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Tyche's Cabin

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Welcome to the Cabin

Welcome to the Tyche Cabin!

BrockyTyche

Tyche's Cabin looks a small stone building. Two stone columns sit on either side of the entrance supporting a flashing neon sign that says "TYCHE". This has been known to irritate other campers at night. Inside the cabin is a carpeted floor and several games reside in the room. The cabin was gifted with a slot machine and a card table so the children of Tyche could practice their luck. The beds are in the lofts above the slot machines, with green canopies. Next to the cabin is a slowly growing patch of four leaf clovers, charmed for good luck.

Meet the Counsellors!

A Word From The Head Counsellor....

None

A Word From The Lt Counsellor....
Chase Cooper ~ The Ace of Clubs
NBC-phd-set-tour-miles-feature

"I'd tell you it was beginner's luck, but I'm not a beginner."
"So apparently I'm Lieutenant counselor now, which means someone was stupid enough to give me responsibilities. But in all seriousness, even though this place is nothing like Vegas, I'll do my best to make this camp the luckiest place it can be for all of us."
Character's Bio


 Age: 16  Height: 5'10"  Weight: 145
 Sexuality: Gay  Relationship Status: Single
  Main Weapon: Celestial Bronze Throwing Knives, Bow and Arrow
 Accent: Western
 – "Chance is unreliable. Luck however, is the most predictable thing in the world"

Character's Powers

 3/6/9 month powers locked

Offensive

  1. 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.
  2. Children of Tyche can enhance their bodies with success and prosperity, enhancing their physical strength and speed for a short time.

Defensive

  1. 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.
  2. 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

  1. Children of Tyche emit a lucky aura, so everyone around them will be slightly luckier. They can shut it off for a long time if they wish.
  2. 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

  1. 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.
  2. 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.
  3. During battle, children of Tyche are able to utilize 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 severely 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.
  4. 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

  1. 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

  1. 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

  1. 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

  1. Children of Tyche are generally very lucky in all that they do.
  2. Children of Tyche are typically adept at playing games of chance.
  3. 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.

Owned by: Merlin ~ Posted on: {{{2}}}


Meet Tyche, Patron and Mother to the Cabin!

A Word From Tyche....


Lady Tyche ~ Goddess of Luck
Tyche 2

“I wandered everywhere, through cities and countries wide. And everywhere I went, the world was on my side.”
blah blah
Character's Bio


 Age: Immortal  Height: ???  Weight: ???
 Sexuality: ???  Relationship Status: N/A
  Main Weapon: ???

 – “Some luck lies in not getting what you thought you wanted but getting what you have, which once you have it you may be smart enough to see is what you would have wanted had you known.”

Character's Powers

 Powers of Tyche

  • Possesses the natural abilities of a goddess.
    • Immortality
    • Omnipotence
  • Tychokinesis
    • Accelerated Probability
    • Blessing Inducement
      • Luck
      • Luck Bestowal
    • Die Rolling
    • Curse Inducement
      • Jinx
    • Disaster Manipulation
      • Earthquake Generation in areas near tectonic plates.
      • Eruption Inducement on volcanoes that aren't extinct.
      • Meteor Summoning
      • Storm Creation in areas that meet the appropriate conditions.
    • Efficacy Manipulation
    • Luck Absorption
    • Stability Manipulation

Owned by: Admins & Crats ~ Posted on: {{{2}}}

WIP, a bit about Tyche....

Cabin Announcements


Camp Announcements

Camp Notice Board

Notice-board

In Character Notices/Announcements

  1. None

Out of Character Notices/Announcements

  1. Level 5's and up, please make sure to vote on current issues in the Voting:Level 5's and Up forum. 12 users must vote for any resolutions to be passed.

Edit the board here. This board is to show any information relative to camp, either in character or out of character. For instance, if you'd like to announce the death of one of your characters, or their kidnapping, or anything that other users should know.

Shamline

Meet the Campers

Meet Tyche's Children

(To edit this list, go here)

Counsellor

  1. Chase Cooper

Lieutenant

  1. Genevieve Castor

Members

  1. Jewel Lancaster
  2. Marc Lucas

Campers Not Year Round

(Officially inactive users)

  1. Kwan Yong
  2. Terrence Rutter
  3. Hanz

Priest/Priestess

(Only 1 Per Cabin, if they are a demigod, they also go under the main cabin count as well as here.)

  1. None

None

  1. Kisha

Cabin Photo Album

Template:Tyche's Cabin Photo Album


Cabin Room Assignments

Single Rooms

  1. (Feel free to add it yourself)

Double Rooms

  1. (Feel free to add it yourself)

Powers of a Child of Tyche

To customise your own, go Here, and create a unique one with your own colours for your character.

Offensive

  1. 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.
  2. Children of Tyche can enhance their bodies with success and prosperity, enhancing their physical strength and speed for a short time.

Defensive

  1. 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.
  2. 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

  1. Children of Tyche emit a lucky aura, so everyone around them will be slightly luckier. They can shut it off for a long time if they wish.
  2. 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

  1. 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.
  2. 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.
  3. During battle, children of Tyche are able to utilize 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 severely 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.
  4. 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

  1. 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

  1. 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

  1. 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

  1. Children of Tyche are generally very lucky in all that they do.
  2. Children of Tyche are typically adept at playing games of chance.
  3. 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.

Shamline

Cabin Activities & Duties

Cabin Treaties

Treaties

WIP

Enemy Cabins

None

TBA

HUGE WIP

Basically figure out something for the cabin to run, like how Apollo has the infirmary and the recording studio

</div>

TBA

Their part in the offence/defence of camp and fighting against the BC

Assignments

The schedule/assigments/tasks that the counsellors give out to the reg members, like who patrols when, etc

Quests

Past and present quests undertaken by members of this cabin....wip

Shamline

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