Braver
Character Info
Class: Shonen
Level: 3
Need 0 more completed missions to reach level 4 (8 recorded).
Completed Missions: 6
Commissary Reward: 0
Perks earned: 2
Perks spent: 0
Perks remaining: 2
Personality
Recent Missions
-
Cat-Spear Fishing
May 16, 2026 - pending -
The Heart Spring's Child
Feb 21, 2026 - success -
Bravers warriors
Sep 20, 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 seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
Baseline Sensory
20/20 vision.
Baseline Reflex
Climb a rope.
++ Vigor
Throw 60 full-power punches in a minute.
Stamina: Drop a Threshold after jogging a marathon.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
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
Branded athletic apparel offering ok environmental protection. Greatly reduces Green & Yellow Stamina Exhaustion (pg23), though Red remains normal. Enhances user’s prestige in the eyes of athletes and sports fans (no matter their sport of choice).
- Provides a Low Ward against weather such as sun, wind, or rain.
- Athletes and sporting fans will tend to trust the owner.
- All but negates Yellow Stamina Exhaustion (though Green & Red remain normal).
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.
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).
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).
Large wand entwined with a stylized serpent. Wave over a wound without interruption over a Low duration to provide up to High healing to that specific wound, with Essence cost proportional to the healing rendered. (Low Cooldown)
-
Gently touch another being with this wand to gradually heal them over up to a Low Duration (Low Cooldown). This has a Low–High Essence Cost, scaling on the Impact of this healing.
- If the owner causes harm to another being, this wand is disabled in full for a High Duration, and all its recent healing is undone.
Appearance
The Poor posture of an individual trying to make themselves as small as they can even though they are already minuscule, dark bags under his eyes so large and dark he could be compared to a raccoon. He wears a tattered gi over breathable cotton linens (sportswear). The gi is almost more of cape than gi at this point in a pocket in the gi is a berry covered In dirt. On his side he carries a chained tungsten scabbard that’s also chained to his left wrist called young lions share, his training weights. In it is his ancestral blade Old Lions fang. He wears no shoes on his big feet. He stands a measly 4’5 he’s shorter than even his own sword. A wild mess of tangled black hair frames his racoonish face like the mane of a lion.
Background
Braver is a young mercenary from a martial magic themed world built around martial prowess. Supposedly Braver was trained by a legendary swordsman named Leoliss the sky dividing lion. If you ask Braver pretty much anything he will likely clam up and be paralyzed with social anxiety. Thus he’s found the violent mercenary work much easier to do cause dead or dismembered people don’t usually engage in conversation. That said he’s called braver for a reason, specifically an aspirational one, he named himself braver as a way of faking it till you make it with positive affirmation. He’s anxious pretty much all the time with the exception of mortal combat where he actually finds himself calmer the more dire things are. He’s on a journey of self improvement both in skill and in social skills, he’s never not had the will to challenge himself in the extreme but never the will to challenge himself in the mundane and he’s determined fix that no matter how scary it is. Nothing gives him more joy and confidence than using his sword but people tend to die when he draws it.
Flavor
Bravers ultimate attack is just the usage of one of the 6 of 12 techniques of his Martial Art “The way of Parting Gifts” born from an old ritual execution ceremony and a branch off of the “Way of dividing skys” the martial style of the reigning family the Skyleons of the Empire of Illiage.
Braver has a skewed sense of mortality as in his world death is only possible by Mutual Mortal Combat, not even age can result in one’s death. That said amidst most in Illiage he’s not particularly powerful and so aside from being slain in a battle with the exceptionally rare citizen with no combat skills such as an infant or toddler his many defeats did not result in death. Now at age 206 (pretty young for a non warrior but getting up there for a warrior) he’s not bothered by the thought of dying or of pain but he is deeply paralyzed often by normal social interactions.
“Old Lions Fang” his ancestral Sword and “The Young Lions Share” his (training weights) enchanted tungsten slab sheath and short chain manacle are a pair and once belonged to a now deceased prince of his world and agent of the enclave Leoliss Skyleon the 33rd who refused the crown of Illiage.
“Young lions share” is semi sentient and reacts to Braver only unlocking when Braver is displaying their unfettered strength unashamed. Being ashamed in its vicinity will likely reattach itself to him. Those with ancestral or spirit based magics can communicate with it via touch or if they prove themselves as powerful warrior who leads through their own might. light to others who assist in carrying it and as heavy as it needs to be to challenge Braver at the time. Otherwise it’s as heavy as 5 foot long 1 foot wide 6 inches thick tungsten sheath would be.
Old lions fang is thin and made of a metallic tarnished 5 foot sliver of white silver bone dull and unworked
when restored it it becomes filigreed with gold and double edged though still thin instead of whistling through the air there is a faint distant roar.
The magical abilities it can manifest are always one of the following 12 each requires its own prayer which all come from an old text called the 12 parting gifts which is series of questions the 8th of Illiage was asked and his answers. Braver only knows 4 of them
“Point of a sword, to be sheathed in a foe”
1.Extends with with great velocity and piercing force at will when it impales a foe or the hilt is struck
“Last service of a sovereign? To foster sovereignty”
5. Can telekinetically move young lions share its scabbard, automatically sheathes when it makes contact
“Why must we part? To know togetherness”
6. Can damage or fully sever magical connections with possessed objects.
“Why seek one’s demise? If one can walk why not run?”
7. Grants a low range dash after every attack with old lions fang
Ideas
Future perks:
One that lets never give up lower the cooldown on gear instead of ability?
One that lets never give up stabilize wounds on others?
One that lets never give up be used by those that Braver has grown close with?
Level Up — Braver
Current level 3. Promoting to level 4 requires 0 more completed missions (8 / 7 recorded).
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.