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times.  When finished, the GM will total the number         During the test the GM will keep their die casts
         of casts higher than the GM and the players will have   private.  The GM will roll the 1D6 die.  The players
         earned Experience Points toward the belt level.  Oth-  will then roll the 1D6 die (applying any bonuses from
         er Experience Points earned may also be used for       previous training to their roll) until the test is com-
         belt level experience as well, until the character     plete.  The GM will record each testers cast on indi-
         reaches the designated points for the belt level they   vidual paper or index cards showing the GM roll
         are attempting to earn.  After attaining the required   verse the player roll  for that round (Ex: GM roll= 6/
         points for the belt level, the character may then test   Player Roll=4).
         to solidify their stake in the rank.                                                                          C h
                                                                     Following the final cast for the test, the player
                                                                                                                       a
         Belt Testing                                           will call out their casts.  The process continues until   p
                                                                the GM and players have rolled for the determined      t
             Testing for the next belt level is important for   amount of tasks on the test.                           e r
         any player trying to advance their character.  The
         player must perform several rolls vs the GM in order        When finished, the GM will hand the test cards
         to earn the next belt ranking.                         to the players and the players, will find out if their
                                                                character has passed the belt test.
             The GM will tell the players how many rolls are
         involved in the test.  The GM will also inform play-   Failing the Belt Test
         ers of how many failed rolls are allowed during the       If the unfortunate circumstance occurs where a
         test in order to pass.  The Successful Rolls are de-   player should not pass the belt test, there is an oppor-
         scribed in the following chart:
                                                                tunity to re-test immediately after the test.  The play-
                                                                er has an opportunity to re-roll his/her failed rolls,
                      Belt Test Roll Chart 2-2                  however, during the re-rolled test the player may not

                                                                lose any of the opportunities.  Simply re-roll enough
                       Rolls vs.   Successful     Re-rolls
          Belt Level                                            turns to successfully pass the belt test and the charac-
                          GM      Rolls Needed    Allotted
                                                                ter is allowed to advance to the next belt level.  How-
             White         5            3            2          ever, if again the player does not pass, the character
             Yellow        6            4            3          must wait until the next  belt test opportunity to at-
            Orange         7            5            4          tempt the full version of the test a second time.

             Green         8            6            5          Creating A Martial Art
              Blue         9            7            6
                                                                   There is no such thing as a “bad” martial that ex-
             Purple        10           8            7
                                                                ists in the world of Ninja vs.  Samurai RPG.  If a
             Brown         11           9            8
                                                                style does not exist it may have not been the best sys-
              Red          12          10            9          tem of self-defense, and because of that, it is no long-
            1st Black           13     11            9          er practiced.  Although there are several systems of
           2nd Black       14          12            8          self-defense already created for this world, all players
           3rd Black       15          13            7          have an opportunity to create their own system for
            4th Black      16          14            6          whatever reason.  However, as easy as this sounds a
                                                                player very well cannot purchase a building, mount
            5th Black      17          15            5
                                                                an arrow-shaped sign overhead that reads, “Martial
            6th Black      18          16            4
                                                                Arts Here” and expect people to form a mile-long
            7th Black      19          17            3          line clamoring to enter and train under the owner.
            8th Black      20          18            2          Unfortunately, creating a martial art takes time and is
            9th Black      21          19            2          an investment.  However, given the right circum-

             Master        22          20            2          stances, the correct Points of Renown, and a little pa-
                                                                tience a player can grow their art to becoming as for-


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