Val	CHA	Cost	Roll	Notes
8	STR	-2	11-	Lift 75.8 kg; 1 ½d6 HTH Damage [1] 
12	DEX	4	11-
8	CON	-2	11-
14	INT	4	12-	PER Roll 12-
16	EGO	6	12-
14	PRE	4	12-	PRE Attack:  2 ½d6

5	OCV	10	
5+4	DCV	10	
3	OMCV	0	
5	DMCV	6	
3	SPD	10		Phases:  4, 8, 12

4+9	PD	2		Total:  4/13 PD (0/9 rPD)
4+9	ED	2		Total:  4/13 ED (0/9 rED)
4	REC	0
16	END	0
8	BODY	-2
20	STUN	0		Total Characteristic Cost:  52

Movement:	Running:	12m/24m
		Leaping:	4m/8m
		Swimming:	4m/8m

Cost	Powers & Skills
8	Been There, Done That:  +16 PRE; Only Versus Offensive Presence Attacks (-1)	
10	Luck Of The Draw:  +4 DCV; Only Versus Ranged Attacks (-1)	
16	Inherent Mana Reserves:  Endurance Reserve  (40 END, 8 REC)
22	Meddling With Fate:  Luck 10d6; Side Effects, Side Effect occurs automatically whenever Power 
	is used (Any 1s Rolled Can Be Used By The GM To Negate Tyche's Die Rolls; -1), Luck Points Must 
	Be Used By The End Of The Scene, Or Else Be Discarded (-¼)
	Notes:  To use this Power, roll your 10d6 of Luck. Count all 6s. These become Luck Points and 
	can be used to reroll die rolls in your favor. Spend a Luck Point to reroll any die roll (be it 
	Characteristic, Attack, Skill, Damage, or what have you), and continue rerolling the dice until 
	you get a result better than you started out with.
60	Luck Powers:  Multipower, 60-point reserve	
1f	1)  Trust Me, You'll Hit Them:  +6 OCV; Increased Endurance Cost (x2 END; -½), Instant (skill 
	levels only last for one Attack Roll; -½), Usable By Other (-¼), Grantor can only grant the 
	power to others, Recipient must be within Limited Range (32 meters) of the Grantor for power to 
	be granted, Recipient must remain within Line of Sight of Grantor, Costs Endurance (Only Costs 
	END to Activate; -¼), END 6
1f	2)  Trust Me, There's No Way They Can Hit You:  +6 DCV; Instant (skill levels only last for one 
	Attack Roll; -½), Increased Endurance Cost (x2 END; -½), Usable By Other (-¼), Grantor can only 
	grant the power to others, Recipient must be within Limited Range (32 meters) of the Grantor for 
	power to be granted, Recipient must remain within Line of Sight of Grantor, Costs Endurance 
	(Only Costs END to Activate; -¼), END 6
2f	3)  Can't Hit The Broadside Of A Spinner:  Drain OCV 3d6, Invisible Power Effects (Fully 
	Invisible; +1); One Use At A Time (-1), Drain Effect Lasts Until A Condition Is Met (-½), 
	Limited Range (32 meters; -¼), END 6
	Notes:  The drained OCV will remain in effect until the target of this power misses with an 
2f	4)  That's Gonna Leave A Mark:  Drain DCV 3d6, Invisible Power Effects (Fully Invisible; +1); 
	One Use At A Time (-1), Drain Effect Lasts Until A Condition Is Met (-½), Limited Range 
	(32 meters; -¼), END 6
	Notes:  The drained DCV will remain in effect until the target of this power is hit with an 
2f	5)  Chink In The Armor:  Drain PD 1 ½d6, Invisible Power Effects (Fully Invisible; +1); One Use 
	At A Time (-1), Drain Effect Lasts Until A Condition Is Met (-½), Limited Range (32 meters; -¼) 
	plus Drain ED 1 ½d6, Invisible Power Effects (Fully Invisible; +1); One Use At A Time (-1), 
	Drain Effect Lasts Until A Condition Is Met (-½), Limited Range (32 meters; -¼), END 6
