Jaxon

Mental characteristics

Personal history

Jaxon Frost grew up in the heart of Camp Hope, the son of devoted but misguided parents, Ellis and Mara Frost, who were swept up in the teachings of the Church of Hope, a religion that promised salvation in the chaos of the world. While they were lost in their beliefs, Jaxon was left to fend for himself and his younger brother, Caleb. Their twin, Tobias, wasn’t as lucky—he got caught up in Solstice Syndicate violence and was murdered in cold blood when they were both just fifteen.

Jaxon never forgot the sight of his twin’s lifeless body, the red pooling in the dust, or the way his parents simply called it "fate" and moved on. He swore he wouldn’t. Instead, he found solace in the home of Dennis Birk Hawking, an old town watchman who took Jaxon, along with other camp youth, under his wing. Dennis was more of a father than Ellis ever was—taught Jaxon how to shoot, how to survive, and most importantly, how to think for himself.

Through Dennis, Jaxon became close to Dorian Vance, a younger Watchman who came to feel like an older brother to Jaxon. Dorian was everything Jaxon wanted to be—strong, confident, and respected. But that admiration turned to grief when Dorian was murdered in a targeted attack. No one took responsibility, and no one paid for it. Everyone just assumed it was the Syndicate, but nothing was done about it. The injustice burned inside Jaxon, pushing him further toward the path of the Town Watch.

Jaxon’s sharp eye and steady hands earned him a place as a sniper recruit, and he quickly proved himself. A prestigious marksmanship award recognized his skill, and the Watch saw potential in him, funding his continued education. He learned multiple languages and honed his skills beyond the rifle. But not everyone was pleased. Lieutenant Sera Calloway, a veteran with no patience for recruits who seemed overly ambitious, made it clear Jaxon would never advance while she had a say in it.

Trouble still followed him. A criminal named Rolf Maddox, a Syndicate enforcer, wanted him dead for reasons Jaxon didn’t fully understand. Worse still, they had some serious firepower. He knew this all had something to do with his childhood friend, Godfried, and his history with the Syndicate but he wasn’t sure how he had gotten caught up into it. All things said and done, it didn’t matter much to him. His friend was a recruit in the Town Watch and Rolf was a Syndicate thug. He knew where his loyalties belonged.

Godfried and him had been good friends as children. They lost touch for a while when Godfried got caught up with the Syndicate, but they’ve reconnected now that they are both recruits in the Town Watch. Early in their training they crossed Wilt Ignatz Ware, a Solstice Knight. Jaxon felt that it was fate—or duty—that brought them back together as Town Watch recruits. Their friendship wasn’t as easy as it had been when they were kids, but Jaxon was willing to try.

There was one other thing—something unexpected. A medical experiment, something the Doctors had asked him to try, changed him. The details were hazy, classified even, but the result was undeniable: Jaxon could endure pain most wouldn’t survive. It wasn’t natural, and it unsettled him.

But in the end, none of it mattered more than his mission. He wasn’t just a sniper for the Watch—he was a man trying to carve out justice in a world that had stolen too much from him.

Relationships

Jaxon

Friend (Important)

Towards Godfreid Terrell

4
4

Honest


Godfreid Terrell

Friend (Important)

Towards Jaxon

4
4

Honest


History

Childhood friends

Wilt Ignatz Ware

Enemy

Towards Jaxon

0
0

Jaxon

Enemy

Towards Wilt Ignatz Ware

0
0

Rolf Maddox

Enemy

Towards Jaxon

0
0

Jaxon

Enemy

Towards Rolf Maddox

0
0

Lieutenant Sera Calloway

Enemy

Towards Jaxon

0
0

Jaxon

Enemy

Towards Lieutenant Sera Calloway

0
0

Dorian Vance

Friend

Towards Jaxon

0
0

Jaxon

Friend

Towards Dorian Vance

0
0

Jaxon

Friend

Towards Liam Williams

0
0

Liam Williams

Friend

Towards Jaxon

0
0

Current Location
Species
Date of Birth
1/22/92
Year of Birth
92 SE 21 Years old
Parents (Adopting)
Spouses
Siblings
Children
Current Residence
Barracks
Pronouns
He/His/Him
Sex
Male
Gender
Male
Presentation
Male
Eyes
Brown
Hair
Dark Brown
Skin Tone/Pigmentation
Tan
Height
4' 9"
Weight
80#
Aligned Organization

Crouched low in the smoke-filled aftermath of battle, Jaxon cuts an imposing figure despite his small stature. A human with dwarfism, he wears custom-fitted tactical gear that clings to his compact, powerful frame, built for efficiency and resilience. His face, half-shadowed beneath a knit cap, is framed by a rough beard and hardened eyes locked down the scope of a precision sniper rifle. Every movement is deliberate, every breath controlled—Jaxon is a veteran whose calm under pressure speaks louder than any war cry. His coat flares slightly as he shifts, revealing reinforced armor, loaded pouches, and a sidearm ready for close encounters. He is not just surviving the battlefield—he owns it, one calculated shot at a time.

Jaxon Frost’s ideal:

“Justice must be made, not waited for.”

Jaxon believes the world is too broken for faith or fate to fix it—only those willing to act, to fight, and to bear the cost can bring justice to the forgotten and vengeance to the guilty. He stands for the ones left behind, and he refuses to let another name be lost to dust without consequence.

