true_dweomer Wrote:
-------------------------------------------------------
> Shrek Wrote:
> --------------------------------------------------
> -----
> > Fangs Wrote:
> >
> --------------------------------------------------
>
> > -----
> > > maybe it might help the discussion if
> someone
> > were
> > > to paste the original text
> >
> >
> >
> >
> >
> >
> > MG14 - Probability Control: I had intended
> this to
> > be a variation of MG10/ Reality Alteration
> (Alter
> > Future). However, enough people have this
> power to
> > justify its status as an independent power.
> Unlike
> > the Alter Future power, this power functions
> at a
> > more limited range; the power takes effect
> the
> > same turn it is used. The original Marvel
> heroine
> > with this power, Scarlet Witch, could only
> create
> > entropic effects. Other superhumans such as
> > Roulette developed the ability to produce
> > beneficial effects as well. There are three
> ways
> > the hero can use the power to affect his
> immediate
> > future. The first way pits his power against
> the
> > Psyche of the target. In this effect, the
> hero
> > makes the target act in the way the hero
> intends.
> > The second method pits this power's power
> rank
> > against the material strength of the target.
> In
> > this case, the hero can temporarily control
> the
> > physical properties of the target. In the
> third
> > case, the hero pits his power against the
> > intensity rank of a target phenomenon
> (energy
> > fields, magic, powers, etc.). In all three
> cases,
> > the range is limited to the hero's immediate
> area.
>
> and
>
> > In the addenda it states that this power can
> be used to affect the target's
> > psyche, material strength to control
> physhical properties, and target
> > phenomenon i.e. magic.
> >
> > I assume the first one allows u to
> subconciously control one's actions. The
> > other 2 i'm a little hazy on.
>
>
> I think you are looking at it from a strictly game
> mechanic, utilitarian point-of-view instead of how
> characters with Prob Manip actually function in
> the comics. This description most likely assumes
> it behaves according to the later. As such, don't
> look at it as linear cause and effect. Those three
> things that are mentioned are merely the opposing
> Intensities you would roll against. Winning
> against someone's Psyche won't give you Mind
> Control or Telepathy. It is simply the appropriate
> opposing Intensity. Material strength follows suit
> and the third is a catch-all that really just
> generalizes the previous two examples. If you
> encounter a magical glyph and want to Prob Manip
> your way around it then the Spell's Rank would be
> your opposing intensity. If you get dropped onto
> the Sun and want to Prob Manip your way out of
> being cooked then the Intensity of the Sun's
> surface temp would be your opposing Intensity.
> etc., etc.
Well I'm sure succeding against someone's psyche dosen't mean you get mind control or telepathy, but have the opposing charcter act in a way that benefits you. i.e. A being of immense power wants you dead, however you succeded on your roll and the being as a result changes his mind and has more important matters at hand.
As far as using probability control to survive the surface of the sun wouldn't that be an impossible feat anyway?