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I See Nothing
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Username: The Unspeakable
MORRISON USHER The Blackhat

| General Information |
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| Age: | Gender: | Height: | Weight: | Hair: | Eyes: | Race: | Rank:
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32
| Male
| 5'11"
| 178lbs
| Black, faint streaks of white
| Laughing, ice-blue
| Earthlander
| C |
Guild  Cheshire Smile
Description Morrison is a man approaching his middle age, and taking it very well. His complexion is completely smooth, the spoiled sort of translucent, porcelean skin you only keep by spending a lot of money or making shady deals with the godess of good complexions. His build is of medium height, his muscles tone, but his body running a bit on the thinner side. He keeps a neatly trimmed, hair-thin goatee at all times, as a matter of professional distinction: he's evil, he knows he's evil, and he's going to look the part. There is not a scar to be found anywhere on his body.
Clothing/Accessories He wears a crisp, perfectly fitted black suit at all times, with a white silk shirt beneath. Over this he wears a long, elegant black evening coat, and his leather oxford dress-shoes are svelte matte black as well, the toes pointed just a bit. He generally carries a long, black cane with a silver skull grip, with a heavy patina: this, too, is part of his way of letting the world know he's not about to randomly break out donating to the needy or helping old ladies cross the street any time soon.
Personality Morrison is rotten. He is a spoiled, arrogant, lazy, opportunistic asshole who takes his best pleasure from watching things fall apart for others. To him, the world is not a stage; it is an audience. The stage, as far as he's concerned himself, should extend a short way around himself in all directions. Reaching the spotlight at the "top" and keeping his place there is his first and most driving passion, and towards archieving this end he can be quite passionate.
While he is without morals and probably believes "scruples" is an STD, Morrison does have a Code of Conduct all his own. He knows that the top is lonely, but has no intention of being lonely when he gets there. He is absolutely loyal to those he considers his peers, the men and women who will share the stage with him when all of the rest of the world has been subdued. They are those he breaks his bread with, and his very magical powers evolved around keeping those he would call companion up on top. While he still prefers to get the better of his friends whenever possible, he will never betray them, nor will he fail to act in their best interests unless his own life should come to harm as a result.
While he generally behaves in a condescending but genial, otherwise bearable sort of manner, there are two things which will trigger Morrison's emotional reactions into the extremes. He has a great fondness for cats (finding them to be the only creatures as spurious and nasty as he is himself), and will show instant disdain for those who make clear that they do not. Additionally, he loathes spirited, idealistic youths, and finds a kindred spirit in those who relish shattering their hopes and dreams just as much as he does.
History Earthland is a great place to be if you're a powerful, accomplished mage in a huge and reknown guild, surrounded by the most powerful people in known history. There are few limits to what one can do, to the fame and splendour that might be theirs for the taking. It is a rich and wondrous land filled with high sorcery, and for those of means, it is a paradise.
For Morrison Usher, it was a really boring, dreary place.
He was born into a wealthy, well-respected magical family, the first son of nine. Though he possessed a rather unique gift for a peculiar type of magic, he had an exceptionally hard time standing out among his siblings. By the time he'd graduated from some snooty academy of magic, a powerful and resourceful wizard in his own right, he'd been all but forgotten about by the rest of his family. In particular, his youngest brother and sister (themselves twins) were shaping up to be prodigies. Twelve years younger than him, nothing more than bright-eyed brats with an unusual gift, they were already being praised as the strongest of all the Usher children.
Some people take their problems head-on. Some people think their way around them.
Some people plot and scheme so deviously and so long that they end up with solutions so crooked they might run into themselves going around a corner.
Morrison had been born not only with unique magical talents, but also a sort of petty, indignant need to be standing on top of everyone else, and hated to let slights go. He preyed on the fears and insecurities of his other siblings, just as threatened by the twins as he was, and gained their support. Among them he created a sort of Machiavellian power struggle, each one bound into alliances and pit against eachother in a sort cut-throat familiar warfare (except for the twins, of course, who were idealistic dreamy little brats at the time). At last, some time not too long after the 10th birthday of the wonder twins, the plan was ready.
Just after the twins had headed out on an unspecified adventure to find a wonderful guild and make friends and defeat monsters and other things magically gifted but totally unsupervised 10 year old children tended to do, the mansion erupted into chaos. Hired goons and assassins swarmed the halls. Brother turned against brother, sister against sister, son and daughter against father and mother. What few of them were still alive when the dust had settled Morrison finished off himself. Destroying the family manor at the end, he had finally ensured the Fall of the House of Usher.
