Probability Manipulation

The power to manipulate probability, causing unlikely things to happen or likely things not to happen. Opposite to Certainty Manipulation.

Also Called

 * Chance/Likelihood/Luck/Possibility Alteration/Control/Manipulation
 * Macroscopic Probability Control
 * Probability Alteration/Control
 * Probability Force Manipulation
 * Synchronicity
 * Synchronicity Wave Traveling
 * Tychokinesis

Capabilities
The user manipulates the probability of an event to happen, making unlikely things occur more often or instantly and preventing liable events from happening. They can cause and prevent both good and bad luck, sudden deaths, natural disasters, and even apocalyptic events.

Applications

 * Accelerated Probability
 * Xeno-Accelerated Probability
 * Blessing Inducement
 * Luck
 * Luck Bestowal
 * Certainty Inducement
 * Choicifery
 * Reality Warping
 * Consequence Removal
 * Curse Inducement
 * Jinx
 * Die Rolling
 * Disaster Manipulation
 * Destruction
 * Disaster Inducement
 * Disaster Negation
 * Earthquake Generation in areas near tectonic plates.
 * Eruption Inducement on volcanoes that aren't extinct.
 * Explosion Inducement
 * Meteor Summoning
 * Storm Creation in areas that meet the appropriate conditions.
 * Efficacy Manipulation
 * Luck Energy Manipulation
 * Luck Absorption
 * Luck Augmentation
 * Luck Erasure
 * Luck Field Creation
 * Path Changer
 * Path Killer
 * Path to Victory
 * Personal Probability Manipulation
 * Possibility Manipulation
 * Probabilistic Equilibrium
 * Probability Attacks
 * Probability Computation
 * Probability Creation
 * Probability Destruction
 * Probability Infusion
 * Probability Merging
 * Probability Reversal
 * Probability Stabilization
 * Probability Zone Creation
 * Psychic Probability Manipulation
 * Stability Manipulation

Techniques

 * Black Box Effect: to cause random events to occur out of the user’s control.
 * Bliss Zone: all things good happen when standing in a certain spot.
 * Future-Probability Cognition: to perceive all the outcomes of a situation.
 * Probability Teleportation: Teleport though probability.
 * Stochastic Mimicry: to transform physically into a mathematical probability.
 * Synchronicity: to be in exactly the right place, at exactly the right time.
 * Terror Zone: all things bad happen when standing in a certain spot.
 * Tychokinetic Combat: to utilize luck in physical combat.

Variations

 * Double Hit Kill
 * Luck Embodiment
 * Luck Magic
 * One Hit Kill
 * Potential Manipulation
 * Probabilistic Equilibrium
 * Quantum String Manipulation

Associations

 * Causality Manipulation
 * Certainty Manipulation
 * Chaos Inducement
 * Danger Manipulation
 * Destiny Manipulation
 * Information Manipulation
 * Interaction Manipulation
 * Luck Energy Manipulation
 * Meta Probability Manipulation
 * Order Inducement
 * Possibilities Embodiment
 * Potentiality Lordship
 * Quantum Manipulation

Limitations

 * May be connected to emotions.
 * May be limited on how many times in a certain period it can be used.
 * May require exact measurements of probability.
 * Other users of probability manipulation may be immune to probability manipulation or can simply reverse the effects.
 * May be limited to causing or preventing likely/unlikely things happening.
 * Limited to things that are possible i.e. the possibility of a given event must be above 0% to cause it and less than 100% to prevent it (in certain cases, the probability of a given event might also need to be above 0% to cause it and less than 100% to prevent it) and/or to manipulate a given event; can't make the impossible happen and can't prevent the absolute from happening (e.g. cannot make a world in which a given thing exists and does not exists in the same sense at the same time); can at most make the highly unlikely happen and/or prevent the highly likely from happening. In other words, this power is limited by causality, logic, reality, and truth.
 * Effort/strength required may be inversely proportional to the likelihood of the event happening (harder to make rarer things happen).
 * May be capable affecting the past only if it is unknown (e.g. winning the lottery after having purchased a ticket only if no one knew what numbers were on the ticket, or opening a box and finding it full of gold coins only if no one knew what was supposed to be inside the box nor how much it weighed). (See more)
 * If the probability is actually measured for [blank], then it might cause other equally-likely/unlikely things to happen.
 * Variable Collapse

Known Objects

 * Lucky Rabbits Foot (Supernatural)
 * Bezel's Charm of Luck (Ben 10)
 * Cardinal System (Sword Art Online); Decides Chance and Possibility, though at low class levels
 * The Infinite Improbability Drive (The Hitchhiker's Guide To The Galaxy, all versions); can travel vast distances in a 'nothingth' of a second via reaching Infinite Improbability
 * Probability Altering Missiles (Tengen Toppa Gurren)