Sol Deceased
Character Info
Class: Shonen
Level: 4
Owner: detour
Need 2 more completed missions to reach level 5 (8 recorded).
Completed Missions: 7
Commissary Reward: 2
Perks earned: 3
Perks spent: 0
Perks remaining: 3
Personality
Recent Missions
-
Sol's Last Stand
Nov 22, 2025 - success -
Deft Delf
Nov 9, 2025 - success -
Moles, Motorcycles, and Military Munchkins
Sep 6, 2025 - success -
Teen Angst Anarchy
Sep 6, 2025 - success -
Callamaty
Sep 6, 2025 - success
Stats
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+++ Might
Lift one end of a car.
++ Resilience
Endure full-body immolation for over a minute.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
Baseline Sensory
20/20 vision.
+ Reflex
Slowly cross a tightrope.
+++ Vigor
Keep pace with a horse.
Stamina: Drop a Threshold after 10 minutes of max-intensity combat.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
Baseline Luck
Happenstance: Find an inconsequential object.
Class Abilities
Greatly enhance your speed at the cost of additional Stamina expenditure, optionally teleporting right next to a nearby enemy.
Essence Cost: Low
Duration Low
Cooldown: Low
Paired Action: Comment on how someone has underestimated you, disrespected you, or similar.
- Teleport must put the user within melee striking distance of an enemy within a Low Range that the user is physically capable of reaching.
≫ This may only be used once per Ability activation and incurs an additional Mid Stamina Cost.
- Essence Cost
- Low
- Duration
- Low
- Cooldown
- Low
Paired Action: Comment on how your enemies have underestimated you, disrespected you, or similar.
- Teleport has a Low Range, may only target an enemy the user is physically capable of reaching, and incurs an additional Mid Stamina Cost.
Swear a meaningful vow in order to heal minor injuries, stabilize severe ones, and bypass one of your current Cooldowns.
Essence Cost: Mid-High
Cooldown: Mid
Paired Action: Portray a Turning Point showing your character swearing the vow, emphasizing its personal importance to them.
- Cost scales on the length of theCooldown you are trying to bypass (Mid at maximum).
- The user must wholeheartedly attempt to fulfill their vow until they succeed or for the remainder of the mission.
≫ This is a significant Altered State, meaning that the Conduit may enforce it if not sufficiently portrayed.
≫ An incomplete vow may be reaffirmed with future uses of Never Say Die, though this must raise the personal stakes and deepen the Altered State.
- Essence Cost
- Mid–High
- Cooldown
- Mid
Paired Action: Portray a Turning Point swearing the vow to yourself or another, emphasizing its personal importance.
- Cost scales on the current length of the Cooldown you are trying to bypass (Low–Mid).
- If the user breaks, neglects, or otherwise goes back on their sworn vow, this Ability may not be used again for the remainder of the mission.
A single, devastating magical attack that grows stronger the longer you have been fighting its target.
Essence Cost: Mid-High
Cooldown: Low
Paired Action: Put all your focus into elaborately “charging up” the attack, then dramatically announce its name while unleashing it.
- Should be functionally treated as a disproportionately powerful, purely offensive Manifestation (pg25).
- Prolonging the Paired Action will increase this Ability’s area of effect, letting it affect more than just its primary target, though this will also increase its Cost.
- Ultimate Strike may only be used ONCE per target per mission.
- Essence Cost
- Mid
- Cooldown
- Low
Paired Action: After fighting your target for at least a Low Duration, elaborately “charge up” the attack for several seconds, then dramatically announce a fitting name for it.
- Functionally enhances a purely offensive Manifestation, with the Boost Impact scaling Mid–High on how long the user has been fighting their target for (up to a Mid Duration).
- Prolonging the Paired Action for up to a Low Duration will increase this Ability’s area of effect by up to Mid, though doing so will also increase its Cost to High.
Signature Gear
A single small berry. Instantly stabilize all injuries when consumed, no matter how severe, restores one full Stamina Threshold, and causes the consumer to enter an Altered State of extreme over confidence for a Mid Duration.
- Uses
- 1x
-
Any being may eat this fruit to be instantly healed (Mid Impact) and restore a full Stamina Threshold.
- The consumer enters an Altered State of extreme overconfidence (Mid Duration).
Cloth headband providing some mental protection. User may portray a Turning Point of suicidal bravery and great personal sacrifice to grant up to a Mid boost to the impact of their next immediate attack. Mid Cooldown.
- Provides a Low Ward against enemy-sourced mental effects.
