Name: Jacob Martin Ward
Age: 34
Gender: Male
Appearance: Jacob has shaggy black hair that manages to just barely stay above shoulder-length, and an oddly well-trimmed goatee. His eyes are a rather dark shade of grey, although why this is the case is anyone's guess. Skin's a bit pale, but what can you do? There's also a pretty nasty scar right above his left eye. Clothes-wise, right now he's wearing a pretty thick black coat, thick boots, thick trousers... Really, everything you'll need to not freeze to death in the Frostfell Wastes. He's pretty tall, too, at 6'7".
Personality: Jacob, to be frank, only has 3 things he really cares about: debts, fighting and money, roughly in that order. If he believes that he owes someone something, then he will go to hell and back to pay back the debt. He enjoys fighting, perhaps a little too much, and, well, you gotta make ends meet somehow, right?
Background: Jacob was, once upon a time, the youngest child of a rather prominent mercenary family, the Wards. That is, until they ended up biting off just a little bit too much with a sabotaged assignment, and then they all died.
Left orphaned, and, even with the majority of it stolen, a quite sizable portion to his name, Jacob took up the family trade at the tender age of 9 years old. Of course, he wasn't exactly taken seriously for many years because, really, who WOULD take a 9 year old child claiming to be a mercenary seriously? But, eventually, he managed to get a decent reputation, and, with it, a decent living. Along the way, he's seen his fair share of both skirmishes and wars, but, in the end, he survived.
Now? Well, now he's going to the Frostfell Wastes for many different reasons, most of which he's not willing to share. The official reason, of course, is that he was hired by the Church of St. Esbel for the expedition.
Class: Warrior
Job: Mercenary
Level: 1 (caps at 30)
EXP: 0/1000
HP: 46
SP: 25
Init: AGI+1d20 at the start of each combat.
DR: 5+3
Stats: (18 to spend. Stat cap of 5+Level. +4 Points per level up)
Strength: 6(9)
Dexterity: 1(0)
Intelligence: 0
Charisma: 0
Agility: 5(1)
Constitution: 6
Perks
Packs Quite the Punch, Doesn't It?: All damage Jacob deals is multiplied by 1.2.
Poise: Jacob takes an extra (Level x 2) damage when not winding up or attacking. Damage is reduced by (Level x 2) when winding up or attacking, however.
Equipment
A Zweihander: Such a large weapon, will you swing it even once before your death?
Item Name: Zweihander
Class Preference: Warrior
Job Preference: Smith
Stat Bonuses: 5d4, +3 Str, -3 Agi
Active Effect: Greater Slash: Take an additional turn to attack in return for dealing 5d6 damage instead.
Passive Effect: Incredibly heavy: This weapon has a windup of 1 turn by default, attacks made with it happen next turn.
Traits:
Incredibly Heavy by design: Add Incredibly Heavy Passive, and Greater -attack- passive
Mat Level: 3
Thick Coat: An incredibly thick, insulated coat. Offers some protection, but also restrains movement.
Item Name: Thick Coat
Class Preference: None
Job Preference: None
Stat Bonuses: +3 Armor, -1 Agility
Active Effect: None
Passive Effect: Insulation: 10% Cold resist, 10% Heat weakness
Traits: None
Mat Level: 3?
Iron Armour: Thin, yet useful, armour made of iron. Provides a decent amount of protection.
Item Name: Iron Armour
Class Preference: Warrior
Job Preference: None
Stat Bonuses: +5 Armour, -1 Agility, -1 Dexterity
Active Effect: None
Passive Effect: None
Traits: None
Mat Level: 3?
Skills
Swift Strike(Active): Jacob strikes swiftly, but with less precision. Windup for an attack is negated, but die size is halved and Jacob cannot crit with this attack.
Full-Power Strike(Active): Jacob attacks with all of his strength behind the next attack. All dice are counted as having rolled max, 1-turn cooldown.
Parry(Active): Jacob knocks away his opponent's attack, negating the attack and stunning them for one turn. Has no windup, but also deals no damage. Allows for the use of Riposte.
Riposte(Active): Upon a succesful Parry, Jacob can unleash a devastating counter-attack. Ignores (Level x 10(caps at 50))% of enemy DR, and deals 2x damage. Ignores windup, can only be used on the enemy that was Parried last turn. 3-turn cooldown.
Inventory
2 Bottles of Clear Oil: An expensive whale oil, Adds “Burning Clear Oil: Add 1d6 damage to something, either on hit, or when stuck to a target. On weapons this tag lasts for 1 battle, On armor, it lasts for one plot, on Baubles, it has 1 use per Trait level, or lasts until the midway of a plot. This is limited to level one for weapons and armor.”
2 Bandages: Cheap bandages to be applied on wounds. Heals target for 1d10 and cures Bleeding effects.
2 Sets of Rations: Food. Heals, maybe? Or just replenishes stamina and such.
2 Cirns, 4 Felks.