Probability Control

   Level: 3

   Quantum Minimum: 5

   Dice Pool: Variable

   Range: Variable

   Area:Variable

   Duration: Variable

   Effect: Character can influence probabilities, making actions more

      or less likely to occur.

   Multiple Actions: Yes

   Description: With Probability Control, a nova can skew the natural probabilities of an event or action succeeding or failing, whether an action performed by herself or another, to make that action more or less likely to occur successfully.  A nova may learn and freely use one technique per dot in this power; she may attempt other techniques, but the player must spend twice the quantum cost and roll against a +1 difficulty to activate these unmastered techniques.

 

   Any Probability Control Technique can be resisted by a nova with the mega-power of Luck.  Each dot of Luck is rolled to resist the successes scored by the nova at no cost.  If a novas Luck dice remain unused for that scene, the nova may spend them one for one to automatically cancel out successes on Probability Control effects.

 

   Many of the Techniques of Entropy Control from the Aberrant Players Guide might be suitable here as well, at the STs discretion.

 

Techniques include:

 

Luck

   Dice Pool: Probability Control

   Range: Self

   Area: N/A

   Duration: Permanent

 

   This power provides one die to roll for each dot of Probability Control (+ automatic successes equal to the novas Quantum score), but this roll can only be made once per scene.  Each success can then be spent like any use of the level one power of Luck on page 206-207.

 

   In combat, each success can be spent to either add one die to the accuracy and effect of one of ones own attacks, or can be spent to add an automatic success to a dodge, block or parry (or any sort of Willpower or Resistance roll to defend oneself from hostile action).

 

   Out of combat, each success can be spent to add one automatic success to any use of an Ability or Background, or even divided among several Abilities in some cases.

 

   Unlike the power on page 206-207, this advanced version of Luck cannot be botched.  It always scores at least Quantum successes.

 

Probability Exchange

   Dice Pool: Wits + Probability Control

   Range: (Quantum + power rating) x 10 meters

   Area: (Quantum + power rating) x 5 meters

   Duration: Concentration

 

   The universe survives on an equilibrium of uncertainty.  Probability must be maintained, but the nova with this power can choose to juggle the numbers around, changing not the overall probability within an encounter, but definitely changing the individual results by stealing probability from one person and transferring it to another within his area of effect.  So long as possibility is neither created nor destroyed, he can have uncanny influence in the meantime.

 

   In essence, once this power is activated, the nova becomes able to take one success from anyone within the affected area for every success he scored on the initial power activation and give it to anyone else within the probability warping area for each turn that he concentrates!

 

   A success in this case could not only be a rolled success, but an automatic one resulting from a Mega-Attribute or Enhancement, or even an automatic property, such as a Soak success.

 

   [Example: Hi-Jynx uses this power and scores 3 successes.  At any time within the time of concentration, he can steal up to three total successes from any person in range, and transfer them to any other person or persons within range, exchanging the raw stuff of probabilities from one to another.  Under attack from a powerful Quantum Bolt attack, he subtracts three successes from the ‘to hit’ roll of his adversary (and is hit anyway), and then adds +3 successes to his own Soak roll to try and survive the deadly attack.]

 

Probability Flux

   Dice Pool: Wits + Probability Control

   Range: Touch

   Area: N/A

   Duration: Maintenance

 

   The nova can feel *potential* seething in around his frame and in her fingers.  With this effect, she can choose to augment or hinder that potential in himself or another person

 

   Once the power is activated, the nova can either count each success rolled (+ one automatic success / Dot of Quantum) as a single automatic success to any task *or* as to take away a single success from any action by the affected person.  In either case, the choice belongs to the probability-warping nova and not to any other affected person and the successes can be spend to either add or take away successes at any time within the powers duration, limited to only one success / dot in this power.  The nova can 'change his mind' at any time and hinder one action while helping another.  Accepting the assistance of a whimsical or untrustworthy ally with this power might be a fatal mistake as the recipient of the power cannot choose to receive only 'good luck' or misfortune, that is up whims of the controlling nova...

 

   [Example: Bad Penny has Probability Control level 2, and a Quantum score of 5, she rolls 4 successes to use this power on her teammate, but can only use increase (or decrease) his abilities by 2 of those successes in any one turn.  She chooses to help him to strike a foe with his Martial Arts, giving him a +1 success to strike his target and another +1 success to his damage dice pool (a lucky shot indeed), but when he leaps for cover, she is annoyed that he would desert her in a dangerous situation and turns her power to stopping him from leaving the area by taking two successes from his Athletics roll.  She still retains 5 chances to add or subtract difficulty from his actions (and only his actions, unlike Probability Exchange, only one person can be so affected in a single power-use) throughout the powers duration.  Hopefully, she will be less fickle!]

 

   Regardless of the duration, once all the successes are spent, the power ends.

 

Probability Shield

   Dice Pool: N/A

   Range: Self

   Area: N/A

   Duration: Maintenance

 

   The character can warp probability to protect himself with an aura of improbability, causing even the most well-aimed attacks moving towards him to become subject to ever-more-unlikely distortions.

 

   While he maintains the effect, the nova may subtract his dots in Probability Control from the attack successes of any incoming attack.  The ‘shield’ has no effect on soak, other than to insure that few attacks gain many extra dice for exceptional levels of accuracy.

 

   Effects that do not need to roll to strike, such as environmental damage or the effects of an Area attack, are unaffected by the Probability Shield.  Bad luck, that.

 

Probability Twist

   Dice Pool: Manipulation + Probability Control

   Range: (Quantum + power rating) x 10 meters

   Area: N/A

   Duration: Instant

 

   The character can cause a damaging twist of fate to occur to an item or person.  The item might break catastrophically or the person suffer a stroke, embolism, bone fracture, muscle tear, heart attack or similar biological failure.  For each success scored on the initial roll, the target person or item suffers a single Lethal HT level of damage.  This damage can only be soaked by a nova with the Mega-Stamina enhancement of Hardbody, although said damage does not otherwise act as Aggravated damage in any other way.  Unlike the similar power of Bioentropy Storm from Entropy Control, this effect cannot be resisted, affects only a single target and can affect machines and other even semi-permanent constructs of energy (such as a Quantum Construct, electrical Bodymorph or even a generator or stable energy field).  The chaotic forces will turn against almost any target chosen within the range, although the effects will be correspondingly slight against a larger target (4 lethal HT levels of damage, no matter how irresistable, aren’t going to slow down a tank or collapse a building!).