Probability Manipulation

[Power]

**Cost**: 8CP

**Activate**: 1PP per +1; use-activated (special)

**Range**: 30ft

This power allows you to alter the very laws that govern your reality (i.e., change the dice). You can affect the chances of any event you're aware of and that requires a die roll, as long as it occurs within the power's range. Your character is not aware that her life is ruled by dice, of course, but she has an uncanny ability to sense when certain events are ruled by mathematical probability.

**You can influence the results of anything that requires a die roll** (e.g., attack roll, saving throw, skill check, or damage roll), but you can't effect anything that you can't sense or don't know about. **You can activate this power after seeing the outcome of a die roll, but you must do so before anyone (GM or player) announces the in-game results. You can activate this power only once per round.** You can also use this power on events that aren't strictly related to die rolls, but are similarly ruled by mathematical probability, like a coin flip, or a game of Rock-Paper-Scissors.

**This power changes the actual results on the die.** It does not add a bonus to a roll, or subtract from a DC. You can change a 15 to a 17 on a d20, for example, but never a 6 to a 7 on a d6. Thus you *can* change an attack roll to a 20 to attain a critical threat.

The cost of *Probability Manipulation* is different than the standard By CL cost because it is potentially very powerful. You can **activate the power for a number of +1's to a die roll equal to one-quarter (¼) your CL for free.**

**This power can affect only a single die roll at a time.** If you apply the power to a roll that uses multiple dice, you can affect only one of those dice. Thus, if someone rolled 3d6 and rolled three 5's, you could increase only one of those dice to a 6. You could not increase the total roll to an 18.

## Enhancements

**Enhancement**: Cause Accidents

> **Cost**: 3CP
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> **Activation**: 1PP per 1d6 (max 4d6); standard action
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> **Save**: Reflex, Charisma-based
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> You have the ability to manipulate luck in such a way as to cause seemingly random accidents to occur, and they *just happen* to cause damage to your enemies. The damage is from 1d6 (1PP) to 4d6 (4PPs), at the player's discretion.
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> The nature of these accidents always varies, and they are always physically possible, if sometimes implausible. The exact cause can be anything from a stray flowerpot falling on someone's head to a roller skate being in *just* the wrong place when someone steps on it. You can decide what you want to happen, but the GM must approve and reserves the right to alter details. Victims do not necessarily realize they are the targets of malicious forces, but they might figure it out if they're paying attention. You can cause an accident only within the power's range, and doing so does not require an attack roll.
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**Enhancement**: Enhanced Accidents

> **Cost**: 2CP
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> **Prerequisite**: Cause Accidents
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> **Activation**: 1PP per 1d6 (max 8d6); standard action
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> **Save**: Reflex (half), Charisma-based
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> You can now cause up to 8d6 damage with your accidents. You can also spend an extra 2PPs that make the accident harder to avoid; a Reflex save now reduces the damage to half.
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**Enhancement**: Increased Range

> **Cost**: 2CP
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> Increase the maximum range at which you can manipulate probability by 30 feet. You can take this enhancement up to 3 times, for a maximum range of 120 feet.
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**Enhancement**: Multiple Dice

> **Cost**: 2CP per die
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> You can now affect an additional die. You still must pay 1PP for every +1 over half your CL, and you can affect only dice that are part of a single action (e.g., multiple dice rolled for damage). You can take this enhancement multiple times. Its effect stack.
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**Enhancement**: Rapid Use

> **Cost**: 3CP per activation
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> For every rank in this power, you can activate *Probability Manipulation* one more time per round. You can apply this extra activation to a different event (altering both your attack roll and your damage roll, for example), or to alter an additional die in a single roll (allowing you to change three 5's into two 6's and a 5, for instance). You can take this enhancement up to three times, for a maximum of four activations in a single round.
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## Limitations

**Limitation**: Power Cap

> **Value**: 1CP per rank (see below)
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> There is a distinct limit to how much you can bend probability in a short period. For 1 rank in the limitation, you can spend no more than 4PP on this power per round. For 2 ranks, the limit drops to 2PP per round. Even if you have *Rapid Use*, the PP limit applies per round, and thus you must divide the PP among the uses. PPs spent on *Cause Accident* count against this limit.
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