Foolproofness Manipulation

The power to manipulate foolproofness.
==Also Called==
*Opportunity Control
==Capabilities==
The user can manipulate how foolproof anything is, from a plan to the chances of winning or losing something. The user can thus make it so that one's plan or chances of winning something are unable to go wrong and everything goes the user's way, or that plans and chances of success of another opponent are bound to go wrong and not succeed.
==Applications==
*Defeat Inducement
*Defeat Manipulation
*Error Prevention
*Failure Inducement
*Failure Manipulation
*Foolproofness Inducement
*Luck
*Path Changer
*Path Killer
*Path Maker
*Probability Manipulation
**Luck Augmentation
**Luck Reduction
*Strategy Manipulation
*Success Inducement
*Success Manipulation
*Victory Inducement
*Victory Manipulation
==Associations==
*Chaos Manipulation
*Circumstance Manipulation
*Context Manipulation
*Event Manipulation
*Interaction Manipulation
*Meta Probability Manipulation
*Method Manipulation
*Order Manipulation
*Path to Victory
*Probability Creation
*Probability Destruction
==Limitations==
*May not work in some situations
*Scope of power may depend on the user's power level.
*May have a time limit for each use.
*May not work against Disaster Inducement.
==Known Users==
*Clow Reed (Cardcaptor Sakura)
*Jorgen Von Strangle (The Fairly Oddparents)
Category:Powers
Category:Supernatural Powers
Category:Manipulations
Category:Cognitive Powers
Category:Defensive Abilities
Category:Conceptual Powers