By the time the twins found out and could return, the perpetrator was long gone. Their desire for revenge would soak their pure hearts black, turn them into the sort of craven, hateful, lonely monsters that he dreamed that all reasonable men and women should some day be. They would walk a lonely path, forsaking friendship and camaraderie, chasing mindlessly after him with no other purpose than to repay the debts of some dead ex-family. The thought alone put a spring in his step.
As luck would have it, this was right around the time that the Fairyland gate was discovered. Realizing he could sort of skip to the end, passing by the countless strong adversaries that he would inevitably find in his path to greatness, Morrison decided to take a walk on the wild side and made his way through the one-way portal. Ready to ruin some more days just because he can, the dubious asshole made his happy way into the brave new world. |
| Combat Style |
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| Strategy | | Morrison is not the sort to confront enemies head-on, preferring instead to fight alongside powerful allies and aid them with his magic. His martial skills are focused mainly on avoiding enemy attacks, his stance a weightless, swaying affair that appears to border on stumbling, all the while keeping him in motion around the battlefield and out of harm's way. In the mean time, he will use his magic to sap the strength and vitality of his enemies while enhancing and replenishing himself and his allies. |
| Swagger of War | | As a proper villainous cur, Morrison prefers to do his fighting from behind. He doesn't care whether he'd behind his allies, a wall or even (especially) his enemies, he just tends to keep something or somebody between himself and the people he's trying to slowly weaken to death. His movements are both fluid and rigid, his legs constantly moving underneath him as if they had someplace else they needed urgently to be but the top half of his body hadn't got the memo. He lacks the ability to do much damage at melee range, but is adept at using his unpredictable, stumbling movements to dodge and, when such is impossible, redirect incoming attacks with parries. |
| Pain and Gain | | The core of Morrison's combat abilities are built of the various techniques by which he uses his magic, Zero-Sum Game, to weaken his enemies and support his allies. He can sap any attribute of a living being and transfer it to another, whether it be their physical strength, their vital force, their magical energy, or even their speed and defensive capabilities. The amount he can take is less than those who simply cripple their foes, and the amount he restores is similarly less than a devoted healer or support wizard, but combined the effect allows him to capably shuffle the balance of power around the field to his team's advantage. |
| Injury onto Injury | | When he must stand and fight by himself, or when his allies require more direct offensive assistance, Morrison is able to convert the stolen power of his opponent into a raw, disruptive magical force that damages whatever it touches. It is not as powerful as a true elemental magical attack, but given that it's power source is the enemy's own strength, it suffices when no other options are available. |
| Magic Information |
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| Zero-Sum Game |
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All things exist in a delicate balance, and the world is as we observe it because that balance, the equilibrium, is naturally preserved. Magic, by it's nature, disturbs this balance to create an advantage of some kind for the practitioner. Being a scoundrel to the very core of his being, Morrison is naturally gifted with a type of magic that upsets this balance to create an advantage for him both coming and going.
The magic itself has no inherent power; rather, it steals the power from other beings and allows him to repurpose the stolen energies to his own end. While lacking in direct power compared to most purely offensive or defensive forms of magic, Zero-Sum Game allows the user to slow wear down his enemies by stealing the very power that allows them to fight and redirecting to himself or, if he chooses, an ally. He can sap an enemies strength, their vitality, or even their magical reserves, then take that lost power and use it to his own ends. Their loss is his win, and everything comes up Morrison. He has also learned how to channel the stolen energies directly into a raw magical attack, allowing him some offensive presence when he has no allies to fight alongside. If push comes to shove, the Zero-Sum Game works both ways, and he can even diminish his own abilities to boost those of others, if no other victims are present.
The magic appears to be a long ribbony veil of fluid, shadowy but translucent energy, rippling with a reflection of starlight from some alien world. It overall has the effect of looking like a crystal clear stream under a cloudless, starry sky. It generally proceeds from his hands and wraps around him when he's idle in combat, thin, snakelike, winding cords of the energy darting out towards the target(s) when it is used. It may also be expressed by the creation of wobbling, glass-like bubbles that reflect a dazzling iridescence in every imaginable colour, although somehow dark and disturbing to the eye, when he's moving or moulding stolen power.