	Notes:  The drained PD and ED will remain in effect until the target of this power is hit with 
	an attack. 
3f	6)  Lucky You:  Major Transform 6d6 (target into target with 3d6 of Luck, "heals" back in 7 
	Hours); Rapid Healing (heals in 7 Hours; -¾), Limited Range (32 meters; -¼), Limited Target 
	(Humans [this includes Clades, Cyborgs, Espers, and similar beings]; -¼), END 6
3f	7)  Bad Break:  Major Transform 6d6 (target into target with 3d6 of Unluck, "heals" back in 
	7 Days); Limited Range (32 meters; -¼), Limited Target (Humans [this includes Clades, Cyborgs, 
	Espers, and similar beings]; -¼), Rapid Healing (heals in 7 Days; -¼), END 6
33	Lucky Shot:  RKA +1d6, Armor Piercing (+¼) for up to 4d6 RKA, Penetrating (+½) for up to 
	4d6 RKA; Only Affects Next Shot (-½), Usable By Other (-¼), Grantor can only grant the power to 
	others, Recipient must be within Limited Range (32 meters) of the Grantor for powerto be 
	granted, Recipient must remain within Line of Sight of Grantor, END 5 
13	Lucky Break:  Desolidification  (affected by "saturation" attacks, see Champions Powers 
	page 198); Only To Protect Against Limited Type Of Attack (see Champions Powers page 198; -1), 
	Increased Endurance Cost (x2 END; -½), Instant (-½)	8
24	C-60 Variable Maser Pistol Mark II:  Multipower, 53-point reserve, all slots 18 Charges (+¼); 
	all slots OAF (-1), STR Minimum (-¼), Beam (-¼), Real Weapon (-¼)	
1f	1)  Basic Setting:  RKA 1 ½d6; OAF (-1), Beam (-¼), Real Weapon (-¼), STR Minimum (-¼)
1f	2)  Creature Setting:  RKA 3d6; Requires 3 Charges Per Use (-1 ½), OAF (-1), Beam (-¼), 
	Real Weapon (-¼), STR Minimum (-¼)	0
2	C-60 Variable Maser Gun Inherent Accuracy:  +1 OCV; OAF (-1), Real Weapon (-¼) plus +1 versus 
	Range Modifer; OAF (-1), Real Weapon (-¼)
28	XSWAT Stunstick:  HA +3d6, Reduced Endurance (0 END; +½); OAF (-1), STR Minimum 8 (-½), Real 
	Weapon (-¼), Hand-To-Hand Attack (-¼) plus Blast 8d6, NND (defense is insulated ED or a 
	non-human nervous system; +1); OAF (-1), No Range (-½), STR Minimum 8 (-½), 12 Charges (-¼),
	Real Weapon (-¼), Linked (Stick; -¼), [12]
13	XSWAT Restraints:  Entangle 4d6, 8 PD/8 ED, Takes No Damage From Attacks (+½); 1 Recoverable 
	Charge (-1 ¼), OAF (-1), Set Effect (Hands Only) (-1), Doesn't Prevent Use Of Accessible 
	Foci (-1), No Range (-½), Must Follow Grab Or Target Must Be Willing (-½), Can Be Escaped 
	Automatically With Modified Lockpicking Or Contortionist Roll (-½), [1 rc]
2	SWAT Nanofiber Bodysuit Mark I:  Resistant Protection (1 PD/1 ED); IIF (-¼), Real Armor (-¼)
8	XSWAT Biosteel Field Jacket:  Resistant Protection (5 PD/5 ED); OIF (-½), Real Armor (-¼)
13	XSWAT Bioplastic-Plated Field Boots:  Resistant Protection (6 PD/6 ED); OIF (-½), Real Armor (-¼) 
	plus HA +1d6, Reduced Endurance (0 END; +½); OIF (-½), Real Weapon (-¼), Hand-To-Hand Attack (-¼)
8	Flashlight:  Sight Group Images, +3 to PER Rolls; OAF (-1), Only To Create Light (-1), 
	1 Continuing Fuel Charge lasting 6 Hours (+¼), [1 cc]
7	Communicator:  Radio Perception/Transmission (Radio Group); IIF (-¼), Affected As Hearing Group 
	As Well As Radio Group (-¼)

