J A S O N T O D D ♦ 0 3 . 0 3 . 1 9 9 9 ( 17 ) ♦ M A L E ♦ C H A O T I C N E U T R A L
Ω C O N C E P T A B S T R A C T:
In Maximum Comics, me and Jon (Green Grenade) had come to the brainstorming a period where Jason Todd fit in with the story he was going to tell and a few months later I’m still waiting to play out that story. Presuming Jon’s opinions have not changed I’d like to pick up the cowl and play Jason Todd during his debut Robin year and his first “big” case with Batman. His street knowledge, guile, and dirty fighting would be an asset to the story and I still want to play a loud-mouthed arrogant punk. I’d like to get the chance to write it.
Presuming me and Jon go through the story I’d also like to forge out ideas of what Jason Todd became of in this universe— how did he become the Red Hood?, did the Joker kill him like in accepted canon or did that never happen?, and so forth.
In Absolute Comics, Jason could become something very interesting if you would allow it. I know I already applied for two arcs; but I assure you this based on my pride and honor that this Jason will still be active as much like Vicki Vale he will be part of the ongoing Batman arc from the onset. This isn’t overextension.
Ω N O T E S:
Characters I intend to utilize prospectively with Jason’s interactions in The Narrows include Dallas & the Street Demonz, Yvette Brawner, Bette Kane, Margaret Sorrow, and possibly others to be discussed with the Batman player since most of his non-Batman oriented interactions will be at Brentwood Academy as Jason Todd or in The Narrows as Robin.
For his whole life Jason Todd has been at the bottom, looking up at the towers of Gotham’s elite wondering what life could be like up there.
Born into the infamous Red Hood Gang— a street gang located in one of the worst neighborhoods of Gotham where poverty and unemployment scoured the streets, corruption lined the pockets of the police, and violent wars based on narcotics were everyday life. Jason Todd’s father was Willis “Red” Todd, a former boxer from the streets of Gotham’s inner city who had minor acclaim in his youth but turned to crime following crippling debt. Years before Jason’s birth Todd had turned what was a meek motorcycle gang into a streetwise organization that oddly served as the protectors of the poorest people of Gotham.
However, the Red Hood Gang was still a street gang; they dealt drugs, robbed those unaligned with them, and did what they wanted when they wanted. The press called them “anarchists” and “thugs” while the larger organized crime outfits of the city didn’t bother with them since their neighborhoods weren’t their larger concern at the time, especially following Batman’s debut in Gotham. But to Jason Todd they were not anarchists or thugs, they were his friends and family who did what they could with what they had to make sure people felt safe.
But good things never last. Not in Gotham.
The larger organized crime outfits began to collapse around the crusade of the Batman and the smaller gangs that controlled the streets of the inner city became more vicious and cunning. These gangs began scoping up Red Hood territory hoping to capitalize on Gotham’s fear of this “force of nature” that was responsible for a changing of power. Because they knew with the fall of The Roman Empire that Gotham would be thrown into chaos and others would fill the power vacuum as soon as it was an option to.
Eventually, a firefight at Ace Chemicals would show the end of the Red Hood Gang as it was; Willis Todd never came home and another lieutenant of the gang took charge in his absence. But it wouldn't help. The pieces were already in place for the gang to lose their identity, their control of The Narrows, and their existence. The gang afterward fell into shambles in what felt like seconds. And then there was nothing.
Orphaned and bitter, Jason wandered the streets of The Narrows doing what he could to survive and generally get into trouble. He was ten years old and he had lost everything he had ever known, all due to shitty circumstances and superstitions.
In time he crossed paths with Batman and everything else was history.
◼ 2007: The Red Hood Gang collapses following the death of their leader, Willis Todd.
◼ 2013: Jason Todd is ambushed by a group of thugs in The Narrows while trying to break into a car. He encounters Batman and soon afterward is taken in by the Caped Crusader.
◼ 2018: After graduating Brentwood Academy, Jason Todd leaves Gotham for a time, resigning the role of Robin as he looks to travel the world to find meaning.
