Jinx
Spellcast Trait: PresencePrey on their misfortune and empower your Hexes
Bad Juju: After you succeed with Hope on an attack against a Hexed Creature, you can spend a Hope to apply one of these to the Hexed creature. Only one effect can be active at a time.
• -1d4 to their main attack rolls
• -2 to their Severe damage threshold
• Movement is one less range
Bad Karma: When an adversary within Close range of you succeeds an attack, you can mark 1 Stress to make them reroll their attack. If the attack still succeeds, you may Hex that adversary for free.
Double Trouble: Once per long rest, choose one Hexed creature, the penalties from Hex are doubled. To end this effect, the GM must spend an additional Fear.
Just Unlucky: At the beginning of the session, add a number of tokens to this card equal to your Presence. When an adversary within Very Close range makes an attack, you can spend a token to make that adversary temporarily vulnerable. Clear any remaining tokens at the end of the session.