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Morrison Usher; A Bad Guy
Topic Started: Jun 4 2014, 04:56 AM (503 Views)
The Unspeakable
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MORRISON USHER
The Blackhat
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General Information
Age:Gender:Height:Weight:Hair:Eyes:Race:Rank:
32
Male
5'11"
178lbs
Black, faint streaks of white
Laughing, ice-blue
Earthlander
C

Guild

Description

Clothing/Accessories

Personality

History


Combat Style
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
Zero-Sum Game
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
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.


Statistics

Stats

Edited by The Unspeakable, Oct 30 2014, 07:04 PM.
Character Information
Posted Image [Morrison's Profile] - [Morrison's Changelog]
[Guild Master of Cheshire Smile]
Name: Morrison Usher Age: 32 Rank: B Alias: The Blackhat Gender: Male Race: Earthlander


Stats
AP Earned207Jewels1650
Fame:280Rank:B
HP200Mana175
Strength15Magic85
Speed85Defense40 (50)

Tio Vega
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Eponine
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steady hands just take the wheel
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Eponine
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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
 
Traits

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
 
  • 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.


Techniques

R0 - (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]

Equipment
Items

Jewels: 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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