When your ma died in a freak accident, it was a tragedy. When lightning from a clear blue sky burnt your house to the ground, it was a farce. When the only dragon in 1,000 miles decided to raze your village to the ground on a lark, you knew yourself to be cursed.
But you've a survivor-you've had to be, and you'll be damned if you let a little bad luck stop you. You've turned it into a weapon, striking down your enemies with inexplicable accidents and curses that make them beg for death. And for the foes who have nothing left to lose, the ones who don't care if their lives come crashing down around them? A nice sharp blade to the gut will do the trick. You're nothing if not practical.
Let mages theorize about disruptions in the laws of probability, let the shamans speak about disruptions in the balance, and the priests prattle on about the infinite wisdom of divine providence. You know a deeper truth: real capital-H Heroes don't make their own luck. They take it.
NamesAn Ominous Name, a Sinister Name, an Everyday Name, an Unlikely Name
Look[/b]
Choose One For Each
Tired Eyes, Jaded Eyes, Mocking Eyes, Dangerous Eyes
Ruffled Hair, Shaved Head, Unnaturally Colored Hair, Not a Hair out of Place
Patchwork Clothes, Damaged Clothes, Clothes from a victim of misfortune
Scarred Body, Well-Traveled Body, Worn Body, Fit Body
StatsYour Maximum HP is 8+Constitution
Your base Damage is d8
Starting MovesChoose a race and gain the corresponding Move:Human:
Despite the baleful coincidences that surround you, people are willing to give you the benefit of the doubt. When your powers cause trouble in a civilized area, the authorities won't catch on that you're the source of the problem for at least a couple of days, no matter how obvious the link
Tiefling:
The wrath of a scion of the hells is legendary. When you Parley, you may always use "Not cursing you with a fate worse than death" as leverage.
Half-Elf:
Your keen senses and your powers leave you constantly prepared for the worse. When you discern realities you may ask the GM "What would it take for things to go horribly wrong here?"
Aura of MisfortuneAfter each time you make camp, you lose any Misfortune you previously held and gain 3 Misfortune. Whenever an ally within rolls a 6 or lower or the GM Advances a Threat Countdown you gain 1 Misfortune. You may spend one point of Misfortune to do any of the following:
- Inflict a horrific accident on someone you can see. Inflict your class damage on the target with the following tags: Far/Close, Messy, Piercing 2, Dangerous.
- Make a foe share your ill-luck. When you suffer a negative consequence from rolling a 7-9, or a 6- you force your foe to suffer the same consequences that you do. Describe how Fickle Fortune conspires to bring the same ruin to your foe that she's brought to you.
- Find yourself exactly where you need to be to inflict the most chaos upon your foes.
HexWhen you
pronounce a fate worse than death on someone who has wronged you roll +Cha.
On a 10+, it happens to them just as you said, and soon.
On a 7-9 it happens but choose one:
- Their ill-fate is slow in coming, and they're coming for you.
- Your curse strikes someone you did not intend for it to affect, as well
On a 6- your baleful influence runs wild.
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Bad NewsYou qualify for the Outstanding Warrants move in any civilized area where you have spent more than a few days. If you try to Recruit in such a settlement, you automatically succeed as if you rolled a 10+ but anyone who shows up interested in working for you is a desperate sort with nothing left to lose.
Blade of Ill OmenWhen you
attack an opponent facing horrible odds or unusual misfortune either inflict your damage, or roll +Cha
On a 10+ choose 2, on a 7-9 choose 1.
- You gain 1 Misfortune
- The wound you inflict will never heal
- Wherever your opponent flees, so long as you follow you'll always be right behind them.
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AlignmentChoose an Alignment:Good: When you punish evil with an ironic twist of fate.
Neutral: When you sacrifice to keep someone or something you care about from being harmed by your powers.
Evil: When you ruin someone because of a perceived slight.
Chaotic:When you turn a crisis to your own advantage.
There's what I have thus far. It's a conversion of the old 3.5 class from the Complete Warrior that I always thought was dripping with potential, but that was saddled with weak mechanics that did nothing to evoke the concept of "A walking nexus of bad juju". Let me know if I've hit on something interesting, and I'll come up with Gear, Bonds, and Advanced Moves.
Hope to hear from you soon.