Aspect Codex
Probability Manipulation
Probability Manipulation is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Probability Manipulation defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Lucky Nudge
When a creature you can see within range makes an attack roll, ability check, or saving throw, bend a tiny thread of chance. Roll 1d4 and choose whether to add or subtract it from the roll before the outcome is known.
Unlikely Strike
Collapse a small bad-luck event onto one creature within range. The target must make a CHA save, taking 4 (1d8) force damage on a failed save. If it rolls a natural 1 on the save, it also falls prone or drops one held object.
Silvery Barbs
When a creature you can see within range succeeds on an attack roll, ability check, or saving throw, force it to reroll the d20 and use the lower result. Then choose another creature within range; it has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute.
Lucky Break
When a creature you can see within range fails an attack roll, ability check, or saving throw, roll 1d6 and add it to the roll, potentially turning the failure into a success.
Jinx
Choose one creature within range. The target must make a CHA save. On a failed save, the next time it makes an attack roll, ability check, or saving throw before the duration ends, it subtracts 1d6 from the roll, and the effect ends.
Coincidental Cover
When a creature you can see within range is targeted by an attack, cause a minor coincidence to interfere. Roll 1d6 and subtract it from the triggering attack roll before the outcome is known.
Fortune's Favor
Impart latent luck to yourself or one willing creature within range. Once before the effect ends, the target may roll one additional d20 on an attack roll, ability check, or saving throw and choose which result to use. The effect then ends.
Twist Fate
When a creature you can see within range would roll with advantage or disadvantage, neutralize the imbalance. Advantage becomes a normal roll, or disadvantage becomes a normal roll. Use this before the roll.
Bad Odds
Choose one creature within range. It must make a CHA save. On a failed save, once per turn when it makes an attack roll, ability check, or saving throw, you may roll 1d4 and subtract it from the roll. The target repeats the save at the end of each turn.
Improbable Slip
Choose one creature within range. The target must make a DEX save as chance turns footing and gear against it, taking 10 (3d6) force damage and falling prone or dropping one held object on a failed save, or half damage only on a success.
Loaded Odds
Choose one willing creature within range. For the duration, once per turn when the target makes an attack roll, ability check, or saving throw, it may roll 1d4 and add it to the roll. If it rolls a natural 1 on a d20 test, the effect ends.
Misfortune Mark
Choose one creature within range. The target must make a CHA save. On a failed save, once per turn when it makes an attack roll, ability check, or saving throw, you may roll 1d4 and subtract it from the roll. If it rolls a natural 20, the effect ends.
Probability Spike
Collapse a cluster of bad outcomes onto one creature within range. The target must make a CHA save, taking 18 (4d8) force damage and granting advantage to the next attack roll against it before the end of your next turn on a failed save, or half damage only on a success.
Pattern Glimpse
You glimpse repeating patterns in nearby probability. For the duration, you have advantage on Investigation and Insight checks, and once before the effect ends, you may add 1d6 to an attack roll, ability check, or saving throw you make.
Bend Outcome
When a creature you can see within range succeeds or fails on an attack roll, ability check, or saving throw, roll 1d8 and add or subtract it from the triggering roll, potentially changing the outcome before consequences resolve.
Improbability Field
Create a 20-ft. radius sphere of unstable probability centered within range. When a creature starts there or enters for the first time on a turn, it must make a CHA save. On a failed save, it subtracts 1d4 from the first attack roll, ability check, or saving throw it makes before the start of its next turn.
Borrowed Luck
When a creature within range succeeds on an attack roll, ability check, or saving throw, force a CHA save. On a failed save, subtract 1d8 from the triggering roll, potentially causing failure. If it fails this way, one creature of your choice within range adds 1d8 to its next d20 test before your next turn.
Coincidence Cascade
Choose up to three creatures within range. Each target must make a DEX save as unlikely accidents erupt nearby. On a failed save, a target takes 22 (4d10) force damage and falls prone, drops one held object, or is pushed 10 ft.; on a success, it takes half damage only.
