Sample Class: The Dyslexic Ninja




A long time ago, ancient Ninja masters made a deal with dark shadow demons. The Ninjas asked for powers over shadow and great skill with Katanas and Throwing Stars. The demons agreed to their request with the caveat that all Ninjas throughout time would suffer from dyslexia. The ancient Ninja masters didn’t even know what Dyslexia was, they were ancient and dyslexia hadn’t been discovered yet, so they agreed. The Ninjas gained the abilities they sought, but now they are doomed for eternity to suffer from a learning disability that makes it difficult to read and write, and is caused by differences in how the brain processes language!

Governing Attribute: Agility is important to a Ninja because they’re agile, duh. Agility determines your ASS.

Other Important Attributes: Moxie and Allure are also useful for HP and Deceivery.

Adeptitude: Bows, One-Handed Melee, One-Handed Ranged, Small One-Handed.

Useful Skills: Acrobatics, Athletics, Balance, Deceivery, Escape, Hide, Perception, Skullduggery

Shows you’ve seen in their entirety/are currently in the middle of: 2/1 (You don’t spend a lot of time watching TV, there’s always ninja shit to do. You did accidentally watch a few episodes of The Walking Dead when you saw Michonne and her katana. But you soon got mad at all the plot holes.)

Dyslexic Ninja Abilities:

Level

Abilities

1

Not Illiterate, Takanas and Stowing Thrars, Class ASS, Streaky Snike (+1d6)

2

Shaster of Madows, Happling Grook

3

Jall Wump

4

Boke Smomb Strike, Doison Parts

5

Wup the Alls, Stowing Thrar Ladder, Streaky Snike Again (+3d6)

6

Stowing Thrar Tsunami, Class Aptitude

7

Beath From Adove

8

Summon Cladow Shones

9

Dilent But Seadly

10

Improved Doison Parts, Streaky Snike for the Last Time (+5d6)

11

Tade Blornado

12

Nike a Linja

13

Dorm of Steath

Dyslexic Ninja Ability Descriptions: 

Not Illiterate: You’re definitely Not Illiterate, it just takes you a little longer to read and write. Whenever you read or write, you take a bit longer than everyone else who isn’t a Dyslexic Ninja, or just a regular dyslexic. Whenever you need to read something, it costs you one extra Action Point than it would for a non-dyslexic reader.

Takanas and Stowing Thrars: To be a Ninja, you have to have training and access to Katanas and Throwing Stars, which you do! You start the game with a free Katana and free Throwing Stars! How awesome is that?! Plus you know how to use them really well and you do increased damage with both. Your Katana deals 1d10 Cutty Damage instead of 1d8, and your throwing stars would normally do 1d4 in other games but this game doesn’t use d4s because they’re dumb so yours do 1d6 Pokey Damage! You have an infinite amount of Throwing Stars, but only you can access them, so no “infinite money glitch” here sadly. Where you keep your Throwing Stars is your business, but you always have at least one readily available and can use up to three in one Round. Drawing either your Katana or a Throwing Star is a Free Action and costs 0 AP. Attacking with either still costs 1 AP. But what if it didn't?! Wouldn't that be cool?! You could just attack forever until you got bored with it or everything was dead or your friends started to get mad or your GL outlawed Dyslexic Ninjas in their games. Wouldn't that just be fun?! You could just attack forever until you got bored with it and killed everything or your friends started to hate you or your GL outlawed Dyslexic Ninjas in their games. 

Class ASS: The Ability Survival Score of your abilities is equal to half your Governing Attribute, rounded up.

Streaky Snike: Whenever you attack a target that is Unawares of you, you deal an extra 1d6 Sneaky Damage.

Shaster of Madows: A cliche name for a cliche ability, Master of Shadows is exactly what you are. Whenever you make a Skulk or Hide Roll, you gain a Flex on the roll. 

Happling Grook: You have been practicing the ancient Ninja art of using a Grappling Hook as a weapon. You gain a Grappling Hook, whether you found it, received it as an inheritance or made it yourself with rope and fish hooks is up to you, but you definitely have one. Anyway, your Grappling Hook is not only a climbing tool, but in your hands it is also a deadly weapon that deals 1d6 Pokey Damage, can trip folks and has a reach of 6 Ms. You can do all sorts of fun shit with your Grappling Hook, which is gonna make your GL super-happy for sure. Just like your Katana and Throwing Stars, you can draw your Grappling Hook as a Free Action. It’s up to you to learn the rules about tripping and grappling and whatever else you plan to do with it.

Jall Wump1: If you’re adjacent to a wall—or can reach one and still have movement left—you can spend 1 AP to perform a Wall Jump. You leap off the wall and land adjacent to an enemy within your remaining movement distance. If you land next to a target, you can make an immediate attack with a melee weapon, which gains 1 Flex and deals an extra 1d6 Sneaky Damage for every 2 Ms you traveled from the wall.

Boke Smomb Strike2: You know how to disappear, just like a Ninja. You can spend 2 AP on your Turn to throw a smoke bomb at your feet. When you do, you disappear behind the smoke and turn invisible. You immediately teleport behind an enemy you can see within 20 Ms and immediately make an attack. The target is Unawares of this attack, and you gain a Flex to hit and deal an additional 1d6 sneaky damage.

