game.CurrentCharacter.Tint = 0xff0000
That would tint the character blue. For some reason the RGB is inversed so it's BGR instead, so take that in mind when you write out the hex color values.
CharacterTint
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.
Out of curiosity, why are you not using light maps?