I like to think of the Eddy as a neutral judge; someone attempting to balance the scales. A good Eddy needs great power - enough to bring back the party's chance to succeed from zero to hero. As great powers tend to do, however, there is a cost, or in this case a simple drawback. While Eddies have the ability to introduce new elements into the scene, they can only do so if that element acts a neutral or third party agent. An unexpected NPC shows up, the lights go out, or traffic starts jamming up. These effects drastically change the situation the PCs find themselves in, but must effect their opposition in the same way.
While largely a meta-gaming ability, an Eddy's shear chaotic force of will is often sited as the source of these intrusions. With Luck (the in-game resource) and a bit of creative thinking, an Eddy's player can attempt to make these "random events" happen. The GM is free to add to and balance the player's ideas to ensure they are truly "third party", but after a bit of back-and-forth, the story will take an odd turn, hopefully giving the players the additional opportunities they need to succeed.
Such chaos is not always desired, however, especially when events are actually going well for the party. In these cases, an Eddy is largely not needed. But if that's always the case, you're probably not playing a very fun game, are you?
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Side note about progression: The Eddy also gains a skill tree about "danger avoidance". This helps them cause chaos without destroying themselves in the process.
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