- Portray a Turning Point of bravery or personal sacrifice to grant a Mid Boost to the effectiveness of the owner’s next attack.
Timeworn legendary weapon, old and damaged. Activate with a short prayer to revert the blade to its former glory, making it dramatically more deadly and durable and gaining a Pitched (pg24) magical effect for a Low Duration. Mid Cooldown.
- Durability Boost
- Mid
- Speak a one-sentence prayer into this blade to grant it a Pitched Mid Boost to any property thematically linked to that prayer (Low Cost, Low Duration).
Small cloud, only large enough for its user, that may be stood atop and flown at great speeds. Summoned under the feet of the user at will but may only fly a Low distance before vanishing. Mid Cooldown.
- Speed
- High
- Nimbleness
- Mid
-
Not brought onto the mission normally, instead summoned under the owner’s feet at will, vanishing after they fly a Mid total distance with it (Mid Cooldown).
- If flown into combat, Cooldown is reduced to Low.
Martial arts uniform. Activate with a resolute shout to generate an energy aura around the user, heightening their expressiveness and granting Mid magic protection and bonus magical damage to unarmed strikes. Lasts until user stops fighting. Mid Cooldown.
-
The owner may give a resolute shout during combat to glow with mystical energy, granting a Ward against hostile magics and infusing their unarmed strikes with magical power until they stop fighting (Mid Cooldown).
- Impact scales Low–Mid on the owner’s emotional expressiveness.
Weighted bands that significantly encumber the arms and legs, increasing Stamina Costs. Remove to gain bonus speed and strength for a Mid Duration, scaling on how relevant the weights’ encumbrance has been since mission start or last removal.
- Significantly encumber the user’s movements and increase their Stamina Costs.
- Remove the weights to gain Boosted speed and strength and reduce Stamina Costs for a Low Duration, with Impact scaling Low–High on how compellingly you have portrayed the weights’ encumbrance since the mission started or they were last removed.
Appearance
Average height, male, bald, tan skin. Yellow-golden colored eyes.
Skins:
- Gi: sleeveless kung fu style gi with frog fasteners. Red with gold trim and a stylized flaming fist insignia over the left breast. Aura: white fire
- Training weights: iron prayer bead bracelets and huge (softball-sized) iron prayer bead necklace (Akuma style). Each bead is engraved with a symbol representing an aspect of the goddess (justice, purity, fire, etc) painted in gold.
- Ancestral Sword: Jian-style black blade sword with runes carved on it that burn
- Divine Fruit: a berry-sized white peach
- Flying Cloud: fiery golden appearance like a cloud during sunset
Background
Sol is a member of the Order of Righteous Fire a monastery of warrior monks dedicated to Seraphelle, goddess of justice, purity, and fire. Those who believe they have a pure flame in their hearts can choose to undergo the Rite of Purification. most fail and are consumed. If one survives, they are blessed by Seraphelle and become a Firesworn. Firesworn dedicate their lives to bringing justice and light to the furthest reaches of Manifold in the name of Seraphelle. Sol is one of the only living Firesworn.
- Sol is a vegetarian
- Sol is an orphan, taken in to the monastary at a young age.
Flavor
- Agni and Sol. Discussed their mutual feelings of concern over doing good vs doing what the Enclave has instructed them. Ended with Sol taking Agni as an apprentice, teaching him kata to help him keep his fire magic under control. Sol's sees this as an opportunity to mold someone blessed by Seraphelle in the proper ways of justice.
Ideas
Sol is likely going to have a freedom fighter arc. he has been realizing that order is not necessarily justice.
Level Up — Sol
Current level 4. Promoting to level 5 requires 2 more completed missions (8 / 10 recorded). Add named missions below or select credits, then save.
Missing missions
Each filled text box becomes a new mission row attached to this character.
Stats
Adjust points if your level-up grants new allocation. Total: 0.
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
++ Vitality
Draw focus of a crowd away from a scuffle.
Heartening: Close up a deep cut.
+++ Vitality
Keep someone talking even as they try to kill you.
Heartening: Knit a broken bone.
++++ Vitality
Tempt a bloodthirsty monster away from helpless prey.
Heartening: Restore a full Threshold of Stamina or Essence.
+++++ Vitality
Distract a regiment of trained soldiers from a battle at hand.
Heartening: Reattach a severed limb (with imperfect recovery of function).
Baseline Might
Lift your own bodyweight.
+ Might
Crush an apple one-handed.
++ Might
Rip a college textbook in half.
+++ Might
Lift one end of a car.
++++ Might
Overhead press an entire car.
