Custom Scout Class: Ninja

By BJZSN, in Descent: Journeys in the Dark

Doing up a new Scout. Well not really 'new' since it's a Ninja. Guaranteed someone out there has already made a Ninja class, but since a Ninja IMO has a lot of versatility I thought it would be fun to make one. Please comment on it!

Edit: Here's a link with the cards for the class including cards for the other classes that I've finished.

https://www.dropbox.com/sh/odx5l47ypog6y89/AABZJBksn4UcH94OYT9lxhFSa?dl=0

Edited by BJZSN

Great! The other day I was thinking about an ''oriental" expansion. There is room for a lot of things. In my idea, we tie about ninja as a scout. A MONK would fit the healer class, A SAMURAI the warrior class and a WUJEN would be the wizard. There is a SHAOLIN, too, but sicne we have only room for 4, it should be left behind. I use these classes in my own board game :)

Edited by leewroy

Great! The other day I was thinking about an ''oriental" expansion. There is room for a lot of things. In my idea, we tie about ninja as a scout. A MONK would fit the healer class, A SAMURAI the warrior class and a WUJEN would be the wizard. There is a SHAOLIN, too, but sicne we have only room for 4, it should be left behind. I use these classes in my own board game :)

Have you posted your classes online? Sounds pretty interesting to me, I'd like to get by hands on some classes for more variety.

Made some minor tweaks. For Informant I decided that the revealed card stays revealed, and for Dark Incantation I changed its surge ability from Pierce 2 to Pierce 1 . Waterwalking is not good enough on its own, I need to add something to it so its usable even in maps without water. Generally speaking, the Thiefs Tumble skill is better than the Ninjas Wind Path Technique so I might need to change that. Other than that when I get to doing that then the class looks pretty good to me.

Edited by BJZSN

I think I would swap Throw with Poison for experience cost. Picking a Scout with 5 Awareness means that they can poison a monster almost every turn for just 1 fatigue. And at the same time, losing the weapon for the quest makes Throw have few uses in a quest. Especially considering that 1 in 6 throws will miss.

Great! The other day I was thinking about an ''oriental" expansion. There is room for a lot of things. In my idea, we tie about ninja as a scout. A MONK would fit the healer class, A SAMURAI the warrior class and a WUJEN would be the wizard. There is a SHAOLIN, too, but sicne we have only room for 4, it should be left behind. I use these classes in my own board game :)

Have you posted your classes online? Sounds pretty interesting to me, I'd like to get by hands on some classes for more variety.

Oh, nope. My game is much more like D&D, there is not that thing about "class skill cards", so it would not be very helpfull ;)

Nice!

I would actually like the "Throw" to still being a lvl3 Skill but since sacrificing a weapon is needed i would add "Ignore the X on the blue dice", to avoid table flips.

Katana: Single surge is good enough for pierce 2. Check out arcane bolt.

Waterwalking: I don't know how I feel about blanket ignore water penalty. What about "Exhaust this card at the start of your turn. While this card is exhausted, you may ignore the movement penalty for entering water terrain. (Cost 1 fatigue)

Wind Path: Move up to your speed in a straight line. During this movement, you may move through enemy figures. (Personal taste rearrange.)

Dark incantation doesn't need an exhaust. I'd say add that you test knowledge "before rolling dice."

Throw is very costly regarding your weapon loss. What happens if a hero does this with his bare hands? I'd recommend adding a bit about "with an equipped weapon," and instead of it being flipped face down for the quest, either:

a) flipped down for the ENCOUNTER

b) simply unequipped

I would reduce the cost on camo to 2.

Throw is very costly regarding your weapon loss. What happens if a hero does this with his bare hands?

Then he throws his hands. At the enemy. And you become bleeding. And the enemy is terrified.........Maybe not.

Edited by BJZSN

Okay made some more changes. Waterwalking now gives +1 Awareness and a defense bonus for being in water. It also now costs 1 Stamina and it needs to be exhausted to ignore the water movement penalty. Dark incantation no longer needs to be exhausted to be used, so it can be used in 2 attack actions now. It also now requires a Melee weapon to use. Throw now costs 2 stamina and only unequips the weapon used in the attack. Camouflage now costs 2 stamina.

Felt I needed to change Throw again to restrict it a bit. Throw can now only be used if you haven't already performed an attack action that turn.

Edited by BJZSN

Changed Wind Path Technique so that you can move through obstacles as well. My way of keeping the skill up to par with the Thief's Tumble skill. Hopefully it won't ruin any quests.

I highly recommend against moving through obstacles. That's a game changer.

I highly recommend against moving through obstacles. That's a game changer.

I'll have to think of another way of buffing the skill then. I've changed the skill to remove the part about moving through obstacles.

Okay so I changed Wind Path Technique so that if you move your entire speed when moving, you recover 1 Stamina. Other than that if no one else has an objection on any of the skills, I think I'll work on getting a pdf of the skill cards done up.

Only comment (because if will but me on the cards:

Syndrael's STAMINA is 4. That means she can suffer 4 FATIGUE.

(value on sheet is "stamina." Unit, token, is "fatigue."

So, if the ninja moves his entire speed with windpath, be'll recover 1 FATIGUE.

Edited by Zaltyre

Only comment (because if will but me on the cards:

Syndrael's STAMINA is 4. That means she can suffer 4 FATIGUE.

(value on sheet is "stamina." Unit, token, is "fatigue."

So, if the ninja moves his entire speed with windpath, be'll recover 1 FATIGUE.

Quick question, when I write the cost of the skill, should I be writing 1 Stamina or 1 Fatigue?

1 fatigue. Just like a unit of health is a damage, a unit of stamina is a fatigue.

It shouldn't reall matter because on the cards you just use a fatigue token icon, anyway.

Edited by Zaltyre

1 fatigue. Just like a unit of health is a damage, a unit of stamina is a fatigue.

It shouldn't reall matter because on the cards you just use a fatigue token icon, anyway.

Awesome, thanks.

Felt I needed to change Throw again to restrict it a bit. Throw can now only be used if you haven't already performed an attack action that turn.

Actually in hindsight, that's a terrible idea. I've removed this part from the skill since the card already exhausts.

I've reworded Throw so it's less fiddly and more in line with what I want the skill to be. I 'think' I've got it right but if anyone has an opinion on it let me know.

Changed Throw so that you gain +1 Speed and removed the yellow die and extra damage. Stun does not require a surge anymore.

I've posted a link to the cards I've done up for the Ninja so feel free to give it a try.

Got a look on the ninja cards, good job. If you want to put the real name on the smoke bomb thing: it's actually called kemuridama.

I've decided to take another look at the Ninja, as I've found a few of the skills are underpowered. I've made a couple of changes, nothing drastically different but enough to make some skills more interesting and viable. Once again, opinions are appreciated.