Lucky Charm
Touch one Tiny nonmagical object and invest it with luck. While a willing creature carries it, that creature may add 1d8 to one attack roll, ability check, or saving throw each round. While the charm is carried by another creature, you subtract 1d4 from your first d20 test each round.
Probability Debt
When a creature within range succeeds on an attack roll, ability check, or saving throw, force a CHA save. On a failed save, the roll still succeeds, but the next d20 test the target makes before the duration ends is made with disadvantage. If it already has disadvantage, it subtracts 1d10 instead.
Chosen Outcome
When a willing creature within range makes an attack roll, ability check, or saving throw, name a d20 result from 2 to 19 before the die is rolled. If the d20 result is within 2 of that number, treat the d20 as the named result instead.
Unlucky Collapse
Choose one creature within range. The target must make a CHA save, taking 33 (6d10) force damage on a failed save, or half on a success. If the target has failed an attack roll, ability check, or saving throw since the start of its last turn, it also falls prone and cannot take reactions until your next turn.
Contingency
Choose one Tier 5 or lower power you know that takes an action and can target only you. Use it as part of this power, but it takes effect later when a clear trigger you name occurs. You can have only one Contingency active at a time.
Fated Reversal
When a creature within range rolls a natural 1 or natural 20 on an attack roll, ability check, or saving throw, invert the fortune. A natural 20 becomes a natural 1, or a natural 1 becomes a natural 20. This changes the outcome, not the physical die face for unrelated effects.
Probability Ward
Stabilize probability around chosen creatures in the emanation. For the duration, chosen creatures cannot have disadvantage imposed on attack rolls, ability checks, or saving throws unless incapacitated. Once per round when a chosen creature rolls a natural 1, it may reroll and must use the new result.
Misfortune Engine
Create a 20-ft. radius sphere of hostile probability centered within range. When a creature starts there or enters for the first time on a turn, it must make a CHA save. On a failed save, its next d20 test before its next turn has disadvantage. If it fails that roll, it takes 18 (4d8) force damage.
Outcome Theft
When a creature within range succeeds on an attack roll, ability check, or saving throw, force a CHA save. On a failed save, the success becomes a failure, and one creature of your choice within range gains advantage on the next attack roll, ability check, or saving throw it makes before your next turn.
Probability Anchor
Choose one willing creature within range. For the duration, whenever it rolls a d20, it may treat any roll of 9 or lower as a 10. The effect ends early if the target rolls a natural 1.
Curse of Cascading Failure
Choose one creature within range. The target must make a CHA save. On a failed save, whenever it fails an attack roll, ability check, or saving throw, it subtracts 1d6 from its next d20 test before the end of its next turn. If this penalty causes another failure, it takes 4d6 force damage. The target repeats the save at the end of each turn.
Predicted Opening
Choose one creature within range. Until the start of your next turn, the first attack roll made against it has advantage. If that attack hits, the attacker rolls one additional damage die of the attack’s type. If it misses, the attacker may move up to 10 ft. without provoking opportunity attacks.
Probability Storm
Create a 30-ft. radius sphere of chaotic probability centered within range. When a creature starts there or enters for the first time on a turn, it must make a CHA save. On a failed save, roll 1d6: 1–2, disadvantage on its next d20 test; 3–4, speed halved; 5–6, it takes 6d8 force damage.
Borrow Tomorrow
When a willing creature within range fails an attack roll, ability check, or saving throw, it may choose to succeed instead. If it does, the next attack roll, ability check, or saving throw it makes before the end of its next turn automatically fails.
Chain of Fortune
Choose up to five willing creatures within range. For the duration, whenever one target rolls a natural 20 on an attack roll, ability check, or saving throw, another target may treat the next d20 test it makes before the end of its next turn as if it rolled a 20. The granted result is not natural unless the GM rules otherwise.
