Page 85 - FULL PLAYER EBOOK
P. 85
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-
69