As Morrison progresses in this magic, he will become able to affect larger areas or multiple targets with his abilities, and will be able to channel the stolen energies into more diverse effects. Additionally, he is learning how to extend his power to the unliving, hoping to some day be able to channel the innate attributes of the natural and magical world in addition to simply manipulating the strength of his foes. |
| Possessions |
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Weapons 1. A sturdy, black wooden cane with a well-tarnished silver skull grip. It's primary use is in parries, and Morrison's magical attacks can be channeled along it's length when he's feeling flashy. 2. A fancy, black, full-length evening coat. It goes down to about his knees, and gives him the air of a proper gentleman. |
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| Statistics |
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Stats Morrison UsherHP: 200 Mana: 175 Strength: 15 Magic: 85 Speed: 85 Defense: 50 (40+10) Magnificent Dastard: Morrison takes 30% less damage from Darkness, but 30% more damage from Light. Pessimist: Morrison takes 20% less damage from Dream, but takes 20% more damage from Piercing. Mild-mannered: Morrison does 20% more damage with Space, but takes 20% more damage from Bio. Equilibrium: In combat, Morrison has access to a Bank, and some of his techniques allow him to draw certain qualities and quantities into this Bank. He can then use the contents of his Pool to augment techniques. “Giving” damage to a target damages it. Damage dealt in this way only receives half benefit from damage-increasing traits. Stats stolen or boosted by the Bank recover after three rounds. The types of things that can currently be put into the Bank are as follows. - The Bank
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- Damage, tied to an element. For example, 5 Fire damage.
- Primary stats. For example, 5 HP.
- Secondary stats. For example, 5 Strength.
- Status effects. For example, 1 round of Poison.
- Traits.
TechniquesR0 - (T) Siphoning Strike (P | Melee) 0.4xMag + 0.3xStr, 0.7xSpd, No Cost(Can target HP or Mana. Take the damage dealt into the Bank. Takes at least 5 HP or Mana even if fully blocked.) [Blunt]R1 - (N) Hustle (P | Dodge) 0.8xSpd, -2 Mana(No specials.) [Dodge]R1 - (T) Transfusion (M | Ranged) 0.6xMag, 0.8xSpd, -4 Mana(Can change this technique’s EF to 0. Anything in the Bank can be added to the target, or to another target.) [None]R1 - (T) Enervate (M | Ranged) 0.7xMag, 0.7xSpd, -4 Mana(If blocked, add 5 Effective Defense to the Bank. If dodged, add 6 Effective Speed to the Bank.) [Space]R2 - (N) Sinister Veil (M | Block) 0.9xDef, -6 Mana(If blocking a Magical technique, reduce that technique’s damage by 20% and take that amount into the Bank.) [Space]R2 - (T) Disparity (M | Ranged) 0.8xMag, 0.8xSpd, -8 Mana(Half the damage dealt by this technique is taken into the Bank as HP. Takes at least 5 HP. Can change this technique’s EF to 0. Anything in the Bank can be added to the target. Can take one of the following into the Bank: 10% of any secondary stat, one turn/round of a status effect.) [Space]R3 - (T) Nash Equilibrium (M | Ranged), No EF, -10 Mana(Take one of the target’s traits into the Bank and give it one from the Bank or one of Morrison’s.) [Space] R1 - (N) Cashing In (M | Self) No EF, -4 Mana(May apply one of the following from the Bank to Morrison or an ally: up to 25% of any Primary or Secondary stat, half of Effective Defense or Speed, or one turn/round of a status effect.) [Space]R2 - (N) Strike Aside (P | Block) 1.0xDef, -5 Mana(EF is increased by 0.2 against Physical.) [None]R3 - (T) Entropy Shift (M | Ranged) 0.6xMag, 0.6xSpd, -12 Mana(Attack all opponents. Damage dealt is taken into the Bank as HP if attacking one opponent, while two or more applies 60% of damage dealt instead. Takes at least 5 HP. Can take one of the following into the Bank: 10% of any secondary stat, one turn or round of a status effect. If target was affected by Morrison's offensive Space techniques in the last round, double the chosen quantity taken into the Bank.) [Space]R4 - (T) Subjugate (M | Ranged) 0.6xMag, 0.7xSpd, -17 Mana(Take 10% of all of a target’s secondary stats into the bank.) [Space]Equipment1. Coat of Morally Dubious Intent: (+10 Defense) Reduce the damage Morrison takes by 15%. Morrison's bank gains an amount of HP, damage of that element, or secondary stats equal to the mitigated damage. 2. Cane Items1x Red Candy (Restores 15 HP) 3x Blue Candy (Restores 15 Mana) 2x Liquid Aether (Restores up to 14 Effective Speed, Inflicts 2 Damage) EquipmentCoat of Morally Dubious Intent: (+10 Defense) Reduce the damage Morrison takes by 15%. Morrison's bank gains an amount of HP, damage of that element, or secondary stats equal to the mitigated damage. Jewels: 1160
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Administrator
- Posts:
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- Joined:
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Your character has been approved.
