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Her Scope[]
Tyche was the goddess or spirit of fortune, chance, providence and fate. She was usually honoured in a more favourable light as Eutykhia, goddess of good fortune, luck, success and prosperity.
Offensive[]
- Children of Tyche are able to bless a weapon with a “lucky” shot, so that the next attack strikes the target, this can not be used repeatedly as it is severely draining on the user.
Defensive[]
- Children of Tyche have the minor ability to foresee the action of others, such as the course of action an opponent will take when attacking and dodge or parry according; however, if the prediction is wrong, this may cost the child of Tyche dearly.
- Children of Tyche are able to curse a weapon with an “unlucky” shot, so that the next attack does not strike its target, this can not be used repeatedly as it is severely draining on the user.
Passive[]
- Children of Tyche are able to see the possible outcome of gambles.
Supplementary[]
- Children of Tyche are able to temporarily and slightly alter the luck of an individual. The effects do not last long, and the outcome can not bring harm to anyone.
- Children of Tyche are able to bless an object, making it into a “lucky” charm, that they can either keep for themselves, or give to someone else, the object when used can bless the user with one shot of extra luck, that can not be used to harm others, and can only be used once.
3 Months After Character is Made[]
- Children of Tyche can temporarily and slightly alter the luck of a group. The effects do not last long, the outcome can not bring harm to anyone, and this stuns the user for a short amount of time.
6 Months After Character is Made[]
- Children of Tyche are able to curse someone with moderate bad luck for a short time, the longer the curse lasts the more energy it drains, the outcome can't cause death or serious injury, but they'll be more apt to drop their weapon, or break a nail, that type of thing.
9 Months After Character is Made[]
- Children of Tyche are able to manipulate the probability of something happening, making unlikely events to occur more often or instantly, and liable events to not happen. This could be used for a multitude of purposes, but the user is not able to decide exactly what the outcome will be, only that things that were going to happen may not, or may happen sooner. This could be both good or bad for the user.
Traits[]
- Children of Tyche are generally very lucky in all that they do.
- Children of Tyche are generally adept at playing games of chance.
Offensive[]
- Children of Tyche are able to bless a weapon with a “lucky” shot, so that the next attack has a 95% chance of striking the target. This power cannot be used to launch fatal or severe blows, it can only be used twice in a fight.
- Children of Tyche can enhance their bodies with success and prosperity, enhancing their physical strength and speed for a short time.
Defensive[]
- Children of Tyche have the minor ability to foresee the action of others, such as the course of action an opponent will take when attacking and dodge or parry accordingly; however, if the prediction is wrong, this may cost the child of Tyche dearly.
- Children of Tyche are able to curse a weapon with misfortune, so that the next 3 attacks with it will not strike its target. This can only be used once in a fight.
Passive[]
- Children of Tyche emit a lucky aura, so everyone around them will be slightly more lucky. They can shut it off for a long time if they wish.
- Children of Tyche are able to see all the possible outcomes of any situation, whether it be a gamble, battle or even nearing dangers, in order to react with the best tactic and reach the best conclusion. They can figure out any chance of success, and even if the odds are overwhelming, they are still able to perceive and understand any cause and effect relation regarding the situation. As such, they make better strategists.
Supplementary[]
- Children of Tyche are able to bless an object, making it into a “lucky” charm, that they can either keep for themselves, or give to someone else, the object when used can bless the user with one shot of extra luck that will land. This can not be used to severely harm others, and can only be used once in a fight.
- Children of Tyche can cause someone to hallucinate about their impending doom and bad luck, distracting them momentarily from the task at hand. This allows the user to attack or flee freely. The intensity of the hallucination can be augmented, but drains more energy.
- During battle, children of Tyche are able to utilise their life-force and use it as an aura of luck over their allies. The aura protects the child's allies for a short period of time, and can be used on groups of up to ten demigods. the more allies the child protects, the weaker the luck aura will be. The use of the power is severe draining and while in use the user is completely incapacitated. The allies are able to move and attack freely under the barriers, depending on the strength of the barrier their attacks will be stronger/more likely to land and it’ll be easier to avoid attacks.
- Children of Tyche can jinx an opponent, making their luck so bad that they’d constantly trip on their two feet, drop their weapons, get dust in their eyes etc. The jinx only lasts for a short time and leaves the opponent vulnerable to an attack or gives the user a chance to flee.
3 Months After Character is Made[]
- Children of Tyche can turn their surrounding area into either a bliss zone, terror zone or a black box. The area will be a 10 meter radius with the user’s location as the center. In a bliss zone, everything good that can happen will happen. In a terror zone, everything bad that can happen will happen. And in a black box, outcomes of actions will be wild and unpredictable. Ex: an animal could run in and interfere with an attack. Someone getting hurt in one of the zones will count as good or bad, depending on how much damage they’ve taken/given beforehand. An injured character getting hurt more counts as bad and an uninjured character getting hurt counts as good. This will not ensure permanent or lethal damage. The zone only lasts for a moderate amount of time before fading away. This power can only be used once in a fight.
