Character Sheet for Tifret
Name: Tifret Sunsvoice
Caste: Zenith
Nature: Paragon
Anima Banner: Idealized image of an ancient priest-king, looking something like
those giant king statues from LotR:FotR.
ATTRIBUTES
Physical: Strength 4, Dexterity 3, Stamina 4
Mental: Charisma 4, Manipulation 3, Appearance 2
Social: Perception 2, Intelligence 3, Wits 2
ABILITIES
Dawn: Brawl 3
Zenith: Endurance 3, Performance 3, Presence 3, Resistance 2, Survival 3
Twilight: Lore 3 (Solar Religion +2)
Night: Athletics 3 (Lifting +2)
Eclipse: Linguistics 2 (Riverspeak, Old Realm), Socialize 2
BACKGROUNDS
Artifact 3 (Sun's Might Bracers)
Followers 2 ()
Influence 1 (as a traveling worker of good deeds)
Manse 3 (Solar Temple at Asirat)
Resources 2 (from former profession, plus some temple wealth)
CHARMS
Dawn: Ferocious Jab (Brawl), Sledgehammer Fist Punch (Brawl)
Zenith: Ox-Body Technique (Endurance), Masterful Performance Exercise (Performance),
Harmonious Presence Meditation (Presence), Durability of Oak Meditation
(Resistance), Iron Skin Concentration (Resistance), Armor of Virtue Technique (Resistance),
Hardship-Surviving Mendicant Spirit (Survival)
Twilight: None
Night: Increasing Strength Exercise (Athletics)
Eclipse: None
Virtues: Compassion 3, Conviction 2, Temperance 3, Valor 2
Virtue Flaw: Compassionate Martyrdom
Willpower: 7
Essence: 2
Health Levels: One -0, three -1, four -2, one -4, one incapacitated
NOTES
Physical Description: Thirty-two-year-old Southern woman. Skin color is on the
"tan" end of the spectrum. Hair is golden-blonde (the color of orichalcum, actually),
and now worn big'n'fluffy in proper superheroine style (it was previously kept short
or shaved entirely per Southern custom). Eyes are the color of green jade.
Quickie History: Born to a pair of merchant-slaves of the Despot of Gem. One
sibling, a younger brother (see below). Grew up on tales of great lost treasures just
waiting to be plundered. On her first gem-gathering expedition, recognized desert
landmarks from legend and persuaded her team to follow the traces, recovering a cache
of . Rose high in the Despot's favor after that; he was hot for artifacts that
would give him the edge over the Perfect of Paragon (or at least a cool
unswervingly-loyal population like the Perfect's), and Tifret proved quite talented at sniffing such
things out. Two years ago, she uncovered clues to the whereabouts of what was
supposedly the last Solar temple to remain active after the Anathema were crushed. She
led a team to claim its contents for the Despot, and successfully located the place
after any number of grand mythical hardships that whittled away at her companions.
Upon entering the temple, they were shocked to find it inhabited by a single, aged
caretaker, who welcomed Tifret by name and invited them all to stay. Their attempts
to continue plundering instead were foiled by the twin discoveries that the
"caretaker" was some sort of ghostly projection of the temple itself, and that they didn't
dare leave, as most of their supplies had been lost in the disasters that had claimed
their fellows. Tifret located the temple library and sat down to research a way
out, as well as the locations of any treasures. Instead, she found the place a fount
of information on the true Solar religion, not practiced in its pure form since the
end of the First Age. Something in the Solar scriptures and histories touched her,
and she read voraciously for days, encouraged by the ghostly caretaker, who gently
answered her questions and provided additional resources. Finally, when she was ripe
for conversion, the caretaker revealed that he was the living Essence of the
temple's last priest, bound into the building itself as a gift from the Unconquered Sun.
The deity had rewarded his last dedicated follower by preserving him and his temple
from the betrayal, and promising that he would not cease to be until he had seen the
end of the Solars' punishment for hubris and the beginning of their restoration to
glory. Having learned from Tifret and her team that the Realm was in disarray and
the Anathema were returning to the world, the priest knew his time had finally come,
and he prayed the Unconquered Sun to pass his Essence on to the now-eager Tifret, who
would become the new Zenith priest of the temple. Tifret and the other survivors
(who gradually came to share or at least tolerate her new convictions) stayed at the
temple for a long time after, partially restoring it and learning more about the
nature of Tifret's Exaltation. Apparently the Unconquered Sun was unsatisfied with
this, for eventually Tifret's endless prayers and meditations were interrupted by the
constant, desperate cries of *others* in need. Realizing that she was meant to spend
her new life in active practice of virtue rather than in passive adoration of the
Sun, Tifret set out with her companions to return to civilization. The wailing in
Tifret's head led them to a Guild caravan lost in the desert; their aid earned them
fresh supplies and transport back north. Further cries for help drew them away from
Gem -- where they would hardly have been welcome, anyway -- and onward into the
Scavenger Lands. A tour of the Hundred Kingdoms earned Tifret a growing reputation as a
justice-bringer, tyrant-despoiler, and friend to those in need; some people even
converted to her revived Solar faith, and built a few small shrines. Eventually, she
intends to lead a grand pilgrimage back to the Asirat temple, but for now the prayers
that she alone hears have drawn her to Nexus, that wretched hive of
you-fill-in-the-rest.