+++++ Might
Throw a car a dozen yards.
Baseline Resilience
Survive several minutes of severe bleeding.
+ Resilience
Pop a dislocated shoulder back in without flinching.
++ Resilience
Endure full-body immolation for over a minute.
+++ Resilience
Take a baseball bat straight to the chest with barely a bruise.
++++ Resilience
Survive a pistol shot to the skull without losing consciousness.
+++++ Resilience
Grab a swinging sword without it even breaking skin.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
++ Spirit
Pick out unspoken tension between two people in a group.
Intuition: Confirm that great danger is imminent.
+++ Spirit
See past a carefully crafted facade.
Intuition: Confirm the nature of an unknown magic.
++++ Spirit
Determine the sentimental value of an object.
Intuition: Confirm a condemned man’s innocence despite all evidence to the contrary.
+++++ Spirit
Get a sense of what recently happened in a room you enter.
Intuition: Confirm a secret that not a single other soul knows.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Arcane (Without Sacrifice)
Manifestation: Glow brightly.
++ Arcane (Without Sacrifice)
Manifestation: Dictate to a pen while it autonomously transcribes your words.
+++ Arcane (Without Sacrifice)
Manifestation: Hurl a head-sized fireball.
++++ Arcane (Without Sacrifice)
Manifestation: Animate a suit of armor to briefly fight at your side.
+++++ Arcane (Without Sacrifice)
Manifestation: Drain a target’s life through prolonged touch.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
+++ Will
Essence: Drop a Threshold after two High Costs.
Defiance: Remain conscious even after several minutes without air.
++++ Will
Essence: Drop a Threshold after five Mid Costs.
Defiance: Lock eyes with a gorgon without turning to stone.
+++++ Will
Essence: Drop a Threshold after three High Costs.
Defiance: Safely handle a cursed artifact known to kill anyone who touches it.
Baseline Sensory
20/20 vision.
+ Sensory
Detect a subtle change in wind speed/direction.
++ Sensory
Smell poison in a drink.
+++ Sensory
Hear someone’s breathing through a solid wall.
++++ Sensory
Count the number of people in a small crowd at a glance.
+++++ Sensory
Pick out the heartbeat of someone buried alive.
Baseline Reflex
Climb a rope.
+ Reflex
Slowly cross a tightrope.
++ Reflex
Backflip on a tightrope.
+++ Reflex
Quickly cram yourself into a square box a third your height.
++++ Reflex
Comfortably land a 3-story drop unscathed.
+++++ Reflex
Walk in someone’s shadow, matching every movement, without being noticed.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
++ Vigor
Throw 60 full-power punches in a minute.
Stamina: Drop a Threshold after jogging a marathon.
+++ Vigor
Keep pace with a horse.
Stamina: Drop a Threshold after 10 minutes of max-intensity combat.
++++ Vigor
With a running start, leap clean across a four-lane street.
Stamina: Drop a Threshold after sprinting a marathon.
+++++ Vigor
Keep pace with a car on the highway.
Stamina: Drop a Threshold after summiting a mountain at top speed.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
+++ Skill
Effortlessly hit a bullseye.
Expertise — Painting: Produce a photorealistic portrait in minutes.
++++ Skill
Catch a fly between two fingers without killing it.
Expertise — Surgery: Perform an open-heart operation solo.
+++++ Skill
Cut a bullet mid-flight.
Expertise — Lockpicking: Open a tumbler lock in seconds without any tools.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
+ Intelligence
Deduction: Confirm that a fleeing suspect has doubled back when the trail goes cold.
Expertise — Cartography: Decipher a strange map.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
+++ Intelligence
Deduction: Confirm that someone is a dentist by the way they hold a pen.
Expertise — Entomology: Recite any fact about any local species of ant.
++++ Intelligence
Deduction: Confirm a villain’s master plan based on the password to his computer.
Expertise — Chemistry: Create a potent explosive out of pantry ingredients.
+++++ Intelligence
Deduction: Confirm the precise time and cause of a death from a single drop of blood.
Expertise — Stock Trading: Quadruple an investment in minutes.
Baseline Luck
Happenstance: Find an inconsequential object.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
++ Luck
Happenstance: Find a useful object convenient to hand.
+++ Luck
Happenstance: An enemy improbably misses an easy killing blow.
++++ Luck
Happenstance: A critical item happens to be left unattended in your presence.
+++++ Luck
Happenstance: Clean out a poker table without once needing to bluff.
Abilities
Add a perk to any ability you have. A new perk can compound with an existing perk or another perk you add here.