Morrison Usher HP: 80/80 Mana: 95/95 Strength: 14 Magic: 19 Speed: 16 Defense: 16
- Morrison Rework
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TraitsMagnificent Dastard: Morrison takes 30% less damage from Darkness, but 30% more damage from Light. Pessimist: Morrison takes 20% less damage from Dream, but takes 20% more damage from Piercing. Mild-mannered: Morrison does 20% more damage with Space, but takes 20% more damage from Bio. Equilibrium: In combat, Morrison has access to a Bank, and some of his techniques allow him to draw certain qualities and quantities into this Bank. He can then use the contents of his Pool to augment techniques. “Giving” damage to a target damages it. Damage dealt in this way only receives half benefit from damage-increasing traits. Stats stolen or boosted by the Bank recover after three rounds. The types of things that can currently be put into the Bank are as follows. - The Bank
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- Damage, tied to an element. For example, 5 Fire damage.
- Primary stats. For example, 5 HP.
- Secondary stats. For example, 5 Strength.
- Status effects. For example, 1 round of Poison.
- Traits.
TechniquesR0 - (T) Siphoning Strike (P | Melee) 0.4xMag + 0.3xStr, 0.7xSpd, No Cost(Can target HP or Mana. Take the damage dealt into the Bank. Takes at least 5 HP or Mana even if fully blocked.) [Blunt]R1 - (N) Hustle (P | Dodge) 0.8xSpd, -2 Mana(No specials.) [Dodge]R1 - (T) Transfusion (M | Ranged) 0.6xMag, 1.0xSpd, -4 Mana(Can change this technique’s EF to 0. Anything in the Bank can be added to the target.) [None]R1 - (T) Enervate (M | Ranged) 0.7xMag, 0.7xSpd, -4 Mana(If blocked, add 5 Effective Defense to the Bank. If dodged, add 6 Effective Speed to the Bank.) [Space]R2 - (N) Sinister Veil (M | Block) 0.9xDef, -6 Mana(If blocking a Magical technique, reduce that technique’s damage by 20% and take that amount into the Bank.) [Space]R2 - (T) Disparity (M | Ranged) 0.8xMag, 0.8xSpd, -8 Mana(Half the damage dealt by this technique is taken into the Bank as HP. Takes at least 5 HP. Can change this technique’s EF to 0. Anything in the Bank can be added to the target. Can take one of the following into the Bank: 10% of any secondary stat, one turn/round of a status effect.) [Space]R3 - (T) Nash Equilibrium (M | Ranged), No EF, -10 Mana(Take one of the target’s traits into the Bank and give it one from the Bank or one of Morrison’s.) [Space]EquipmentItemsJewels: 0 R1 - (N) Cashing In (M | Self) No EF, -4 Mana(May apply one of the following from the Bank to Morrison or an ally: up to 25% of any Primary or Secondary stat, half of Effective Defense or Speed, or one turn/round of a status effect.) [Space]R2 - (N) Strike Aside (P | Block) 0.9xDef, -5 Mana(EF is increased by 0.5 against Physical.) [None]R3 - (T) Entropy Shift (M | Ranged) 0.6xMag, 0.6xSpd, -12 Mana(Attack all opponents. Damage dealt is taken into the Bank as HP if attacking one opponent, while two or more applies 60% of damage dealt instead. Takes at least 5 HP. Can take one of the following into the Bank: 10% of any secondary stat, one turn or round of a status effect. If target was affected by Morrison's offensive Space techniques in the last round, double the chosen quantity taken into the Bank.) [Space]
Brought Pessimistic's numbers down to 20%.
Brought Siphoning Strike's EFs up by 0.1, given its a hybrid technique.
Nerfed Cashing In.
Brought Sinister Veil and Strike Aside's EFs up to 0.9.
Edited by Eponine, Aug 3 2014, 06:44 PM.
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