Jaxon Frost’s bonds:

Jaxon is fiercely loyal to the memory of his twin brother Tobias and carries the weight of that loss as a silent promise to never let violence go unanswered again. He’s also deeply attached to his mentor Dennis Birk Hawking and to his rekindled friendship with Godfried—one a symbol of the man he strives to be, the other a reminder of who he once was.

Jaxon Frost’s flaw:

Jaxon’s pursuit of justice often blurs into vengeance, driving him to take reckless risks and shut out those who try to help him. His deep distrust of authority and refusal to forgive can make him rigid, blind to nuance, and vulnerable to manipulation by those who promise retribution.

Jaxon Frost’s personality trait:

He’s intensely focused and unshakably composed under pressure, with a dry wit and a quiet intensity that makes others take notice—even when he says very little.


Jaxon Frost

Small Human, Town Watch Recruit, Any

Armor Class 15
Hit Points 11
Speed: 30 Feet

STR

12
( +1 )

DEX

17
( +3 )

CON

12
( +1 )

INT

14
( +2 )

WIS

15
( +2 )

CHA

10
( +0 )

Saving Throws DEX +5 and WIS +4
Skills

VIG 9 (-1) and SAN 16 (+3)

Acrobatics +5, Athletics +3, Intimidation +2, Perception +4, Stealth +5, Survival +5

Senses

Passive perception +4

Dark Vision 60 feet

Languages English, Spanish, French
Challenge Rating Level 1 Sniper
Proficiency Bonus +2

Suggested Environments

Camp Hope


Runner

Power To Weight Ratio (1st lvl)

Beginning when you choose this ladder at 1st level, you can always choose to use Dexterity instead of Strength for the Athletics skill, and Intelligence instead of Wisdom for the Perception skill. You can also use Dexterity in place of Strength for attack or damage rolls and when setting save DCs with all weapons without the heavy property, and you have proficiency with Dexterity (Acrobatics) Select either Dexterity or Intelligence as your primary runner ability.

Human Genetics

Enhanced Secondary Senses

A connoisseur, you have advantage with any Wisdom (Perception) checks regarding taste or smell.

Extreme Fortitude

You gain 2 additional hit points at 1st level, plus 1 additional hit point every additional level.

Dwarfism

The accepted term is "little person." You choose whether you are size Medium or Small, but your speed is reduced by 5 ft. either way.

Empathy

You’ve always been able to understand someone’s emotional state, allowing for sympathy or manipulation. You gain a +2 bonus to Wisdom (Insight).

Night Eyes

You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Town Watch

If your character was born and raised in Camp Hope, you can choose this background instead of those listed in the Ultra Modern Redux rule book.

As a new recruit to the Town Watch, you were sent to the barracks for your training. Your life there was intentionally harsh to ensure that you learned discipline and were strong enough to enforce the law. You lasted to the end, and now you begin your adventuring career ready to put everything you have learned to use in the Town Watch's service. As a member of the Town Watch, your life is devoted to the service of others and consecrated to the work of establishing justice and peace on the streets of Camp Hope. You might be a true believer, inspired by the example of those within the upper ranks, moved by the plight of the downtrodden, and devoted to the cause of justice. Or you could be a cynic in the ranks, perhaps because you reluctantly followed in the footsteps of a Town Watch parent, succumbed to the persuasion of a charismatic recruiter’s lofty promises, or were drawn in by the prospect of a life of action.

  • Skill Proficiencies: Athletics, Intimidation
  • Tool Proficiencies: One type of gaming set
  • Languages: Choose one
  • Equipment: Town Watch Insignia, an exercise manual, a set of common clothes, 2 credits.
  • Rank 1 with the Town Watch. 1 Renown with the Town Watch.

Feature: Watchman Station

You have an established place in the hierarchy of the Town Watch. You can requisition simple equipment for temporary use, and you can gain access to the Barracks in Camp Hope, where you can rest in safety and receive the attention of medics. You are also provided with free meals and lodging in the Barracks which enables you to maintain a poor lifestyle between adventures.

Town Watch Rank 1: Recruit

  • Prerequisite: Renown 1 or higher in the Town Watch and Level 1

At this rank, you are seen as just entering the faction and are considered to be inexperienced.

  • You gain access to the Barracks.
  • You are given a watch insignia.
  • You are paid 4 credits a month for your service in the watch.

Sniper

Marksman Talent

Starting at 1st level, you can spend marksman points to employ one or more of the talents on the following list as part of an attack action employing a sniper weapon. Each effect can only be implemented once per attack.

At 1st level, you start with marksman points equal to 2 + your Wisdom modifier, gaining an additional point at 2nd level and every two levels after. When you take a short or long rest, you recover any spent marksman points. Additionally, if you kill a target with a sniper weapon, you gain 2 marksman points.

The number of points you can spend per attack depends on your level, and each talent can only be used once per attack.

1st Level. You can spend 2 points per attack.
5th Level. You can spend up to 3 points per attack.
10th Level. You can spend up to 4 points per attack.
17th Level. You can spend up to 5 points per attack.
20th Level. You can spend up to 6 points per attack.

Smooth As Glass

You add 2 additional marksman points to your total. You can select this battle condition three times.

Actions

Basic Sniper Rifle

Range 100 Feet, +5 to hit, Damage 1d8+3

High Caliber Autoloader

Range 50 feet, +5 to hit, Damage 1d6+3

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