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
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!).