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Essence ofFavored Probability

byGetRektNuub

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AI summary

Grants one Absolute ability: checking and controlling any outcome tied to chance or probability, so anything with a non-zero chance can be forced to 100%, whether that's CYOA dice rolls, random rewards or mundane luck. Four times a month you can even force something with a 0% chance to happen, a limit that grows and eventually disappears, and you can chain this to absurd effect — making a spear always pierce the heart through an indestructible shield, or stopping that same spear from ever touching you. You can automate probability subroutines to protect yourself in situations you can't react to, such as "0% probability of dying" when shot, and toggle a Gamer-style observe display showing all relevant odds.

Generated précis — the sections below are the author's original text.

Description

Drinking this weird essence that shifts to whatever color you're thinking about gives you the following power.

Effects

21
  • This essence grants one and only one Absolute ability. That is the ability to check and control any outcome related to chance or probability.

  • This means that so long as anything has a non-zero chance of happening you can turn it into a 100% chance. No matter if it is rolling dice for CYOA/Jump or accepting random rewards after accomplishing something in real life or CYOA or even something as mundane as answering a choose the correct answer question in high school.

  • If you wish you can even force things that have a 100% chance of not happening to happen but this can only be done 4 times a month. With time however this limit will grow and eventually be eliminated.

  • This can be gamed to quite a high extent such as making a spear always strike the heart after breaking through an indestructible shield, stop that very same spear from striking you at all, if you're standing at cross-roads and need to decide which path to chose to stay alive then you can choose a path and check the probability and if it is the wrong path then you'll be able to sense it and then choose the right path, you can game the stock market by checking which stocks will give you maximum profit.

  • You can even automate some commands that allow you to protect yourself or execute things when involved in a situation that you can't keep up with. For example, if you're shot/injured then you can automatically execute "0% probability of dying" subroutine etc.

  • If you wish, you can have a sort of in-built Gamer type observe ability that you can toggle which displays all sorts of probabilities/chances to help you make decisions.

  • Essence of Self-Jumpchain Creation.

  • This swirling essence that looks like the omniverse in a bottle grants you the following abilities.

  • You can now self create Jumpchains for worlds that don't have any available. In this case, worlds count as anything fictional i.e, whether it is a fanfiction or just an alternate universes or similar such worlds.

  • This allows you to start a chain by yourself with an End-Jump giving you an Old Walker Spark. You can start as many chains as you wish with different end rewards. These chains cannot be controlled or manipulated or affected negatively by ROBs or Jump-chan or other Omnipotent beings with nothing better to do.

  • This will allow you to create all that a jumpchain entails i.e, Backgrounds, Origins, Perks, General Perks, Powers, Drawbacks, Companions etc. This will only grant you 1000CP per jump to buy perks and items and maybe a separate pool of CP to buy powers, items etc. Drawbacks give you extra CP. This is done at your discretion. Fanwank.

  • If you can't think of any perks, items etc that can be added to a jump or even how the entire jumpchain should work then you can have the jump be auto-generated according to your wishes and all aspects of it will be made according to how you would've made it or how your favorite jump creator/creators would have made it. You can even mix and match the creaters and their styles and formats.

  • You can use any format you wish for the chains. For example you can have four 100CP perks , 200 CP perks, 600 CP perks and 800CP perks and you can have a few perks being free or at a discount at your discretion. You can also use other formats.

  • You can create jumps for the Worlds that already have one and also can create jumps for different versions of the worlds, Alternate Universes, Fanfics, or simply use universes that you like while changing the story/history.

  • You can use any Meta-CYOA with this at your discretion.

  • You can use any version of any jump you prefer. If you prefer "Version 1" of a jump over "Version 2" then you can use the 1st version then later do the second version as well. You can even use jumps that are WIP or abandoned and perks from jumps that were removed while the jump was being made.

  • You can do the same version multiple times as well. How the same perks stack (whether additive or multiplicative) is up to you.

  • Restrictions such as being able to do a jump only once no longer apply and you always get the beginning CP of 1000CP regardless of how many times you do a jump (Even if the jump says you don't get 1000CP every time you do a jump).

  • The most important rule that must be followed is that when creating abilities, perks, powers you must make sure that whatever you create has some measure of connection/justification in universe. This means you cannot go to a Purely Sci-fi setting and create a perk that gives you magic powers or makes you a God of Magic. However, you can create perks that grant you mastery over all forms of energy so long as there is a mention of someone being able to control energy or the like.

  • If you fail your Chain, then feel free to restart it as much as you like.

  • How powerful the perks you make are? That's up to you so fanwank.

Categories
utilitycreationreality-warpingcombatitems
Traits
magiccompanionsdurabilityomnipotenceskill mastery
Keywords
game mechanicsprobability manipulationweapons
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