Bad Luck represents a character’s negative accordance with The Pattern. With Bad Luck, the character generates a series of happenstances leading to a bad outcomes. The point is not to kill the character, but to make them suffer from their misfortune. It takes no time or specific activity to trigger. This aspect is visible with Aura Sight.
Ill Fortune: In addition to the normal implications of personal luck, the character will suffer negative influence random checks being made for them by the GM. This does not include their character’s biased, direct actions. For example, the GM could force the character to re-check a result wherein they foraged successfully for food for their whole group, or if a random check indicated a grenade bounced in their direction. It could not influence an opponent’s attack.
Personal Bad Luck: More reflective of the Good Luck and Bad Luck represented as Bane and Bless. Bad Luck is each instance providing a penalty of -4 to every attack and saving throw or any ability check for a single round from the point it is invoked until the end. Alternately, it can be used to change a better than average success into an automatic Simple Outcome on a single check OR Disadvantage – a new check, take the best of the two. The use of this is decided upon by the GM. One instance of personal Bad Luck is imposed once per Short Rest. The character can be caused to suffer indirect Ill Fortune’s once per Long Rest.
Losing the Feature: The character adjusts their Essence as long as they possess this trait; returning towards their normal base 1 per Long Rest after they rid themselves of it.
The character is negatively connected to The Pattern. Once, during the course of any session of gaming, the GM may force the character to impose a measure of low probability on an action being attempted (-4/-1 MQ) or re-check the results of an action after, taking the worst result. The character gains Essence as long as they possess this trait; draining away 1 month after they rid themselves of it.