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Enlightening Mirror

Name

Tenzek Tsuring

Nickname:

“Enlightening Mirror”

Sex

Male

Personality:

Compassionate (+1 Empathy, -1 Bravado)

Age

32

Ideology

Buddhist (Tibetan)

Nationality

Tibetan

Class

Gentleman/Mystic

Core Attributes:

Vigor: 1

Vitality: 1

Finesse: 2

Perception: 3

Wisdom: 3

Cunning: 2

Grace: 3

Valor 1

Martial Skills:

Subtle Skills:

Civil Skills:

Technical Skills

Mystical Skills:

Hand to Hand

Rank:

(Vig+Vit): 2

Total: 2

Stealth

Rank: 3

(Fin+Pe): 5

Total: 8

Bravado

Rank:

(Val+Gra): 4

Total: 3

Engineering

Rank:

(Wis+Cun): 5

Total: 5

Internal Alchemy

Rank:

(Vit+Pe): 4

Total: 5

Melee

Rank: 3

(Vig+Fin): 3

Total: 6

Sleight of Hand

Rank: 3

(Fin+Gra): 5

Total: 8

Persuasion

Rank: 3

(Wis+Gra): 6

Total: 10

Craftsmanship

Rank:

(Fin+Wis): 5

Total: 5

Shamanism

Rank:

(Wis+Val): 4

Total: 5

Sharpshooting

Rank:

(Pe+Fin): 5

Total: 5

Athletics

Rank:

(Vig+Vit): 2

Total: 2

Deception

Rank: 3

(Cun+Gra): 5

Total: 9

Alchemistry

Rank:

(Wis+Pe): 6

Total: 6

Mentalism

Rank: 4

(Gra+Pe): 6

Total: 11

Explosives

Rank:

(Pe+Val): 4

Total: 4

Acrobatics

Rank:

(Vig+Fin): 3

Total: 3

Empathy

Rank: 4

(Pe+Gra): 6

Total: 11

Medicine

Rank:

(Wis+Fin): 5

Total: 5

Sorcery

Rank:

(Val+Cun): 3

Total: 4

Evasion

Rank: 4

(Vig+Pe): 4

Total: 8

Awareness

Rank: 4

(Pe+Cun): 5

Total: 9

Law

Rank:

(Wis+Gra): 6

Total: 7

Piloting

Rank:

(Fin+Val): 3

Total: 3

Geomancy

Rank:

(Pe+Wis): 6

Total: 7

Initiative

Rank:

(Val+Fin): 3

Total: 3

Animal Handling

Rank:

(Gra+Val): 4

Total: 3

Streetwise

Rank:

(Cun+Gra): 5

Total: 6

Security

Rank:

(Fin+Cun): 4

Total: 4

Breath

Rank: 1

(Vit+Wis): 4

Total: 6

Fortitude

Rank:

(Val+Vit): 2

Total: 2

Survival

Rank:

(Cun+Vit):3

Total: 3

Scholarship

Rank:

(Wis+Cun): 5

Total: 6

Resources

Rank:

(Cun+Gra): 5

Total: 5

Fortune

Rank:

(Val+Wis): 4

Total: 5

Languages Spoken: Tibetan, Chinese, Manchu.

Languages Read: Tibetan, Chinese, Sanskrit.


Weapons:

Weapon

Attack

Damage

Concealment

Notes

Iron Prayer Beads

9C

5C

Yes

Notable Equopment and Resources:

Iron Prayer Beads: This long chain of prayer beads look innocent enough, but are actually made of iron and quite heavy. In combat, they can be used as a chain whip to disarm, entangle, and strike foes.

Horse: This horse has followed Tenzek in his journey across the continent, sometimes finding him hundreds of miles away from where they last met. His name is Yulong, after the horse that bore the monk Sanzang in Journey to the West.

Money: Tenzek gave all his money to a homeless beggar. Needless to say, the beggar's fortune reversed, and he is now a powerful official who remembers Tenzek fondly.

Talents:

Fisherman Casts the Net!

Requirements: Melee: 2
You can bind foes limbs with flexible weapons. When using a flexible weapon such as a rope dart or chain whip, you may attempt to trip, disarm, pin, or strangle (as per the Chokehold talent) with an opposed Melee check in place of dealing damage, just as you would with a Hand to Hand attack.

Cloud Minds!

Requirements: Mentalism 1, Stealth 2

You can render yourself undetectable to others. You do not become invisible; rather, you become unnoticeable, seen and instantly forgotten. Spend a point of Breath and make a Mentalism check; for the duration of the next scene, add your successes to all Stealth and Sleight of Hand checks.

Open the Third Eye!

Requirements: Mentalism 1, Awareness 2

By opening your mind, you become aware of what could not be known. Spend a point of Breath and make a Mentalism check; for the duration of the next scene, add your successes to all Awareness checks. Additionally, this makes it possible to accomplish seemingly inhuman feats of awareness, such as sensing an assassin on the other side of a wall.

Sense Thoughts!

