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Probability Manipulation

Superpower (Power)


Cost 8 JP
Activate varies; swift or immediate action
Sustain none
Range 30 feet; Power Resistance yes


The superhero has the mind-boggling ability to alter the very laws of probability around himself. The superhero can affect the chances of any event he is aware of and that requires a die roll, as long as it occurs within the power’s range. The superhero can influence the results of an attack roll, saving throw, skill check, or damage roll. The superhero cannot affect the attacks of an invisible opponent if he doesn’t know they’re coming. The superhero can activate this power after seeing the outcome of a die roll, but he must do so before subsequent actions occur.



PP cost per adjustment


1 PP / 5%


1 PP


2 PP


2 PP


3 PP


4 PP


5 PP


7 PP


10 PP


The superhero can only use Probability Manipulation once per round. The superhero can also use this power on events that aren’t strictly related to die rolls, but are similarly ruled by pure chance, like a coin flip, or a game of Rock, Paper, Scissors. Any game that involves real human judgement however, like poker, is not affected by this power.

This power does not add a bonus to a roll, or subtract from a DC, but effectively changes the actual results on the die. The superhero can change a 15 to a 17 on a d20, for example, but never a 6 to a 7 on a d6. The superhero can change an attack roll to a 20 to attain a critical threat, for example. The basic cost to adjust an event is 1 PP per +1 on a d20, which is a 5% change. Consult the table below for more precise PP costs. This power can affect only a single die roll at a time. If the superhero applies the power to a roll that uses multiple dice, he can affect only one of those dice. Thus, if someone rolled 3d6 and rolled three 5’s, the superhero could increase only one of those dice to a 6. The superhero could not increase the total roll to an 18.

Enhancements and limitations
  • Enhancement: Cause Accidents (Cost: 3 JP): The superhero has 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 his enemies. 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. The superhero can decide what he wants 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. The superhero can only cause an accident within range, and doing so does not require any kind of attack roll. Using this ability is a standard action. An accident costs 1 PP per 1d6 of damage it deals, to a maximum of 4d6 damage for 4 PP. Victims are entitled to a Reflex save to avoid the damage completely.
  • Enhancement: Enhanced Accidents (Cost: 2 JP): The superhero can now cause up to 6d6 damage with his accidents. Additionally, the superhero can spend an extra 2 PP that make the accident harder to avoid; a Reflex save now only reduces the damage to half. Prerequisite: The superhero must have the Cause Accidents enhancement to buy this enhancement.
  • Enhancement: Increased Range (Cost: 2 JP): Increase the maximum range at which the superhero can manipulate probability by 30 feet. The superhero can take this enhancement up to 3 times, for a maximum range of 120 feet.
  • Enhancement: Rapid Use (Cost: 3 JP): The superhero can use Probability Manipulation twice with a single standard action. The superhero can apply this extra use to a different event, or to alter an additional die in a single roll (allowing him to change three 5’s into two 6’s and a 5, for instance). The superhero can take this enhancement twice, for a maximum of three uses within a single standard action.
  • Limitation: Power Cap (Value: 1 or 2 JP): There is a distinct limit to how much the superhero can bend probability. For 1 JP, the superhero cannot spend more than 8 PP on this power per round. For 2 JP, the limit drops to 4 PP per round. Even if the superhero has Rapid Use, the PP limit applies per round, and thus, the superhero must divide the PP among the uses. PPs spent on Cause Accident count against this limit.