7	Contact:  Nicodemus Tsanthos (Contact has access to major institutions, Contact has extremely 
	useful Skills or resources, Contact has significant Contacts of his own, Good relationship with 
	Contact) 8-
5	XSWAT Officer:  Fringe Benefit:  Concealed Weapon Permit (where appropriate), Federal/National 
	Police Powers
5	You're A Winner!:  Money:  Well Off
	Notes:  Tyche's innate talents have allowed her to subtly manipulate 
	lotteries, sweepstakes, gambling and other games of chance. This, combined with the occasional 
	keen investment has ensured that Tyche will never find herself wanting.
2	She Brings Good Luck:  Positive Reputation:  Whatever squad that Tyche has been assigned to 
	tends to beat the odds, even in the most dire of situations. (XSWAT) 11-, +2/+2d6

6	Ha! Just Missed Me!:  Combat Luck (3 PD/3 ED)
20	I've Got A Funny Feeling About This:  Danger Sense (self only, out of combat) 12-
6	She's A Looker:  +2/+2d6 Striking Appearance (vs. all characters)
20	+4 with Luck Powers

5	Bribery 13-
3	Bureaucratics 12-
7	Charm 14-
7	Concealment 14-
3	Criminology 12-
3	CuK: Angelus 12-
7	Deduction 14-
12	Gambling (Card Games, Dice Games, Roulette) 15-
7	High Society 14-
1	KS: Angelus Criminal Underworld 8-
2	KS: Criminal Law and Procedure 10-
1	KS: Entities 8-
6	KS: Numerology 15-
2	KS: The Law Enforcement World  10-
3	KS: The Occult World 12-
7	Pushing Her Luck:  Power:  Luck Powers 14-
2	PS: Police Officer 11-
9	Sleight Of Hand 14-
5	Streetwise 13-
3	TF:  Common Motorized Ground Vehicles, Spinner
4	WF:  Beam Weapons, Blades, Handguns, Nightstick/Stunstick/Tonfa

Total Powers & Skill Cost:  454
Total Cost:  505

400+	Matching Complications (75)
5	Distinctive Features:  Lady In Red (Easily Concealed; Noticed and Recognizable; Detectable By 
	Commonly-Used Senses)
	Notes:  Whether it's her red-tinted sunglasses, a dress, or even a 
	pair of shoes, Tyche always has something on her person that is distinctly red in color at all 
5	Distinctive Features:  XSWAT Uniform (Easily Concealed; Noticed and Recognizable; Detectable By 
	Commonly-Used Senses)
20	Hunted:  Individuals, Groups and Others seeking to even the score Infrequently (Mo Pow; NCI; 
	Harshly Punish)
	Notes:  Due to the use (or arguably abuse) of her particular talents 
	over the years, Tyche has acquired a fair number of people and groups that are quite angry with 
	her. These range the gambit from common street thugs, criminal groups, gambling rings, and 
	casinos that are convinced she somehow cheated them by consistently winning games that were 
	either not meant to be won or simply have an exceedingly low chance of success. In addition, 
	there are a number of supernatural beings that preside over luck or fate and consider Tyche's 
	abuses as anything ranging from a minor insult to an affront on their very existence. Either 
	way, depending on the individual or group that appears, and circumstances tied to this, the 
	power could range anywhere from ÒLess PowerfulÓ to ÒMore PowerfulÓ and their motivation could 
	range anywhere from ÒMildly PunishÓ to ÒHarshly PunishÓ. It should be noted that some groups 
	may actually want to acquire Tyche and force her to use her talents for their goals.For 
	simplicity, the Power and Motivation has been set to the maximum (As Powerful, Mildly Punish) 
	to represent the ceiling power value of anybody attempting to settle the score with Tyche.
10	Hunted:  XSWAT Infrequently (Mo Pow; NCI; Watching)
10	Negative Reputation:  Slacker, Very Frequently (Known Only To XSWAT)
	Notes:  Tyche is not one for hard work of any sort if she can avoid it 
	quite simply because she is able to get by more often than not by the good grace of her talents 
	in manipulating luck. Many officers in XSWAT who have worked with Tyche or heard of her knows 
	she will do her best to do only the absolute minimum and even when it comes to getting 
	paperwork filed on time or properly, they can just forget about it entirely. Her attitude is 
	not just limited to paperwork, but extends so far as her appearance in uniform as well. Tyche 
	will wear a combination of what feels comfortable and is appealing to her fashion sensibilities. 
	This often leads to red sneakers, jackets or coats not fully buttoned, red sunglasses inside, 
5	Negative Reputation:  XSWAT Officer (a.k.a. not "normal," heavily involved with bizarre cases 
	and monsters), Infrequently
10	Psychological Complication:  (Common; Moderate)
	Notes:  Tyche is less concerned about Bad Luck and is far more 
	concerned with accruing Good Luck. As such, she tends to keep several charms and such on hand 
	or nearby that are supposed to bring good luck.
15	Psychological Complication:  I have ALL of the luck. All of it! (Overconfidence)  (Common; 
	Notes:  Tyche knows that she has lived a very charmed life and that 
	things have a tendency to fall her way more often than not. Unfortunately, this sometimes 
	supersedes reason and causes her to throw caution into the wind where prudence may be a better 
20	Social Complication:  Subject To Orders (Very Frequently, Major)

Total Complications Points:  75

Background/History: Tyche Serket had always led a somewhat charmed life and many people (especially the more superstitious sort) claimed that she had been born under particular signs that indicated luck and fortune. While certainly she did not personify it at the time, many things did happen to go her way more often than not. Unfortunately, the same could not be said of her family who had always been moments away from falling below the poverty level. The events leading up to, just after and the long-term effects of Demonfall and the decisions of 9th Squad only made things worse for her family.

Sometime in the middle of spring in 2123, Tyche (who was about sixteen at the time), Tyche started showing the ability to actively manipulate luck and probability. While things always did seem to fall Tyche’s way already, much of these things could be readily explained away by mere coincidence. After spring 2123, things were different, and it seemed that Tyche was able to take some control over her destiny but, also the destiny of others, even if it was limited.

