Shades of Probability Formula
E/F/M:
Shades of Probability has the Power to alter a single occurrence in the past. and by this changing of probability actually alter the present. The event must have occurred within I BT per STEEP point of the practitioner in this K/S Sub-Area in the past. or k is beyond alteration. The practitioner activating the Formula must be in the same general location as that in which the past event desired to be altered occurred. The practitioner must specify a single event which is alterable and demonstrably affecting the sort of present desired. For example, If a comrade was slain in combat, and the caster can both STATE THE nexial time point within the limit of Ills or her STEEP and the occurrence which made the difference between the persona's dying and still being alive, the dweomers Effect has a chance of success. Each full AT of time in the past in which the event occurred incurs a penalty of + to the roll for success. The alteration of probability in the singular event determines the Difficulty Rating of Casting success. For example. If some-thing as seemingly simple as not going in a direction or entering an area is Involved, the general behavior and tendencies of the group Involved, as well as all that transpired thereafter, must be considered. Prom "Easy.. modify by ones. worse for groups always probing every avenue or always going in the direction concerned when conducting like activities in the past. Also, having interacted considerably with the area will make DR one step worse, and the same is doubly or trebly true with areas beyond, which could be accessed only via the area now wished to be avoided by this Casting. All that could move "Easy to "Extreme." In general, 'Ha, will always be the best DR, and most other situations will call for penalties to the dice roll and/or worse DRs. Even changing a combat situation so that the subject struck the foe, did more possible damage, took less damage. or pan. an attack which succeeded. is no simple matter. Consider the amount of Joss Factors needed to accomplish the change desired. counting each as one step off the 'Easy DR modifier. Then consider what the situation would be like and the likely actions of all concerned, friend and foe alike. Adjust the DR and give penalty points to rolls accordingly, but the gamemaster should base the whole on the practitioners player's views, and the general willingness of the group to sacrifice anything subsequently gained for the Shade of Probability Effect to transpire.