The Artifact: The Sun's Might Bracers, a treasure of the Asirat temple. They have
the weapon stats of a Smashfist (daiklaive cestus) plus the defensive bonus of an
orichalcum Thunder Shield (+3 difficulty to attacks against the wearer). When the
bracers augment a punch or deflect an attack, they gleam brightly at the instant of
impact. It might be mistaken for a reflection of sunlight off the orichalcum, until you
notice that it happens EVERY time (and gets brighter with continued activity), even
on a cloudy day or at night.
The Manse: The last great Temple of the Unconquered Sun, located among the ruins of
a First Age site called Asirat, in the Southern desert. Tifret spent some time
restoring parts of it, but it's still mostly a ruin, and only shows vague signs of its
onetime splendor. With Tifret absent, the major protection on the temple is that it
is incredibly hard to find, and located in a part of the desert that kills most
snoopers, if not before they arrive, then before they make it out alive to tell anyone.
It contains considerable lore on the rites and beliefs of the old Solar religion, as
well as a moderate amount of wealth in decorations and ornaments. The main
sanctuary has windows arranged so that worshippers can see and bask in the sun at dawn,
noon, and dusk, as well as a calendar of solar eclipses and accoutrements for viewing
them safely. (I'm assuming the religion includes a worship service at each of the
times associated with the castes; the "night" service doesn't need a window, of course,
though there might be a magical means of viewing the Sun wherever it is at night.)
The Hearthstone: The Stone of Unending Sustenance, a weaker version of the Gem of
Incomparable Wellness. It doesn't prevent aging or allow regeneration of damage, but
it does keep the wearer from starving, dehydrating, suffocating, or getting sick
from a natural disease while it is active. Kept in the hearthstone socket of the
Bracers. When the Hearthstone rests in its usual place in the Manse, rather than being
carried around by Tifret, *no one* in the building ever needs to eat or drink.
(Disregard that if you find it too potent; I'm mainly trying to explain how the
plundering team managed to live there for a year without supplies. Possibly, instead, the
place *produces* food and drink to take care of everyone in it. That sounds
appropriately miraculous.)
The Followers: The two surviving members of Tifret's last expedition as a plunderer,
and one reformed evildoer picked up in her travels. #1 is her brother Orne, who was
a member of her last treasure-hunting team, and stuck around because *he* didn't
want to be the one to have to go back to the Despot and explain things. Now he handles
the practical side of things, holding the money, arranging accommodations, and so
forth, while waiting for his sister to get over her latest obsession so that they can
become wealthy Scavenger Lords or something. #2 is Tirsid, the record-keeper of the
team, who now serves as Tifret's personal hagio-biographer. She assumes he's an
enthusiastic convert to the faith, but actually he just has the hots for her. (And for
any number of other women, including nearly every one that's ever spoken a kind word
to him. He never actually speaks to any of them, since he's only eloquent in
writing, but he has multiple volumes of love poetry tucked away.) #3 is Nimri, once the
oppressive tyrant of his own little fiefdom in the Hundred Kingdoms. Tifret waged a
minor guerrilla war against him for some time, finally cornering him defenseless in
his palace ... and beginning to preach at him most sternly. Musta been one of those
enormous fluke successes on the Performance roll, because Nimri turned into a
weeping ball of remorse and refused to leave Tifret's side until he had expiated his
misdeeds through menial service. Now he does all the shit-work for the little group.
The Current Good Deed: Hmm, still not sure. Something in Nexus, presumably, so
there's plenty of scope for injustice and evil there. Probably something that takes
more than a single act to straighten out, since it's distracted her from meeting with
the Emissary and we want the rest of the Circle to help her finish it. Some options
you might like:
1) Neighborhood-wide fire, flood, sickness, or other medium-scale disaster
2) Missing child/parent/spouse/pet, or more than one
3) Some repetitive laborious task (easier for five Exalted than one) that she's
completing to earn money for someone else (to pay off a debt or whatever)
Original material copyright © 1995-2002, Jimmy "Gregor" McKinney