Flesh Like Steel - Val is able to take as much damage as he's able to dish out. He has trained his body in the game, much like how he worked out in reality and has built it up to the point where he has become unaffected by normal attacks (ie. a swing from an average swordsman will not make him kneel immediately, etc). This benchmark allows Val to take numerous blows of internal or external assaults before succumbing to the effects.
One-Handed Weapon Proficiency - Just because Val is mainly using swords should not be taken as a sign that he's a pure swordsman. His profession demands from him to be able to wield more than one type of weapon. Swords, daggers, axes, maces or any other type of one-handed weapon is able to take a life when used by Val. This benchmark allows Val to use if not all, most one-handed weapons with some degree of skill and efficiency.
Resolute Technique - Great tacticians learn that consistency often trumps potential. Val has also learned this, one way or the other. All his time practicing and fighting with swords has allowed him to reach a certain enlightenment about the use of the sword in a fight. It's not about swift attacks that come and go like the wind, or powerful attacks that rattle your opponent's bones, or even flashy attacks, that confuse and disorient the enemy.
The key point to fighting and winning is always consistency. A steady stream of attacks, fluid and unending, one after the other, allows the opponent little to no chance of fighting back. This benchmark exponentially increases Val's accuracy when fighting with a sword.
Ambidexterity - The hardest part to fighting someone of equal skill is catching them off-guard. Val learned of this very early in his travels. To counteract this, with the coin he earned from the bounties, he sought out left-handed sword masters and learned from them how to wield a sword in his off-hand with equal skill. This benchmark allows Val to dual wield swords with relative ease.
Studious Combatant - It is a know and true fact that running towards a fight without preparation is plain stupid and a quick way to the grave. As such, Val has made it a habit of studying his opponents carefully, gauging their approximate skills and thinking about strategies to defeat them. This benchmark allows Val to discern an enemy's weak points more easily and thus, increasing his efficiency when fighting one on one. (In short, a boost in critical chance)
Dubious Networks - Wanted criminals, like bandits or thieves, never cease to move, lest they want to be hunted down by people like Val. Thus, in order to track down someone, Val had to become familiar with many places and their people. His network of acquaintances, be they lawful or shady, is quite wide-spread, and allows him to gather all sorts of information rather quickly, for the right price.
Deft Hands - The art of picking locks is one of the more subtle and skill-intensive things in Val's toolset. It requires a steady hand, a clear mind, as well as the knowledge of a lock's inner workings. Through trial and error, Val is able to pick simple locks, like doors, but struggles with more intricate lock designs.
Barricaded Mind - Not once, not twice, not thrice, but four times has Val fallen victim to a magician's mind tricks. All four times, he ended up failing to secure his target and had to escape with injuries. Having had enough, Val visited one of his few magician friends who passed on to him a set of techniques that fortify the mind against illusionary attacks. Although he has yet to fully master the technique, Valery doesn't deny its effectiveness. He can keenly feel the thin layers of magic wrapping his brain and shielding it, should he concentrate a little.
Adept Cartographer: Maps are one of the first things Bounty Hunters learn to appreciate. Val has turned this appreciation into a side profession of sorts. Those that might travel with him may find it odd when he suddenly whips out pen and paper and starts drawing random scenery. It's his way of remembering the topography of the place he is visiting so that he can then later accurately draw the maps he uses for his travels, as well as those that he sells.
One more for the road! - No matter how much he drinks, he never gets completely drunk to the point of losing all inhibition. The regular meetings with sources on taverns and bars, all the mingling in with the patrons in order to hear rumors or pick up on potential targets, all that comes with drinking. As a result, his tolerance towards alcohol is quite impressive indeed.
Only one thing I had to correct on the formatting end of things, though the… interesting choice of font will take some getting used to.
...and that's all I really have to say. Outside of the weird font choice and some miffs here and there I see nothing I can really critique without being guilty of nitpicking. So, heh. You came, you saw, and you applied. It's great when I don't have to critique because I can focus on other stuff like the prospective IC!
“Not everything needs to happen all at once. Some things just need a little time.”
