Jinx alpha

Description

++ Luck, + Arcane

Manipulating luck and probability, the Jinx excels in interacting with their environment and others, using their abilities to cause things to fail and people to experience unlucky setbacks. Jinxes thrive in chaotic situations, wreaking havoc in their wake.

When designing for a Jinx, keep in mind that this class is heavily dependent on interactions, both with their environment and other people. Don’t be afraid to throw threats at a Jinx, they have the tools to deal with them, as long as those threats are obvious and visible. The scariest place for a Jinx to be is in an empty room with an opponent they can’t detect.

Grounded in the trope of being surrounded by a supernatural aura of misfortune, this class specializes in making the most unlikely of scenarios not only occur, but twists them to their own ends.

  • Domino (Marvel Universe)
  • Qrow Branwen (RWBY)
  • Milo Murphy (Milo Murphy's Law)
  • Jinx (DC Universe)
  • Bennett (Genshin Impact)
  • Luna Mancuso (Alex Verus series by Benedict Jacka)
  • Powder (Arcane)


Edition: Advent v1

Public: Yes

Gear

Umbrella

a classic-style black umbrella. When opened outdoors, it causes unexpected weather patterns. When opened while indoors, it causes powered devices to go haywire, light sources to flicker or extinguish, etc.

Fortune Cookies

Open a cookie to Pitch a fortune. The fortune must: appear in the form of a short message, be read aloud, and reference an event yet to occur, relevant to current circumstances. Restores a Low amount of Essence. (3x uses per mission)

Hand Mirror

a handheld mirror. Once per mission you may break the mirror to Pitch a free, High power Happenstance. The mirror will shatter sending shards flying in all directions, mostly harmless but transfers bad luck to anyone struck.

Black Cat

A black-haired cat. If an enemy unexpectedly comes across the cat at close proximity, they are briefly filled with paranoia. Cat behavior may be the target of a free Happenstance (Mid cooldown). Despite any apparent death, will return after a short time, unscathed.

Chaos Dice

Roll the dice, a larger number has greater effect. Secretly Pitch a buff or debuff. Conduit secretly chooses a target. Choices are revealed simultaneously. (Mid cooldown)

Inconveniently Placed Object

a specific item thematically linked to your character’s background that seems to show up at the most inconvenient times to ruin your day. Seems to possess a malicious intent toward the user and an uncanny ability to achieve its ends. Pitch its sudden appearance and apparent destruction (2x per mission)

Abilities

Murphy’s Law

Pitch an object in the chosen target’s vicinity to fail catastrophically. The pitched failure must be in a dangerous or destructive manner.

(Low essence, Low cooldown)
Paired Action: (cast on self) Act displeased or frustrated, “Why does this always have to happen to me?!”
(cast on others) Make a snarky comment of surprise, “Oh, my! What are the chances of that happening?”

→ The object failure must be in a possible, if implausible way. E.g. A brick wouldn’t explode, but it might crumble to dust.
→ If this ability targets yourself or an ally, it will charge up your next use of another ability. Charge will stack until you use another ability.
→ With your permission, your allies may use this ability on themselves (costs them Low essence and does not trigger a cooldown for you).
→ When you use this ability on yourself it costs no essence.
→ If you go too long without using this ability it may be triggered by the Conduit.

Fingers Crossed

Bestow a curse on a chosen target, causing unexpected setbacks and failures.

(Mid essence, Low-Mid duration, Mid cooldown)
Paired Action: Cross your fingers and deliver a scathing onslaught of words directed at your chosen target. “Oh look at you with all that heavy armor, I swear you’ll trip down the stairs you stupid oaf!”

→ The next several Happenstances that cause misfortune to the target are free for a Low duration.
→ The effectiveness of this ability scales with the intensity of the Paired Action.
→ The longer the Paired Action is maintained, the more flustered the target becomes.
→ Your Paired Action does not need to be heard by the target.

Walking Under a Raincloud

A small supernatural storm cloud appears directly over your head. The storm reacts dynamically to your emotional state, intensifying with negative emotion.

(High essence, Mid duration, High cooldown)
→ The storm cloud starts out as a small, localized drizzle but will scale in intensity with your emotions.
→ The storm cloud will follow you, staying directly above your head.
→ Happenstances which affect the storm have High effectiveness (e.g. “Oh great, now it's hailing too?”)
→ While being rained on, non-allies have greatly reduced morale.

Paired Action: Enact an emotional crisis that builds in intensity.