Doom Equation
Choose one creature within range and calculate its worst path. The target must make a CHA save. On a failed save, whenever it makes an attack roll, ability check, or saving throw, it subtracts 1d6. If this causes failure, it takes 2d8 force damage. It repeats the save at the end of each turn.
Foresight
Touch a willing creature and bestow sight into immediate future paths. For the duration, the target has advantage on attack rolls, ability checks, and saving throws, and other creatures have disadvantage on attack rolls against it. The effect ends early if you use this power again.
Miracle Odds
Choose one willing creature within range. For the duration, whenever it makes an attack roll, ability check, or saving throw, it may roll one additional d20 and choose which result to use. Once during the duration, if the chosen result still fails, the target may choose to succeed instead.
Extinction Event
Choose up to six creatures within range and collapse fatal misfortune around them. Each target must make a CHA save, taking 20d6 force damage and falling prone on a failed save, or half damage only on a success. A target has disadvantage on the save if it has failed a d20 test since the start of its last turn.
Inevitable Failure
Choose one creature within range. The target must make a CHA save. On a failed save, the first time on each of its turns it makes an attack roll, ability check, or saving throw, it rolls an additional d20 and uses the lowest result. Once during the duration when it succeeds on a d20 test, you may turn that success into failure. It repeats the save at the end of each turn.
Absolute Certainty
For the duration, once on each of your turns when you make an attack roll, ability check, or saving throw, you may treat the d20 roll as a 20. Once during the duration, when a creature you can see makes a d20 test, you may treat its d20 roll as a 1. These do not count as natural rolls unless the GM rules otherwise.
Catastrophic Misfortune
Choose one creature within range and collapse its luck. The target must make a CHA save. On a failed save, the first time each turn it makes a d20 test, it rolls an additional d20 and uses the lowest result. Whenever it misses an attack or fails a save during the duration, it takes 4d10 force damage. It repeats the save at the end of each turn.
Perfect Contingency
Choose up to three Tier 7 or lower powers you know that take an action and can target only you. Use them as part of this power, but each takes effect later when its own clear trigger occurs. You can have only one Perfect Contingency active at a time.
The One Possible Future
Name one plausible future event involving a creature, object, place, or conflict within range: a door opens, a weapon misses, a trial turns, a storm breaks, a villain escapes, or an ally survives. The GM defines the exact path of least impossibility. Until resolved, probability bends toward that event unless blocked by Tier 10 fate magic, divine intervention, or a story condition set when used.
Characters With This Aspect
Advantage
Addison Obelpraf
Addison Obelpraf, known as Advantage, is an elf astrologian scholar of Luxidran’s Wisdom Division. Her Witchborn gift bends probability into brief “advantage windows,” guiding crucial moments toward the most favorable outcome. Once limited to herself, her power now extends to nearby allies through discipline, calculation, and restraint. Loyal to lawful magical practice, Addison believes power should be trained, measured, and held accountable. In battle or crisis, she does not rewrite fate; she finds the narrow path where success is most likely.
Grease
Grease
Grease is a goblin ranger who’s lived alone in the cursed Whisperwoods since childhood, surviving on instinct, traps, and a total disregard for anything above four feet, including signs. A friendly menace, she’s a deadeye with a bow and a ghost-mushroom sommelier with serious opinions about bird espionage.
Luckweaver
Andrea Pelosh
Andrea Pelosh, known as Luckweaver, is Yuri Pelosh’s daughter, Dhaz Pelosh’s sister, and one of FLESH’s most dangerous senior operatives. Once tied to Luxidran and close to Aerovia Jeevens, Andrea’s path curdled into anti-construct Violince, turning old relationships into pressure points. Her Witchborn probability manipulation lets her bend chance through tiny disasters: a misfire, a slipped footing, a lucky escape, a plan unraveling one beat too late. Chaotic Evil and difficult to predict, Andrea does not need overwhelming force when the odds themselves can be made hostile. Around Luckweaver, coincidence is rarely innocent.