PROBABILITY ALTERATION: A PSI DISCIPLINE Copyright (c) 1995 by Jonathan Dale (jdale@bio.bu.edu) Probability Alteration is a psionic power, like Telepathy, Psychokinesis, etc. It is the least understood, most powerful, and most dangerous. Probability Alteration failures are akin to magic, in that both can be fatal, or worse. Even more than with other psi powers, GMs should consider limiting Probability Alteration. In any case, the human mind (and most minds, for that matter) is poorly suited to it, and it would be reasonable to assess an Unusual Background cost for Power above 2 or 3 levels, and especially for any level of skill. Probability Alteration power is bought at a base 5 points per level. Power level dictates range and the amount that can be affected. Range for all probability alteration powers is as for telepathy power two levels higher, and is divided by ten for global effects (like telepathy): Power Range Power Range 1 1 yard 11 1/2 mile 2 2 yards 12 1 mile 3 4 13 2 miles 4 8 14 4 5 15 15 8 6 30 16 15 7 60 17 30 8 100 18 60 9 200 19 100 10 400 20 200 Probability Alteration is based on the Observer Effect, the effect an observer has on the universe. In essence, an observer consents to the universe being the way it is, and in this way strengthens it. A well-trained mind, or one designed for such a purpose, can refuse to consent to the universe and force it to accede to another view. Probability Alteration skills reflect this kind of mental discipline. Power reflects how important an individual's view is to the universe, or how strong an individual's personal view of the universe is. Power manifests itself in a perception well analogous to a gravity well, an indentation in the surface of the universe; an individual using Probability Alteration is throwing his/her/its weight around. Some races have minds that adjust better to Probability Alteration, and have higher racial power. The Tandu client Episiarchs (see GURPS Uplift for information on the Tandu) are innately hostile to the universe; the Tandu use them for creating Psionic Gateways and for more mundane things like bringing pavement into existence where there ought to have been swamp. Failure on a Probability Alteration attempt may indicate that an effect other than that intended has been caused. Critical failure indicates the user is affected instead of the intended subject. If an attempt is failed by 3 or fewer points (e.g. a roll of 12-14 for an effective skill of 11) roll 3d on the Probability Alteration Failure table; on a critical failure "Subject" refers instead to the user. Otherwise, nothing happens. 3-8 Nothing happens. 9 Special Effects persist for 1d seconds: Lights flash, sounds are heard, unusual smells. No significant effect. 10 Subject is caught up in some personal, incomprehensible reality for the next 1d seconds. In this time the subject is effectively stunned and blinded; afterwards he/she/it will be unable to explain what happened. 11 Normal temporal causality is violated; the results of the next action taken by the subject occur before the action, even if the subject then changes his/her/its mind about what action to take. 12-13 Whimsical benign affect: tuxedoed penguins bring the subject drinks, potted plants sing his/her/its praises, etc. 14-15 Subject is now Reality Anchored to level 10 for the next 1d minutes. If the subject is already Reality Anchored, the level of protection is increased by 4. If the failed attempt intended to Reality Anchor the subject, reroll and only use this result if it is rolled again. 16 Subject changes color randomly; this is due to permanent alterations in pigments. 17 Subject changes species, to whatever species he/she/it was most likely to have been thinking of. The change lasts 2d seconds. Inanimate objects change to another object of the same class (granite might change to basalt; a car to a boat; a gun to a slingshot) and will change back only if someone is looking at them when the change takes place (otherwise the universe feels no impulse to repair the alteration). 18 Subject is destroyed. Choose or roll 1d: (1) subject turns into antimatter and is quickly annihilated by surrounding matter (also destroying everything nearby); (2) subject is sent to another timestream/universe; (3) subject is permanently changed into something inanimate; (4) subject's molecules spontaneously disassemble; (5) subject ceases to have ever existed; (6) subject melts, or otherwise deforms beyond recognition. Denial *3 This is the ability to make things go away by thinking very hard that they don't exist. It requires either a deep hatred of the universe, or the ability to make yourself think that way temporarily (this is assumed in the skill). It works only on whole objects, and is limited to objects up to the mass a telekinetic of the same power could move. Objects being held or actively used by sentients give a -3 penalty on any attempt, or -Power if they also have Probability Alteration (minimum penalty is -3). Attempts on non-sentient animals are also at -3. Attempts on sentients are -6 or -(2xPower) if the subject has Probability Alteration (minimum penalty -6). These penalties are because other observers, even without Probability Alteration, accept the universe in a way that suppresses Denial. The GM may decide where, in fact, objects go; perhaps another universe, or maybe just destroyed. Probability Attack *3 A direct attack can be made by disrupting the tendencies of atoms and subatomic particles to behave the way they usually do. Effects are random, but could include disintegration, alteration of material or form, growth, increased or decreased density, etc. In game terms, the target takes 1d damage per level of power. The same modifiers as Denial, above, apply. Alteration *4 This is the most generalized Probability Alteration talent. Because it is so general, all attempts are at -2, plus any applicable penalties as for Denial, above. Skill may never exceed 12. In addition, exact rolls have an additional affect rolled on the Probability Alteration failure table as well as the intended affect. Alteration powers include changing an object's color, temperature, velocity, mass, gravitational field, location, orientation, etc. For those changes that are analogous to other psi skills (particularly, Teleportation and Psychokinesis skills), the affect should be limited to that of a psi with the same level of Power in Teleportation or Psychokinesis. Otherwise, the GM should use his judgement. Odds Adjustment *3 This is the ability to increase or decrease the chance of something occuring. It only works on events which, in game terms, have a chance of occuring or not. Specifically, it gives a bonus or penalty equal to one half the power level (round up) on applicable rolls. This skill can be used to decrease or increase the chance of attacks affecting the subject (which may be the user, but if not must be in range), the chance of a mechanical failure, the chance of success on one skill roll or a series of related skill rolls, or a similar event. Default Use: Untrained Probability Alteration Power is the Luck advantage. Luck indicates Probability Alteration Power 3 with no training; Extraordinary Luck is Power 6; Ridiculous (Supers) Luck is Power 12. Super Luck would add 20 levels of Power; GM's should consider carefully before allowing this level of power. Even in a Supers campaign this could get out of hand, although Probability Man might be an interesting character (no doubt with the disadvantage Weirdness Magnet as well) -- "Thank you, Probability Man, for saving our city. Now, I don't suppose you could change the streets back into pavement instead of savannah, and get the fish out of the streetlamps? On second thought, maybe you shouldn't even try..." Reality Anchor *2 This is the ability to accept the universe, thus strengthening reality. The user can protect a circular area with radius one tenth of his range; the area must be within his/her/its range (not necessarily centered on the user). Any Probability attack (psi or technological) has the user's Power level subtracted from its roll. Two or more Reality Anchors add Power level. The Reality Anchors mounted in Hyperdrives have Power 5; dedicated Reality Anchors have Power equal to TL. For a Probability Twister attack, roll 3d; a roll under the summed Power is failure (except that a roll of 18 always gets through the defenses).