The Ninja
This Ninja is a variant on the Thief class for Black Hack 2nd Edition.
Ninja STARTING STATS
Starting Hit Points (HP): 1d6+2 Starting Hit Die (HD): 1d6 Usable Weapons & Armor: All one-handed swords, daggers, kami, darts, shurikens, blowgun, cloth Attack Damage: 1d8 or 1d6 if unarmed
D6 PAYMENT FOR LAST JOB 1 Sack of blood stained coins 2 Secret name of a demon 3 Jade dragon pendant 4 Basilisk's eyeball in a box 5 Deed to a ramshackle farm 6 Location of your rival clan’s lair
EQUIPMENT Every Ninja starts with a Badge bearing their Clan Symbol. Also choose to start the game with either A or B: A - Black gi (AV1), one-handed sword, kunai, 3d4 coins & purse, climbing tools B - Peasant garb (AV1), straw hat (+1 Armor Die), kyoketsu-shoge, blowgun & darts, 2d8 coins & purse, a bamboo snorkel TRICKS OF THE TRADE Roll Attribute Tests with Advantage when performing the following Actions: Climbing Disguises Eavesdropping Hiding Lockpicking Moving silently and unseen Poisoning HARD TARGET Roll with Advantage when testing Dexterity to avoid damage or effects from traps or Attacks. SILENT BUT DEADLY If a Ninja has Moved silently to get behind a Creature, and they are unaware of the Ninja ’s presence, the Ninja may make an Attack that automatically hits and deals 2d8 + the Ninja ’s Level damage. SMOKE BOMB A Ninja can spend an Action to throw a smoke bomb Nearby. All normal vision is hindered within the Nearby area for 1d4 + 1 Rounds. STAR CHILD Regardless of what the Ninja is carrying, they can produce a shuriken from somewhere about their person. GAINING A NEW LEVEL Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level: Roll a d20 once for each Attribute - if you roll over, it goes up one point. Make an extra roll for either Strength or Dexterity. Gain 1HD - Roll 1d6 - gain that many additional maximum HP.
You can download the Ninja and my other homebrew Black Hack classes for on itch.