O V E R V I E W
N A M E
Maxwell Castillo
A V A T A R
Ochre
A G E
22
G E N D E R
Male
V I S A G E
Ochre can be identified as a lean, Caucasian male, who stands at a relatively average height of 166cm, displaying intriguing jade eyes and raven-black hair. While usually seen in light, leather cloth that boasts a bronze pauldron on the left shoulder, it would not be surprising to see him wrapped within a cloak, equiped with chainmail under scale armor, or donning full platemail while out in the field. His entire figure, despite his current state of movement, seems to be in perpetually sedated position, as if the state of affairs in the immediate world around him are merely just another second in time.
P E R S O N A L I T Y
Ochre is slow.
That is not an insult to his intelligence, despite the popular belief that he is mentally impaired as well. No, the description is used to describe him as a person. Everything he does, despite its true speed, seems downplayed in comparison to the actions of others. If a line of people moved at an equal pace, with the same tempo and in a perfectly straight line, the drill sergeant composing the practice would shout at him to pick up his pace. It is an almost instinctual reaction to his presence, to the lethargic air that seems to encompass his sphere of influence. Even in combat, as he moves throughout the field, setting traps on the fly and slicing at foes as quickly as any fighter, his allies have frequently noted that the man works less than the rest of them. It befuddles everyone around him, even those who are knowledgeable of his passionate side, of the man who would go far and beyond the call of duty to get a job done. If it wasn't for his similarly fervent attachment to the bonds between others, a close friend would think him more suited for Draethir than Queon.
This unhurried nature spreads to his mannerisms as well, having no sense of the word "Quickness" in his consistency of arriving late to every sort of function or meeting. Any person who knows of him understand to give him the time of a meeting up to thirty minutes earlier than the designated, as to make sure he shows up on time. Something to note about him is his patience, and while it may strengthen the idea of his unnatural sluggishness, it is probably one of the main reasons for his success in Pariah. Minutes, Hours, and once, even Days, he is capable of waiting out the perfect circumstance, springing a trap when the most optimal situation may appear. During special occasions, however, one would be amazed at the speed of his momentum, taking him from point A to point B in record time for the sake of his companions. But, as fitting of a Sikth, this sort of behavior is seen rarely, to the point where his closest friends may comment that "a blue moon is more common than seeing Ochre move quickly".
Any who are capable of seeing past such idiosyncrasies would find a young man capable of extraordinary compassion, taking to heart any sort of problems a person may have and seeking to make it right, even complete strangers. Anger is not a word in his vocabulary, accompanying "Haste" in the mental garbage bin, though irritation is very likely to be present within a situation that isn't solved within the first few tries. Any mistakes or issues with his own person are corrected almost immediately, though retaining his amendments may take a few weeks. The only exception to this is his own skills, and a one track mind is set on developing the strongest set of armor in Pariah. While he is still far from reaching that goal, he gains another step closer everyday.
B A C K G R O U N D
Honestly, there's not much to say about his life. He lives in a modest apartment, graduated with a college degree in the past year, and even more recently found an internship as a business associate. His only sibling, his sister, is going through her freshman year in a university, sending him postcards from her little corner of the world. His parents, happy for his accomplishments, drive to see him every month to catch up, enjoy each others company, and generally live life in a joyous manner.
However, a few months ago, his sibling sent him a package instead of an envelope. Curious, he opened the container to find a copy of the latest hit "game", Pariah, and the regular postcard he usually received. Apparently, his parents and his sister had pooled money together in order to give him a congratulatory gift for his currently progressing life. Having forgotten to buy one for him on the day itself, it was agreed to procure a present more opulent than they otherwise would have. Touched by the gesture, he started up the program only minutes after receiving it.
He remembered to thank them for the gift a week later with a surprise visit to his sibling, and a big hug to his parents when they came for their routine visit to his home.
A T T R I B U T E S
R O L E
DPS/ Support
A F F I L A T I O N
Sikth
P R O F E S S I O N
Scavenger
W E A P O N O F C H O I C E
Griffzungenschwert, though the use of a Hammer cannot be unfounded
B E N C H M A R K S
Exploit Armor Weakness - Many foes have some sort of armor equipped onto their person within the world of Pariah. Metals, scales, shells, all sorts of protection that may deflect or mitigate the extent of injuries created by attacks. Having created a variety of armors himself, Ochre has used his experience to innately pinpoint the flaws within the protective coverings of his enemies, taking advantage of openings and cracks that naturally occur, or even those created by wear and tear to harm the more malleable, fragile flesh underneath.
