captain homer jackson | ripper street
Player information
Name: Audrey
Contact: ofthenightsea@gmail.com
Are you 18 or over? yep.
Other characters played: none!
Character information
Name: Captain Homer Jackson / Matthew Judge
Age: 37
Date of Birth: February 12th, 1978
Canon: Ripper Street.
Species: Witch; In the series, he's capable of deconstructing and reconstructing chemical compounds, and possesses a wide knowledge of horticulture, cures for poisons, and tests for various diseases and infections. His ability as a chemist and his analytical mind as a surgeon translates well to potion making and spellcraft.
Role: He isn't inclined to align himself with any faction, but he has past ties to the American analogue of the Night Council. They could potentially commission him for work, should they need help with forensics. If possible, I'd like him to work as a forensic pathologist in the Met's (human) H division, like he does in canon.
Rank: 1
Background:
Powers & Possessions: Having been raised as a witch, Jackson isn't exactly green... but he isn't that dedicated to advancing his ability beyond what he considers “useful.” He's versed in practical spells--- protection spells, elemental, hexes & jinxes, defensive spells, healing, creating barriers, etc. However, he has limited knowledge of complex and metaphysical spells like necromancy or summoning fae, as he considers them unnecessary.
Potions are his strongest suit, which ties into his ability as a talented chemist. He also has a background in “mundane” forensics, and has learned to combine that with his knowledge of magic. Supernatural forensics, he calls it. He examines physical wounds and traces them back to spells, and performs autopsies on supernatural creatures.
He's also interested in researching how magical potions and biological compounds like vaccinations, antibiotics, andhuman medicines interact.
As spells I'd like to add-- I've listed them in the section below!
Going by numbers, I'd rank him between a 4 & 5 on the power scale, just based on age and experience.
Samples: Here and here. Here's also a shorter thread with him being doctor-ly.
World building
Locations: Tenter street brothel. … yup, he actually lives in a brothel in the series! I'd like to bring that to the game, if possible.
Items:
His father's heirloom ring.
A messenger bag that serves as a non-magical first-aid kit (i.e, needles, sutures, morphine, scalpel, bandages, tourniquets, etc. Items small enough to carry and necessary for treating someone in an emergency.)
Blackcake.
Canway.
Truth Serum.
Witch's Amulet.
A drunkards store of alcohol.
Magic:
Good Luck Charm
This charm increases the chances of winning a game or a bet. When used outside of a game, the affects are rather mundane. One might find themselves finding dropped money or catching the train despite being late. Higher level versions of this charm can generate luck on a greater scale. .
Bad Luck Jinx
A spell to tip the odds against you. One affected by this spell will be plagued by the worst cards and wrong bets. Or a person may find themselves tripping every crack, breaking everything he or she picks up, and leaving all his umbrellas on trains. The more power put into the spell, the worse a person's luck.
Name: Audrey
Contact: ofthenightsea@gmail.com
Are you 18 or over? yep.
Other characters played: none!
Character information
Name: Captain Homer Jackson / Matthew Judge
Age: 37
Date of Birth: February 12th, 1978
Canon: Ripper Street.
Species: Witch; In the series, he's capable of deconstructing and reconstructing chemical compounds, and possesses a wide knowledge of horticulture, cures for poisons, and tests for various diseases and infections. His ability as a chemist and his analytical mind as a surgeon translates well to potion making and spellcraft.
Role: He isn't inclined to align himself with any faction, but he has past ties to the American analogue of the Night Council. They could potentially commission him for work, should they need help with forensics. If possible, I'd like him to work as a forensic pathologist in the Met's (human) H division, like he does in canon.
Rank: 1
Background:
Jackson was born to a doctor and a witch in Richmond, Virginia-- a forbidden relationship that would've made for a happy family had she not died. Devastated, his father tumbled into a state of dissolution. A young Jackson went to his grandfather and begged him for a magical solution to save his father.
“Two drops and he'll know temperance.”
His father did not improve, and Jackson would find him dead on the kitchen floor, scalpel in hand.
His grandfather offered the Judge siblings a home. He was the head of an extremist coven, who believed that modernity was destroying magic. Jackson thus spent his formative years isolated among witches who acted like it was the 19th century. Until one day, when he discovered that the potion to “cure” his father had actually killed him.
Betrayed, Jackson ran away. He got his GED, enrolled in college, and eventually graduated from medical school. To help pay for his schooling, he joined the army as a surgeon upon graduation. After his discharge, he mingled amongst the dregs of supernatural society overseas.
He eventually returned home and took a job at a hospital in New Orleans, which lasted about five minutes. Jackson then hit the road as a traveling doctor, and along the way, became the purveyor of gambling dens, where he used magic to fix the odds.
The American equivalent of the Night Council would arrest Jackson. His punishment was a job for which Jackson was uniquely qualified. Supernatural forensics-- using skills both magical and medical to determine cause of death.
Jackson just couldn't stay out of trouble.
A case involving dead werewolves introduced Jackson to the Goodnight brothers. They were vampires employed by the Pinkertons, a supernatural offshoot of that infamous detective agency. Acting on behalf of their client, they'd been murdering werewolves to incite a turf war. Nasty as they were, Jackson got along with them like fire on a roof, so well that he'd join their agency.
He was content for a few years... until falling for Caitlin, a daughter of a client. They planned to make a life for themselves, but would need money-- before her father discovered their tryst.
