Difference between revisions of "TheT/MasterTinch"

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<b>Name:</b> Tinch<br>
 
<b>Name:</b> Tinch<br>
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== Tales ==
 
== Tales ==
  
*Tinch makes his first appearance in [[[TheT/MasterTinch/SomewhereBetweenDayAndNight]] | Somewhere Between Day and Night]].
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*Tinch makes his first appearance in [[TheT/SomewhereBetweenDayAndNight|Somewhere Between Day and Night]].
  
 
== Changes ==
 
== Changes ==
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Back to [[[TheT/MasterTinch/Characters]] | Characters]]
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Latest revision as of 04:02, 9 June 2010

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Name: Tinch
Caste: Twilight
Nature: Savant
Anima: The Sevenfold Symbols of Arcane Might

Attributes:
Physical: Strength 3, Dexterity 3, Stamina 3
Social: Charisma 2, Manipulation 3, Appearance 2
Mental: Perception 4, Intelligence 5, Wits 2

Abilities: Awareness 2, Bureaucracy 2, Endurance 3, Larceny 3, Linguistics (Old Realm, Riverspeak, Forest-Tongue, Flametongue) 3, Lore 4, Melee 3, Occult 4, Socialize 1, Survival 2

Backgrounds: Artifacts 2, Followers 1, Manse 5, Resources 1

Virtues:: Compassion 2, Conviction 3, Temperance 2, Valor 2
Virtue Flaw: Heart of Flint (Conviction)

Willpower:: 5
Health: -0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-4,Incap
Essence:3
Essence Pool: 14/35

Charms:

  • Awareness: Sensory Acuity Prana
  • Endurance: Ox-Body Technique x2
  • Lore: Essence-Lending Method, Will-Bolstering Method
  • Occult: Spirit-Detecting Glance, Spirit-Cutting Attack, Ghost-Eating Technique, Terrestrial Circle Sorcery

Spells:

  • Terrestrial Circle:
    • Death of Obsidian Butterflies
    • Emerald Countermagic
    • Emerald Circle Banishment
    • Invulnerable Skin of Bronze
    • Summon Elemental


Base Initiative:5
Soak:3B\1L\0A (unarmored), 15B\7L\7A (Invulnerable Skin of Bronze),
Dodge:3
Attacks:
Orichalcum Shod Staff: Spd 13, Acc 10, Dam 10B, Def 9, Rate 3

Appearance

An old Eastern man by any appearance. Tall, stooped with age, both his hair and beard long and white, generally dresses in serviceable robes. He plays at being rather aged and feeble, leaning on his walking stick, until the time comes for battle, showing he has the vitality of a man much younger than his apparent years.

Expanded Backgrounds

  • Artifact 2 (Sorcerer's Walking Stick): Created by Exalted Twilights who wished to travel incognito without leaving behind their sources of power, the walking stick resembles an ordinary staff unless used in battle or the Hearthstone set within it is put to use. Then, it assumes its true appearance -- an ornate staff heavily inlaid and shod with orichalcum. It has a setting for a single Hearthstone in the top, the socket inclosed in a cage of metal. For all intents and purposes, bearing the staff counts as the Hearthstone touching the skin of the bearer.
  • Followers 1: Tinch has an apprentice, Serel, to whom he is teaching what of his craft he may. Serel is a smart and competant young man, but only mortal, despite his talent for thaumaturgy. He is often quite overwhelmed by his master's capability. Being Tinch's apprentice, he has been told the old man's story about the truth of the Anathema and the rise of the Dragon-Blooded to power.
  • Manse 5 (The Tower of the Descending Suns): Not even Tinch knows the full history of this place. Once, early in the First Age, it was a place of great learning. Only the most devoted of Solar sorcerers could enter, and they were taught the pinnacle of their arts there. Then, the master of the Tower went mad, slaying the others one by one, and hiding away the location of the Manse. No one knows the ultimate fate of the last master of the Tower.
    • Hearthstone (Stone of Sorcery Capturing): This is a mighty artifact in its own right, similar to the rare and powerful Sorcery-Capturing Cord. It is an apple-sized diamond, capable of capturing up to four spells of any kind. The sorcerer must stand stand in the path of the spell and block it with a Wits+Occult roll, diff 1 for Terrestrial spells, diff 3 for Celestial, diff 5 for Solar. If the roll is failed, the sorcerer suffers the full effect of the spell. The spells held within can later be released with an Intelligence+Occult roll, with the same difficulty used to capture it. If the roll is failed, the spell is lost. If the roll is botched, the sorcerer suffers the effect of the spell trapped within.
  • Resources 1: Tinch has spent just about every jade bit he's ever earned in his search for power. Now that he's attained it, it will take time for him to build it up again.

Tales

Changes

These are the changes that occur to Tinch over the course of the stories about him.



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