It didn’t take long for Tyche to begin using and abusing her powers. First things started small; mostly things that just made her life easier and the lives of those she disliked more difficult. But as she grew into adulthood, things escalated quickly and she started making active use of her powers to further her own position in life. This primarily involved various games of chance held at any number of gambling dens but also taking advantage of various drawings and lotteries. It was during this time that she met Nicodemus Tsanthos and they formed a strictly professional relationship.

The true nature her partner is mostly a mystery to her, but what she does know is that Nicodemus has made his business to manipulate and orchestrate events and there were times that he needed the use of an ‘outside contractor’ for certain things. In exchange for her services and use of her unique talents, Nicodemus paid Tyche very well. This, in combination with her abilities to use her abilities to make sure things went her way when she wanted them to, ensured that Tyche had significant amounts of money whenever she wanted it.

This combination wealth and lack of self-discipline ensured that for a while, Tyche lived a life of excess and debauchery and loved every second of it. Even though the things that she did own were hers, in that they were paid for, Tyche simply lacked the maturity to properly handle money and wealth. Soon, the money that she managed to acquire by herself and what Nicodemus was paying her was simply not enough. She started taking bigger risks, convinced that she would always come out on top.

To her benefit, Nicodemus stepped in before things started going too badly and talked her into joining XSWAT, severely limiting the strength and scope of her powers and using what powers and abilities she did use for the benefit of others instead of just herself.

Presently, Tyche is assigned to [Nth] Squad the 16th Precinct in Iota Sector. Due to the events of Training Day, she has found herself a little worse for wear financially. On one hand, she her penthouse-style condo has been paid for completely, as has her spinner, a Tesla UC-0096 Skylance. Unfortunately, the regular bills (building maintenance/condo fees, utilities, etc.) coupled with no paychecks, all but cleaned out her primary account. Due to the assumption that she was dead, her secondary and off-shore accounts have been frozen.

Personality/Motivation: Tyche often comes across as arrogant and self-assured. She has never really experienced a significant loss, at least not a loss that she did not intend for, and it shows. Also, because she grew up poor, she is a bit materialistic and likes to spoil herself and because she has very few friends, she also goes out of her way to protect them, sometimes going far beyond what many would consider reasonable.  

Tyche is motivated mostly by material and selfish things. She wants the finer things in life and while she is more than willing to share her boons and fortunes with those she calls friend, the things she does are frequently more focused on making her life better and easier. Even Tyche’s current enlistment in XSWAT is part of this; she is not on the force because she wants to be, but rather to avoid the consequences for a number of her past actions and indiscretions. As it stands, as soon as she has “paid her debt”, she will take her leave and go back to her old life and way of doing things.

Quote: “The less you bet, the more you lose when you win.”

“Luck? Of course there’s luck! And it comes in two flavors: Good and Bad. Guess which one I’ve got.”

Powers/Tactics: Tyche is, for all intents and purposes, a Luck Thief. All of her powers and abilities revolve around manipulating and reworking probability and chance in her favor. More often than not, for her powers to actually work, she must pull luck from those around her and redirect that luck to where she wants it to go.

In combat, she will stay as far away from where the action is as she can, and instead focus on events as they unfold, using her powers to hinder her enemies and boost her allies as appropriate.

Campaign Use: This character sheet represents Tyche at a significantly reduced power level. She will, very rarely, go beyond these listed abilities for the current campaign. In the event that she does exceed these listed levels, they will only be in a narrative sense (for example, in the story Dine and Dash, Tyche uses a combination of her powers to make a rather sleazy waiter suffer from a significant amount of bad luck for 49 days…or, in her words, about a month and a half.).

Applicable Tropes: Professional Gambler, The Gambler

Appearance: Tyche is 5’10” with an hourglass frame with dark blue-black hair that stops about halfway down her back with clear cerulean blue eyes. Even though the world of Shadows Angelus is a world where augmentation (both through surgery and by genetics) is quite common, it is quite obvious that Tyche’s body and build are natural and that she (for lack of a better term) “won the genetic lottery” (Most Common Superpower or “drawn by Nate” is applicable here).

Whether on or off duty, Tyche always wears something red; usually a pair of very expensive designer sunglasses, but shoes, dresses, jackets and the like are also common. Keenly aware of her physique, Tyche often chooses attire that makes the most of her assets without showing off too much.

When on-duty, Tyche wears a pair of slacks (usually from the dress uniform if possible) and a white button-down shirt and tie (also from the dress uniform if possible). She will also either wear the coat for either the dress or field uniform, almost always leaving it completely open. When off-duty, Tyche wears what is in fashion for the affluent, generally preferring pants over skirts.

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