6 Months After Character is Made[]
- Children of Tyche are able to induce terrible luck on a target for a short time, an enhancement of Supplementary 4. The probability of terrible things happening to them drastically increases. They could be in the epicenter of a mild earthquake, powerful storm or even in the destination of a meteorite shower etc. The user must ensure they’re a safe distance when creating the curse and thus can curse someone from up to a 20 meter distance. The curse cannot be used to instantly murder someone and the user is substantially drained once it ends.
9 Months After Character is Made[]
- Children of Tyche are able to make themselves so lucky for a short time, it will enhance their abilities. In this state, the user will be so lucky, all attacks aimed towards them would fail. Their physical prowess substantially increases and all their attacks have an 85% chance of success. Once the luck enhancement subsides, the user will be so drained they won’t be able to move and could possibly faint.
Traits[]
- Children of Tyche are generally very lucky in all that they do.
- Children of Tyche are typically adept at playing games of chance.
- Children of Tyche normally see the luck of any person, whether they’re incredibly fortunate or plagued with terrible luck. They can also see different possible fates of others when idle, but the child will have no idea which one shall come to pass. Ex: They’d be able to see a person’s possible future of where they become a famous celebrity and another one where they’re a homeless vagrant.
Voting[]
For (+12)[]
- Hydro " We all have secrets. The ones we keep... and the ones that are kept from us." 22:59, October 1, 2014 (UTC) [[Special:EditCount/Hydrocarbon1997|Special:EditCount/Hydrocarbon1997]]
- "No wind is of service to him that is bound for nowhere." -Wind
- --Thefirstavenger77 (talk) 23:29, October 2, 2014 (UTC)
- Without moving a muscle, I’m chained up. HYU {{{1}}}
- User:Bird of Winter/sigcoding2
- -- Embrace tears. They're the cheapest way to accessorise. Fate 15:20, October 4, 2014 (UTC)
- A sword swallower through and through. ~ Gruff 16:11, October 4, 2014 (UTC)
- Such is life~ lol. Broken
- |-|-|-|-|-|-|-|-|-|-|-|-|---~Kevin---Even if you end up as the world's enemy, I'll be your knight.
- Cola, cola, cola, cola, cola, cola, so fantastic! Cola, cola, cola, cola, cola, cola, so elastic! ~Sophie
- ShadowStrikeV2 (talk) 18:53, October 12, 2014 (UTC)
- Come with me.Love.
Against (-0)[]
Comments[]
In my opinion a few of the powers need to be scaled back a little or rewritten, though the general premise is good. I would scale back the defensive so that it just says the opponent's weapon may be unable to hit for a short period of time rather than specifically three turns, I would also do this with the first offensive and say that the chances of a successful attack are increased. My main issue is with the 9 month power, while a Tyche kid could become an embodiment of luck and do things that are extremely unlikely, it is pretty impossible to dodge ALL attacks, even with luck one will come through eventually as the way the power is written, prevents an opponent from actually responding and could be misused by players to godmod. I would just say that they have an increased chance to dodge blows to the point where they are mostly immune to physical attacks. Coming as a Nemesis player, I assume we for example would have an ability which allows us to negate this to rebalance odds, children of Harmonia could still tamper with their feelings etc...
Embrace tears. They're the cheapest way to accessorise. Fate
i wrote offensive 1 and defensive 1 that way so people couldn't just bs their way out of shit. Like "Tyche Kid: Uses Lucky shot to hit an opponent's arm, increasing the probability that it will hit. Opponent: dodges anyway" I mean the limit on how often you can use these powers should be enough. also for defensive 2, it's not three turns, it's three attacks. So you can attack twice in two turns and the 4th one could hit. Might tweak defensive 2 and the 9 month must stay as well. since nearly ALL 9 month abilities grant an immunity to attacks. and it's quite realistic to control probability so attacks won't hit you.
Hydro " We all have secrets. The ones we keep... and the ones that are kept from us." 19:01, October 2, 2014 (UTC) [[Special:EditCount/Hydrocarbon1997|Special:EditCount/Hydrocarbon1997]]
Yeah but seeing as this is text based roleplaying and not a tabletop inspired one, I think it's alright to not specify as honestly I would hate to have to calculate probability and such in a fight scene rather than just going with the flow, I can get my head round the 9 month power then, I would just do a little rewording as if it's a good roleplay, the opponent should take some hits anyway so I think it's unnecessary for it to be that specific, ideally I would like some space to breathe if I was fighting a Tyche kid xD having powers that force someone to take a hit 95% of the time is just too close to godmodding imo as it's indirectly forcing someone to take a hit when in context they may be able to deflect it. -- Embrace tears. They're the cheapest way to accessorise. Fate 19:24, October 3, 2014 (UTC)
AH HA, technically defensive 2 doesn't make the user completely immune to attacks. it just means one of the opponent's weapons won't hit. logically, you have the option of just using your fists or switching to a different weapon. and remember you can only use this power once i mean, compared to lots of other defensives that make the user completely immune to attacks for a short time. it shouldn't be an issue.
Hydro " We all have secrets. The ones we keep... and the ones that are kept from us." 01:47, October 4, 2014 (UTC) [[Special:EditCount/Hydrocarbon1997|Special:EditCount/Hydrocarbon1997]]