Too bad the brothers ratted them out.
Running out of time, Jackson mixed revenge and moneymaking. Having visited their nest back when they were close, Jackson sold them out. He was promised an ethical take-down, but words were flimsy. Hunters rooted out their nest, and Jackson gained an enemy in the surviving brother, Frank Goodnight.
"I'm not even gonna kill you, Judge. I'll take your magic, your dignity, and make you suck my undead balls."
Knowing he meant every word, Jackson went on the lamb.
Matthew and Caitlin, now Homer Jackson and Long Susan, settled in Whitechapel. They planned to move every couple of months, but got trapped in London after a deal with Carl Duggan for fake papers revealed their identities. Carl promised to keep his mouth shut for a monthly fee.
DI Edmund Reid eventually dragged Jackson out of his hole, following a murder near Caitlin's cathouse, and later recruited him as his forensic pathologist.
Personality:
It's difficult to call Jackson a good man. He's a drunk, a whore-monger, a card-fixer, a snake-oil seller, and that's not the worst of it. He lives by the maxim of "I, My, Me, Mine," inclined to self-preservation and protecting Susan over anyone and everyone else. In the past, he once gave away the whereabouts of a target hiding out at an orphanage to a violent gang. Why? To save his and Susan's skin. Jackson might've reasoned that he was helping lead their culprit to Reid, but it remains that he put their lives before the lives of children.
Nevertheless, Jackson's got the mind to do the right thing. As the surgeon of Reid's team, he's essential to the capture of criminals plaguing Whitechapel, and plays an active role by choice. There's a part of him that feels some responsibility and purpose in tracking down these murderers.
We see this conscience again when Reid orders him to break up a strike. Jackson is adamantly against it, expressing regret for having been indirectly involved in the murder of innocents during his time as a Pinkerton. He won't do it again.. only giving in when Reid threatens to arrest him.
The spirit is willing, but the flesh is weak.
Is he a principled, honorable man like Reid? No. But that does not make him a villain. Jackson will kill to protect himself and the people who matter. He'll throw people under the bus. He'll cheat to get ahead. However, he will not commit an act of evil for the sake of the act itself. Even Reid, who frequently refers to his degeneracy, knows that Jackson is innocent when accused of being the Ripper.
Jackson doesn't aspire to be more than he is, doesn't seek power. He indulges in that which brings him immediate pleasure, living to enjoy life. However, one questions if Jackson knows what he truly wants. He studied medicine, but doesn't want to be a doctor. He's a vagabond, never content to stay put. He gave up everything to be with the woman he loved, only to bed whores once they were free to be together. Even when he gets what he wants, Jackson always seems to be dreaming of "something more."
Even to members of H division, Jackson is a slippery personality. He doesn't seem serious about his work. He looks to the world with skepticism and playful mockery, content with being an outsider. It's difficult to discern his true feelings. Who does he count as a friend? Why is he here? But the few times when Jackson reveals his cards, he proves surprisingly sensitive. In one instance, he reprimands Reid for making Drake feel bad about his whore-turned-wife. And when Reid gets upset about Jackson's potential departure, Jackson cares enough to chase after him and explain himself.
Ultimately, it's amongst dead bodies and forensic mysteries that we find Jackson most comfortable and confident. He may appear to be a fool, but he is a brilliant doctor.
Powers & Possessions: Having been raised as a witch, Jackson isn't exactly green... but he isn't that dedicated to advancing his ability beyond what he considers “useful.” He's versed in practical spells--- protection spells, elemental, hexes & jinxes, defensive spells, healing, creating barriers, etc. However, he has limited knowledge of complex and metaphysical spells like necromancy or summoning fae, as he considers them unnecessary.
Potions are his strongest suit, which ties into his ability as a talented chemist. He also has a background in “mundane” forensics, and has learned to combine that with his knowledge of magic. Supernatural forensics, he calls it. He examines physical wounds and traces them back to spells, and performs autopsies on supernatural creatures.
He's also interested in researching how magical potions and biological compounds like vaccinations, antibiotics, andhuman medicines interact.
As spells I'd like to add-- I've listed them in the section below!
Going by numbers, I'd rank him between a 4 & 5 on the power scale, just based on age and experience.
Samples: Here and here. Here's also a shorter thread with him being doctor-ly.
World building
Locations: Tenter street brothel. … yup, he actually lives in a brothel in the series! I'd like to bring that to the game, if possible.
Items:
His father's heirloom ring.
A messenger bag that serves as a non-magical first-aid kit (i.e, needles, sutures, morphine, scalpel, bandages, tourniquets, etc. Items small enough to carry and necessary for treating someone in an emergency.)
Blackcake.
Canway.
Truth Serum.
Witch's Amulet.
A drunkards store of alcohol.
Magic:
Good Luck Charm
This charm increases the chances of winning a game or a bet. When used outside of a game, the affects are rather mundane. One might find themselves finding dropped money or catching the train despite being late. Higher level versions of this charm can generate luck on a greater scale. .
Bad Luck Jinx
A spell to tip the odds against you. One affected by this spell will be plagued by the worst cards and wrong bets. Or a person may find themselves tripping every crack, breaking everything he or she picks up, and leaving all his umbrellas on trains. The more power put into the spell, the worse a person's luck.