Magical Trap Creation - Gathering materials from the creatures of Pariah is quite vexing, as combat with monsters and beasts may unintentionally render such elements useless, marred by cuts, fractures, and other sorts of disfigurement. As such, Ochre has taken measures in order to keep his targets as closest to completely intact as possible, delaying the activation times of debilitating spells that cause afflictions capable of incapacitating targets, such as momentarily restricting movement via paralytic sparks, plagues of vertigo and blinding flares, or slow-acting poisons useful for steadily draining a monster of its energy. Through practice, he has gained the ability to "set" such spells at designated locations, and granting them the ability to be remotely activated by special conditions, such as proximity or pressure.
Second Skin - As Ochre crafted more, and more, and more varieties of armor and attire, he slowly became used to each individual style, the contours and shape of each becoming as familiar as an old friend. As a result, he is able to move unrestrained in any sort of armor, from the lightest cloak to the heaviest platemail.
Optimal Decortication - Hunting monsters and beasts within the world of Pariah is commonplace, the corpses of the fallen creatures holding unrefined treasures that are just waiting to be put to use. Noting this aspect through his own musings, Ochre has developed the precise talent of extracting materials from the corpses of monsters, selling the procured components for money from fellow merchants, or making use of them for his own desires.
Proficient Leatherworking - Through his natural routine of skinning the creatures that fall in battle, Ochre accumulated a surplus of pelts and hides from multiple species of beast and monster. To keep his efforts from falling to the way side, Ochre has matured for himself the facility of crafting leather instruments from the materials he collects. From clothing, to decorations, to actual musical instruments, Ochre has developed his art to a fine point, capable of creating a multitude of products for both his business, and for himself.
Competent Blacksmithing - While harder to come across than pelts, metal is a commodity common within caves and dungeons. Being an adventurer as well as a merchant, Ochre was able to come into possession of such materials from the areas he visited, and monsters defeated. Supplementing his Leatherworking skills, Ochre expounded on his craftsmanship, molding and striking metal into equipment and trinkets as well as he sew leather.
Adept Armorsmithing - Protection is key within the world of Pariah. When an enemy is more nimble, stronger, smarter, and generally a better combatant than another, the only way the underdog would be able to win is by the state of his equipment. Specifically, his armor. After developing his skills in shaping cloth and metal, Ochre was able to use such talents in the development of protective equipment, ranging from light, heavy, and even domestic pieces of attire. While not as efficient as the enchanted apparatuses rewarded through high-level dungeoneering, his works are a cut above the average.
Traveling Salesman - Taking the phrase “off the beaten path” literally, Ochre has become a well-versed salesman in the art of "travel". A vendor no matter where he is, no matter the place, situation or time, due to the fact he is constantly moving and selling his wares in towns throughout the realm. This has given him trade awareness within various provinces as well as an understanding of the various economies of aforementioned provinces, picking up information from the multiple prefectures that others would lack.
R O U G H V I R T U A L H I S T O R Y
A peculiarity within the secretive Sikth, the name "Ochre" would have most people outside of the pathos scratching their heads. Who is that? Isn't that the name of a color? Inside, however, many know of the Blacksmith like one would a childhood friend. A numerous amount of those who know his name have some sort of equipment on their person created by the man, each of them vouching for his efficiency and the longevity of his works. A helmet here, an arm guard there, some have entire sets of armor that they could certify were molded by his hands. Although, many who browse his wares wonder how he procures materials for the durable pieces he makes, and are usually surprised by the answer.
He obtains them, himself.
Supporting large raiding parties, accompanying travelers, and sometimes on his own, each and every one of his creations were made with his tireless labor, both with the anvil and with the sword. Many may call him a fanatic, others a man to stick along side. Those who truly know him, and understand his rather unsightly habits... Don't want to deal with his perpetual down tempo.
