worn or held in the hand. er’s melee. You can think of a melee round as a full
Free Movement- a movement that does not take much inning of baseball, both top and bottom.
time to perform such as dropping an item to the floor Merchants– citizens who were not liked and consid-
or ground. ered "parasites" who profited from the labor of the
more productive peasant and artisan classes.
-G-
Module– series books that are dedicated to helping
Game Manager (GM)- the person who creates, de- GMs and players understand a particular family,
signs, and controls all the non-playable aspects of group or clans, as well as the curriculum used to at-
the campaigns and scenarios in a game of Ninja vs. tain a black belt ranking and higher.
Samurai.
Mount Grapple Technique- the martial art techniques
Ground Guard Grapple Technique- the martial art that focus on controlling an opponent while sitting on
techniques that focus on controlling an opponent top of them.
while lying on one's back.
Movement Points- the attribute that determines how
-H- far a character may mover per turn.
Hand Technique- the martial art techniques that focus Mystic Ability– an attack a player can learn and use
on striking an opponent with different hand and arm that can cause a major amount of damage in one
attacks. strike.
Health Points– the attribute that governs the life of a -N-
character.
Non-Playable Character (NPC)- the good, neutral,
Horse Riding Technique- the techniques that focus on evil and creature characters found in Ninja vs. Samu-
riding and controlling a horse. rai that are controlled by the GM.
-I- -O-
Individual Movement- the character’s movement ac- Odds & Evens- a governing device for the GM that
cording to the Movement Points attribute. has many uses such as avoid arguing with players,
-K- determining effects from attacks, rules for guarding
an area, bleeding answering yes and no questions,
Kendo Armor- low grade armor used in the training etc.
of non-projectile combat, particularly sword combat.
Ki Energy- the point system that allows characters to -P-
utilize acquired skills and Mystic Abilities. Pace Guard- the act of a character guarding an area
Kicking Technique- the martial art techniques that by pacing along a designated path.
focus on striking an opponent with different foot and Physical Beauty Points- the attribute that determines
leg attacks. how charming or attractive the character is to other
Knockout- a blow that knocks somebody unconscious characters.
that occurs when the character's Health Points drop Pierce Probability- the probability that a weapon has
below twenty (20). the ability to pierce armor.
-L- Pierce Probability Formula- the equation used to de-
termine whether a strike pierces the armor of a wear-
Leg Joint Lock Technique- the martial art techniques er.
that focus on applying tension to the joints of a leg,
including the knee, hip or foot. Playable Area- an setting designed by a GM in which
the game of Ninja vs. Samurai is played.
Life Expectancy- the weapon attribute that indicates
how long the weapon will last before it is in jeopardy Playable Character (PC)- any character created and
of being defective or breaking. controlled by a player of Ninja vs. Samurai.