Page 42 - GM EBOOK
P. 42

Falling- does 10 points of damage per 10 feet.         may take over a dojo or even create their own martial
         Therefore, a fall from 10 feet will deal 10 points of   art using the art form they master as a base for their
         damage to a character's Health Points.  A 20 foot fall   diligence.
         will deal 20 points of Health Point damage and so on.
                                                                  To become affiliated a player must first identify
         Falling Objects- damage from falling objects de-       what martial art type the would want their character
         pends on the weight of that object and how far it is   to learn.  However, in this time and age, joining a
         falling.  All falling objects deal falling damage how-  school is not as easy as walking  up to the school and
   C     ever that damage is multiplied by the weight of the    signing on the dotted line.  Instead the player must
   h
   a     object.  GMs should refer to the Falling Object chart   fulfill the affiliation quests.  Each school has a num-
   p
   t     in Chapter 2 of the Ninja vs Samurai RPG Player        ber of quests a character must complete to show their
   e     Manual to determine damage.                            loyalty to the school and Head Elder of the dojo or
   r
         Fire and Burns- At any point in time a character may   clan.  After completing the dojos quests and obtain-
         come in contact with an open flame via torch or flam-  ing the amount of Affiliation Points required can the
         ing arrow, Mystic Art, etc.  To calculate the damage,   character begin their training at that dojo.  Be mind-
         the GM need to understand a few rules.                 ful that trying to get into some schools will hinder
                                                                your chances of getting into others so advise players
           If a person is set a blaze an additional 1D8 damage   to chose wisely before they begin.
         is added to the initial damage from the attack, and
         this number then becomes the damage taken if the       How to Train in a Family Curriculum
         player fails to extinguish the flame.  Once that is add-    The goal of any training session is to successfully
         ed The GM need to determine how long the flame         earn Experience Points toward a particular belt level.
         will burn before permanent damage is done.  This is a   The player must complete the task by simply rolling
         second roll using a 1D12 die.  This number gives the   the 1D6 die higher than the opponent (GM).  The
         player a number of melee they can use to put the       players may earn  anywhere from 1-5 Experience
         flame out.  In order to extinguish a flame the player   Points during the training session.
         need to roll an Odds & Evens roll verse the GM on a      To train the GM will roll 1D6 (do not let the play-
         1D4.  Should the player surpass the roll the flame is   ers see this roll.  The player(s) will then cast a 1D6 as
         extinguished.  If the player fails, only the additional    well, and announce their cast to the GM.  This will
         damage is again taken and they may again try to ex-    continue five times.  When finished, the GM will to-
         tinguish the flame.  This will continue until the flame   tal the number of casts higher than the GM and the
         either extinguishes it’s self, or the player is able to   players  will have earned  Experience Points toward
         put the flame out.  The GM and player also need to     the current belt level.
         realize that because extinguishing the flame is top
         priority, the player that is burning losses all chances            2      3      4       5     6      7
         at a Control Roll and is immediately on defense until      1
         the flame is extinguished.

           After the flame is extinguished the GM needs to
         remember that flames and or fire affect the Physical
         Beauty attribute.  For every 2 failed rolls to extin-
         guish a flame, 1 Physical Beauty attribute point is    How to Test for the Next Belt Level
         lost for a ratio of 2:1.                                 Testing for the next belt level is important for any
         Becoming Affiliated                                    player trying to advance their character.  The player
                                                                must perform several tasks.  The GM will tell the
           Becoming Affiliated with one of the organizations    players how many steps are involved in the test.  The
         has several perks.  A character gains protection with-  GM will also inform players of how many failed rolls
         in the group.  Character’s can learn a martial art form   are allowed for the test.
         to better protect themselves.  Eventually a character

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