Had to attribute character color to the section headers, but that’s about it on the “Gowi is a OCD moron” front. So let's get to the meat of things. This... this might take awhile to read.
Benchmarks: If you are content with lacking a full physical list, no comments here.
J A S O N T O D D ♦ 0 3 . 0 3 . 1 9 9 9 ( 17 ) ♦ M A L E ♦ C H A O T I C N E U T R A L
Ω C O N C E P T A B S T R A C T:
In Maximum Comics, me and Jon (Green Grenade) had come to the brainstorming a period where Jason Todd fit in with the story he was going to tell and a few months later I’m still waiting to play out that story. Presuming Jon’s opinions have not changed I’d like to pick up the cowl and play Jason Todd during his debut Robin year and his first “big” case with Batman. His street knowledge, guile, and dirty fighting would be an asset to the story and I still want to play a loud-mouthed arrogant punk. I’d like to get the chance to write it.
Presuming me and Jon go through the story I’d also like to forge out ideas of what Jason Todd became of in this universe— how did he become the Red Hood?, did the Joker kill him like in accepted canon or did that never happen?, and so forth.
In Absolute Comics, Jason could become something very interesting if you would allow it. I know I already applied for two arcs; but I assure you this based on my pride and honor that this Jason will still be active as much like Vicki Vale he will be part of the ongoing Batman arc from the onset. This isn’t overextension.
Ω N O T E S:
Characters I intend to utilize prospectively with Jason’s interactions in The Narrows include Dallas & the Street Demonz, Yvette Brawner, Bette Kane, Margaret Sorrow, and possibly others to be discussed with the Batman player since most of his non-Batman oriented interactions will be at Brentwood Academy as Jason Todd or in The Narrows as Robin.
For his whole life Jason Todd has been at the bottom, looking up at the towers of Gotham’s elite wondering what life could be like up there.
Born into the infamous Red Hood Gang— a street gang located in one of the worst neighborhoods of Gotham where poverty and unemployment scoured the streets, corruption lined the pockets of the police, and violent wars based on narcotics were everyday life. Jason Todd’s father was Willis “Red” Todd, a former boxer from the streets of Gotham’s inner city who had minor acclaim in his youth but turned to crime following crippling debt. Years before Jason’s birth Todd had turned what was a meek motorcycle gang into a streetwise organization that oddly served as the protectors of the poorest people of Gotham.
However, the Red Hood Gang was still a street gang; they dealt drugs, robbed those unaligned with them, and did what they wanted when they wanted. The press called them “anarchists” and “thugs” while the larger organized crime outfits of the city didn’t bother with them since their neighborhoods weren’t their larger concern at the time, especially following Batman’s debut in Gotham. But to Jason Todd they were not anarchists or thugs, they were his friends and family who did what they could with what they had to make sure people felt safe.
But good things never last. Not in Gotham.
The larger organized crime outfits began to collapse around the crusade of the Batman and the smaller gangs that controlled the streets of the inner city became more vicious and cunning. These gangs began scoping up Red Hood territory hoping to capitalize on Gotham’s fear of this “force of nature” that was responsible for a changing of power. Because they knew with the fall of The Roman Empire that Gotham would be thrown into chaos and others would fill the power vacuum as soon as it was an option to.
Eventually, a firefight at Ace Chemicals would show the end of the Red Hood Gang as it was; Willis Todd never came home and another lieutenant of the gang took charge in his absence. But it wouldn't help. The pieces were already in place for the gang to lose their identity, their control of The Narrows, and their existence. The gang afterward fell into shambles in what felt like seconds. And then there was nothing.
Orphaned and bitter, Jason wandered the streets of The Narrows doing what he could to survive and generally get into trouble. He was ten years old and he had lost everything he had ever known, all due to shitty circumstances and superstitions.
In time he crossed paths with Batman and everything else was history.
◼ 2008: The Red Hood Gang collapses following the death of their leader, Willis Todd.
◼ 2013: Jason Todd is ambushed by a group of thugs in The Narrows while trying to break into a car. He encounters Batman and soon afterward is taken in by the Caped Crusader.