Requirements: Mentalism 1, Empathy 2

You can look into the mind of another, reading that which they would not share. Spend a point of Breath and make a Mentalism check; for the duration of the next scene, add your successes to all Empathy checks. Additionally, this makes it possible to accomplish seemingly inhuman feats of empathy, such as reading the intentions of one who neither moves nor speaks.

Shape Thoughts!

Requirements: Mentalism 2

You can reach into and influence the minds of others, making everything you say sound more reasonable and amenable.

Spend a point of Breath and make a Mentalism check; for the duration of the next scene, add your successes to all Persuasion and Deception checks against a single target. Outside observers may be able to detect strange behavior in the target, particularly if led to believe outrageous lies or come to otherwise unreasonable bargains.

Mind Trick!

Requirements: Mentalism 2

You can connect to another's mind, altering a target's short-term memory. Spend a point of Breath, and make a Mentalism check opposed by your target's Empathy; if you are successful, you can change or erase one short-term memory (short-term, in this case, meaning events from within the same scene). The hypnotism power requires social contact; you must be able to speak with your target to alter their mind. For example, you could convince a border guard that you already had shown your paperwork, or have someone forget a conversation as soon as it was finished. Vivid memories – such as asking someone to forget witnessing a murder – cannot be altered in this way.

Counter: If another Mentalist attempts to use Mind Trick one a target who also has this ability, the target may attempt to reverse the hypnosis. The target may may spend a point of Breath and make their own Mentalism check; if they beat the attacker's check, then they may alter the attacker's memories instead, all the while letting them think their mind trick succeeded.

Reshape the Past!

Requirements: Mentalism 4, Mind Trick

You alter a target's long-term memory through deep hypnotism. The process is rather involved, and requires at least half an hour of un-interrupted quiet conversion and hypnotic suggestion for each memory altered. Make a Mentalism check opposed by your target's Empathy; if you are successful, you change or erase one long-term memory. For example, you could convince a someone that you are their brother, or make them forget who a close friend is, or that someone made an attempt on their life earlier that day. For elaborate psychic conditioning involving multiple memories, multiple checks must be made, each taking a half hour.

Counter: If another Mentalist attempts to use Memory Shaping on a target who also has this ability, the target may attempt to reverse the hypnosis. The target may may spend a point of Breath and make their own Mentalism check; if they beat the attacker's check, then they may alter the attacker's memories instead, all the while letting them think their Memory Shaping succeeded.

Mind Link!

Requirements: Mentalism 2, Empathy 2
You can convey information directly into the mind of another. By spending a point of Breath, you can make your thoughts and desires known to another. Your target does not hear a voice in their head or see visions; they simply know what you wish them to know (IE, that you are alive but in great danger). If the Mentalist also has the Hypnotism power,

The powers may be combined to give a foe a false impression (IE, that you are dead and no threat to them).


Biography:

When Tenzek was 13 years old, he sent to Lhasa to pursue ecclesiastic training as a Buddhist monk. With his keen senses and knack for subtlety, he soon found himself rising through the ranks, and was eventually brought into the Gra So Pa, the Dalai Lama's personal spy network of monks.

As a Gra So Pa, Tenzek was highly trained in secret meditation practices to expand his mind, reaching into the minds of others. The monk-spies are trained to tap into the Mindstream itself, the collective flow of human consciousness, piercing the veil of separation between beings. They are closely tied to the Dalai Lama, their thoughts and desired precisely attuned to his.

Being so connected to the universe, there is little that surprises Tenzek; but when a half-dead Japanese pirate and Nepali gunslinger showed up at his home, he was taken slightly aback. He nursed Tetsuo Hideyoshi and Bishnu Rai back to health, and though they never fully volunteered their story, it was easy enough for him to infer. He nurtured the respect the two had gained in their life-and-death struggle with another, and by the time they had recovered, the two enemies had pledged themselves as blood brothers.

Realizing that the pirate could be a valuable resource, and that Tenzek himself could serve as a contact point between the jianghu and the Dalai Lama, he aided Tetsuo in stealing a new airship and taking to the skies again, subtly guiding his actions along the way.

Personality: He's very quiet, and very polite. But he observes much. Among the jianghu, he is less inclined to violence than his comrades, preferring to solve problems with stealth and subterfuge. He is cunning and manipulative, controlling others while letting them believe that they are controlling him. He training has given him a great deal of empathy, and he is usually able to get a deep understanding of others shortly upon meeting them. Though he has no regular contact with the Dalai Lama, he is so well mentally attuned to this master that he does not need to be.

Appearance: Tenzek is wears the red and yellow robes of a Tibetan Buddhist, marking him as an outlander in China. He wears glasses which he does not strictly need in order to make his bearing less threatening. He is usually smiling politely, and comes across as quite disarming and harmless.

Playstyle: Tenzek is a social and stealth character. Intense meditation has given him seemingly supernatural powers, allowing him to bridge the illusion that separates one mind from another. As such, he can read minds and shape the thoughts of others. In combat, he has received extensive training with the traditional weapon of the Gra So Pa, a set of iron prayer beads that can easily be wielded as a chain whip.

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