Doison Parts: Poison Darts are kind of like your Throwing Stars, but you can either throw them 10 Ms, or shoot them out of a straw up to 30 Ms. They still deal 1d6 Pokey Damage. Also, they have some poison on them that fucks targets up. Targets hit by your Poison Darts take an extra 1d6 Lingering Poison Damage. The target 

Wup the Alls: You can climb up walls like a Ninja. You gain a Climb Speed equal to your Base Speed. 

Stowing Thrar Ladder: You can hurl your Throwing Stars into a wall or other climbable surface, creating makeshift footholds like a ninja-themed rock-climbing wall. Allies (or enemies) can then climb the surface using Athletics or Acrobatics, and the SL required to climb the surface is reduced by 1 thanks to your stabby craftsmanship. Your Throwing Star Ladder can only work for others on vertical surfaces, only you are cool enough to use a Throwing Star Ladder on a ceiling, at which point I think it technically becomes Throwing Star Monkey Bars.

Streaky Snike Again: At 5th Level whenever you hit a target that is Unawares of you, you deal an extra 3d6 Sneaky Damage. 

Stowing Thrar Tsunami2: Once per encounter, you can spend 2 AP on your Turn to leap into the air and toss not just one, but a wave of Throwing Stars. When you do, the Throwing Stars target all creatures in an 8-M cone (including your allies). You make one Attack Roll with a Flex and all creatures within the cone can defend against the attack as normal to avoid your barrage. Assume that each creature you hit gets hit with at least 3 Throwing Stars and takes 3d6 Pokey Damage. After the battle, you must spend 1 minute collecting your Throwing Stars while “The Sound of Silence” by Simon and Garfunkel plays in the background.

Class Aptitude: At Level 6, your Class ASS is equal to your full Governing Attribute, not just half. 

Beath From Adove4*: Once per outside encounter, as your first action in a Round, you may leap impossibly high into the air, vanishing from view. You can take no other actions—including Reactions—for the rest of the round. At the start of your next turn, you come crashing down onto a target you could see before leaping.

Make an Attack Roll with 1 Flex. On a Success, your attack is automatically a Critical Hit, and the target is knocked Prostrate. After the attack, you leap off and land in any adjacent square—you may do a backflip while doing so, purely for style. Once you land, you have 2 AP remaining to finish your Turn.

Summon Cladow Shones2: You summon multiple clones of yourself, but instead of helping you fight, they all explode. Why? Because Ninjas. On your Turn, you can spend 2 AP to summon a number of Shadow Clones equal to your ASS. The Shadow Clones appear from the shadows of course and run towards the targets you designate leaning forward with their arms straight back. Upon reaching their targets, the Shadow Clones explode in a 4-M radius and deal 2d6 Sneaky Damage to creatures or objects within the radius. Creatures are allowed a Defense Roll against your ASS to take half damage.

Dilent But Seadly: You silently sneak behind an enemy, delivering a strike so deadly that they don’t even realize they’re already dead. Whenever you attack an enemy who is Unawares of your presence, you deal an extra 2d6 Bleedy Damage. If this attack kills the target, they collapse dramatically after a brief delay (1 Round later). If they survive, they become Discombobulated for 1 Round. 

Improved Doison Parts: You’ve been tweaking the ingredients in your Poison Darts. Now, in addition to extra Poison Damage, you can choose to add a Condition to a target that is hit by one of your Poison Darts. If you do, the target gets a Defense - Endure Roll against your ASS to avoid the Condition. You can choose between the following Conditions: Ascared, Collywobbles, Discombobulated, Drunk, Hebetudinous, Off the Chain or Wrecked. The chosen Condition lasts for 3 Rounds.

Streaky Snike for the Last Time: At 10th Level when you attack a target that is Unawares of you, you deal an extra 5d6 Sneaky Damage.

Tade Blornado: You have become a whirlwind of scary steel when using your Katana. Your Katana now deals 2d8 Cutty or Pokey Damage plus your Agility Attribute and an additional 1d6 Bleedy Damage on every Successful attack.

Nike a Linja: You are reaching the pinnacle of Ninjadom. Your mastery over shadows is quite impressive and you now gain two Flexes when you Skulk or Hide, and all Skulk and Hide Rolls become Easily Achievable for you. Speaking of Skulking, remember your Boke Smomb Strike ability you got waaay back at Level 4? Well you deal an extra 2d6 Sneaky damage with that now! Plus, you now get 1 extra AP per Turn that you can use to attack with one of your Ninja weapons! This ability is crazy!!!

Dorm of Steath3: If Nike a Linja was reaching the pinnacle of Ninjadom, then Storm of Death is the actual Pinnacle. On your Turn, you can spend 3 AP to disappear and reappear behind each enemy within a 20-M radius and attack them. You can attack each target only once (and if you miss, that still counts). You must roll to attack each target, but you gain a Flex on your Attack Rolls to do so. Each target you hit is considered Unawares of you, so you also deal your Sneaky Strike damage. There is no limit to how many targets you can hit within the Radius other than your friends’ patience waiting for you to resolve each attack.

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