Accursed

You made a mistake: you offended one of the gods, angered a faerie, or affronted a powerful fiend, and earned the being’s enmity. Despite your efforts to appease the power, the curse still remains. Will you bear this doom until the end of your days?
Maybe. But you refuse to let this drawback stop you. Others might have buckled under this burden’s weight, but not you—you found a way to carry it and, more importantly, use it to your advantage. Through a combination of ingenuity and bargaining with dangerous beings, you have learned how to throw off this curse and let it break another. During this respite, you are emboldened to act, though mindful that your fate has been sealed and that the curse will always return.

Level 7 Accursed

Attributes: Increase three attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Lasting Curse (Magical): You are cursed. If the affliction ends for any reason, you regain the cursed affliction 1 minute later.
While cursed in this way, you impose 1 bane on luck rolls made by enemies within 5 yards, and when an enemy’s luck roll result is a critical failure, it takes 3d6 damage from some unlikely occurrence—it cuts itself, trips and hits its head, or a pigeon flying overhead drops a coconut on it.
When you become incapacitated, you end all cursed afflictions affecting you and you make luck rolls with 3 boons until you are no longer incapacitated.

Level 8 Accursed

Health: +12
Bestow Curse (Magical): You can use this talent when you get a critical success on a roll against one creature within 5 yards. You lose the cursed affliction and the target creature becomes cursed for 1 minute. While the target is cursed in this way, you make attribute rolls with 1 boon and your supply of Bonus Damage increases by +2d6.

Level 10 Accursed

Health: +12
Exploit Misfortune: You make rolls to attack cursed targets with 1 boon and your attacks against such targets deal an extra 1d6 damage.
Doom Revealed (Magical): You can use a reaction when an enemy within 5 yards fails an attribute roll or a luck roll to cause that enemy to become cursed (luck ends). Roll a d6 after resolving the effect of the failed roll to see what else happens:

D6EFFECT
1There is no additional effect.
2The enemy takes 1d6 damage.
3The enemy becomes vulnerable until it is no longer cursed.
4The enemy becomes confused and weakened until it is no longer cursed.
5One creature of your choice within 5 yards of the enemy can use a reaction to attack it. If no creature can make this attack, you instead move the enemy up to 10 yards.
6The enemy falls prone and becomes stunned until the end of your next turn.