Page 101 - FULL PLAYER EBOOK
P. 101

Experience Points                                      Non-Affiliated Experience Points

            The final step to creating a character is determin-     If the character is not affiliated with any family,
         ing which techniques a character already knows.  The   dojo, clan, or group, the player rolls 1D20 to find out
         techniques available to a character at the start of the   how many previous experience points this character
         game are dependent on the amount of Experience         has.  After this roll, write the number cast in the Ex-
         Points they initially have.                            perience Points blank found in the Money and Points
                                                                box.
            There are two ways to determine this number of
         points.  During the character creation process, it has   Using the Experience Points Rolled
         already been determined whether or not the character      The only limitations as to what can be done with
         is affiliated with a family, dojo, or clan.  Whether or   the experience points are the amount of points availa-
         not the character is affiliated will decide not only
         how experienced they are at the start of the game, but   ble and the player’s imagination.  The player may
         also what techniques they may (initially) have access   decide to apply these points any way possible.  They
         to.                                                    can save them and apply them to a martial arts devel-  C
                                                                opment chart to advance them faster through the        h
         Affiliated Experience Points                           ranks of a certain system of choice.  They may use     a p
                                                                them to give their character a few added combat or     t
            If the player has created a character with an affili-                                                       e
         ated outcome from Chart 3-10, turn to Chapter Four:    role playing bonuses from the start of any game by     r
         Families, Dojos, & Clans and find the page of the se-   acquiring techniques. If a player choses to purchase a
         lected alliance’s curriculum.  Write the specified     skill from the Movements List found in Chapter Five,
         Martial Art name on the blank in the Martial Arts      write that technique in the Acquired Abilities box on
         Discipline Box.  Next, roll 1D4 to receive a belt level   page two of the Character sheet.
         for the character on the chart below:                     Once the points are used for whatever skill the
                                                                player intends, they should be subtracted from the
                Chart 3-15: Martial Arts Belt Level
                                                                Experience Points total.  Any additional experience
                    1= White Belt                               points need to be earned through game play.

                    2= Yellow Belt                              Using the Hansatsu Rolled

                    3= Orange Belt                                 During the character creation process, the players
                    4= Green Belt                               roll on Chart 3-13: Character Hansatsu, which gives
                                                                players a small amount of currency to begin the game

                                                                with.  If the player elects to do so, turn to Chapter Six
            Turn to the affiliated groups training chart in      "Weapons and Armor" or Chapter Seven "Animal
         Chapter Four: Families, Dojos, and Clans.  Each lev-   Chart" to purchase the item or animal of choice.
         el in that group will have a designated amount of ac-  Creating Your Backstory
         quired Experience Points, attribute bonuses, and tech-
         niques earned for that level.  Fill in the appropriate      Now that the player has the details of their char-
         Experience Points for the previous level completed in   acter they may create the character’s backstory.
         the Martial Arts Discipline box (ex: 55/55).  Next,    What was their life like growing up? What are some
         Apply the attribute bonuses given from each level      specific, fun memories from their childhood?  What
         earned. Then, write the acquired techniques from all   are some specific negative, scary, or traumatizing
         of the earned belt levels into the Acquired Tech-      memories from their childhood?  What is the charac-
         niques Box on the back of the character sheet.         ter’s daily life like before becoming an adventurer?
                                                                All of these things and more can be used to create the
                                                                character’s backstory making them an interesting
                                                                character of Ninja vs. Samurai RPG.


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