mayaarsato
New member
Brief Overview
Jameson functions as a Support Hero, using her abilities to stick with her team and keep them in the fight, while also being able to know when more enemies are coming and using that to know when to cut her losses and run or to spot targets for her team.
Lore
"Jameson has been ambitious from the start, a loose spirit with dreams of grandeur and plans to harness the magic within the world and disperse it how she sees fit. But when you're trapped in a cave, in an urn made to contain spirits... well, there's not much you can do but dream. Nearly 3000 years ago, this all changed when she met Talia.
Talia was only 9 when she wandered a bit too close to Jameson's urn, and Jameson leapt at the chance to live. So she did what any desperate spirit would do, and possessed the young Talia. Throwing the urn aside, Jameson here decided a name for herself and made her way out of the cave, scaring off Talia's parents and upsetting the vessel greatly. Jameson, however, didn't care too much.
Bound to the body, Jameson's first act was to rob someone's house and steal an artefact to keep the body from dying and staying dead. She was promptly killed by the artefact's previous owner not an hour later, and to Jameson's delight the artefact had worked, returning Talia's body to life and Jameson in the driver's seat.
Since then, Jameson has taken on the full name of Aurelia Jameson, with Talia having gone from against her possessor to trusting of her spiritual friend. She has a business that loans out skilled combatants into any fight, and commonly uses her combatants to help excavate old ruins, steal from people of all kinds, and occasionally shoot the odd person here or there in order to grow her vast collection of magical artefacts, which she then painstakingly binds to the grown-up Talia and lets others borrow in exchange for money to repeat the endless cycle. Assassins are put down. Infighting is resolved. And Jameson has walked the world for so long she's made friends in both high and low places.
She's eager to summon the Patrons, but not for their wish - she just wants whatever's left of the loser to see what magic it holds."
[Her reason for participating in the Maelstrom is to loot the corpse of the losing Patron, taking whatever is leftover and using it as an artefact itself or an artefact enhancer.]
Combat and Abilities
Weapon: Agent Automatic [Rapid Fire] [Close Range]
"I must thank Mr. Armstrong for this, it's perfect for my tastes."
A custom-made SMG with a glowing, hollow sphere (presumably an artefact) embedded in the right side. Boasting a 20-round magazine and a high rate of fire but low damage, Jameson's choice of firearm is designed to shred through enemies similar to Haze's "Censure & Penance" but without the boost Fixation provides to make it the focus. It has no alternate fire mode.
This gun's bullet lifesteal scales with Spirit, at a rate of 0.1x.
Meleeing has Jameson rotate between striking with her elbow and a satchel. Her heavy melee has her striking with her bag again.
Weapon: Passover Spear [Beam Weapon] [Medium Range]
"There are many artefacts I will loan. This is not one of them."
A long spear with a hollow head in which a glowing mass of flame resides, and capable of setting enemies on fire. Boasting a 50 round "magazine" before reloading (being twirled), the weapon has a high rate of fire but does not deal weapon damage - rather, it deals spirit damage instead. This weapon also has much higher melee damage and range than Agent Automatic, fitting as it is tied to Jameson's Ultimate.
This weapon's lifesteal scales with Spirit, at a rate of 0.05x.
Meleeing has Jameson jab with her spear, and a heavy melee has her hold it in both hands, thrusting forward with it.
When parrying, Jameson holds the spear in front of herself, using it to block.
Ability 1 - Aurelia's Behalf
"I'm the one who answers prayers with borrowed lips."
Jameson holds an artefact up, channelling with it before releasing a burst around her. Allies caught in the range get a boost to bullet, spirt and melee damage. Enemies caught in the radius instead lose their resistances. Minions get double the bonuses. These bonuses scale with boons, at 0.5% per boon (17.5% at maximum). This ability does not go through walls.
1 second channel, 25 second Cooldown, 10 second duration, 5% boost to damages to allies, -5% loss to resistances to enemies. 10m range.
Upgrade 1 decreases the cooldown by 10 seconds, down to 25.
Upgrade 2 gives an alternate cast which doesn't boost allies but doubles the bonuses applying to Jameson.
Upgrade 3 increases the duration by 6 seconds up to 16 seconds, and regenerates 3% of hp for allies while draining 3% of hp from enemies.
Ability 2 - Checking In
"I suppose some supervision will be needed."
Jameson teleports to an ally in her line of sight, flipping a coin in the air before catching it once she teleports. After teleportation, she gains a speed boost for a short time. Walkers, Guardians, Shrines and the Patron can also be teleported to. The speed boost duration scales with spirit at 0.02 per spirit (so at 200 spirit power, duration goes from 6 to 10 seconds)
40 second Cooldown, 3 second travel time, +2m speed boost for 6 seconds, 30m range.
Upgrade 1 increases the range by 20m, up to 50 total.
Upgrade 2 gives her unstoppable before she teleports, and shares the speed boost with her ally.
Upgrade 3 decreases the cooldown by 20 seconds down to 20, and gives a +20% fire rate boost in addition to the speed boost.
Ability 3 - Talia's Whispers [Passive]
"Keeping an eye out, Talia?" "Yes, Lady Jameson."
With Talia's help, Jameson reveals enemies to herself through walls within a small range. Enemies who are spotted this way can be pinged to others. Allies who are within Jameson's range will also see enemies within this range. If Jameson assists in killing or kills an enemy revealed this way (with five seconds extra once they leave the range), she will gain a permanent boost to spirit damage by 1% (2% if she kills them).
8m range.
Upgrade 1 increases the range by 5m, up to 13m total.
Upgrade 2 will notify the user both visually and audibly if an enemy is detected offscreen.
Upgrade 3 will increase the range by 7m to 20m total. Spirit damage boost is now 1.5% and 3%.
Ability 4 / Ultimate - Lead By Example
"There's nothing like turning a fight in my favour."
After a short channel, Jameson cleanses all negative (non-ultimate) effects and changes her weapon for the Passover Spear (which deals spirit damage instead of gun damage). Allies near Jameson gain a boost to rate of fire, speed and resistances (Jameson does not receive these boosts). Minions also receive double the bonuses.
The ability can be cancelled prematurely. If Jameson is stunned while channelling, she will be interrupted but her ability will not go on cooldown.
2 second channel, 150 second Cooldown, 35 second duration, +15% to all resistances, +30% rate of fire boost, +3m speed boost. 15m range.
Upgrade 1 increases the bullet and spirit resistances to 30% for allies.
Upgrade 2 gives Jameson a 50% resistance to all damage sources while active.
Upgrade 3 decreases the cooldown by 60s to 90 seconds, and gives Jameson unstoppable for 8s when she starts channelling.
Jameson and How She's Viewed
Jameson's entire deal with collecting artefacts and using them to help others for money is usually a source of worry for those who either hope to contest her or have something she may want. Her long life means she will likely know most of the roster or they will know of her (in addition to being able to speak any foreign languages to try and convince them to work for her with what little boost it has), and her status as an immortal collector and vendor of her brand of wishes will likely have her at odds with the more criminal or ambitious types of people.
Final Thoughts
Jameson's whole role is to serve as another type of support who could also stand on their own without feeling out of place - out of all the support-focused heroes, none of them are really focused on providing buffs the way Jameson does save for possibly REM, but REM is more focused on sole support, and all the support characters feel so very stuck with that sort of role unless they neglect it entirely. Jameson can both support others and herself without needing to make large sacrifices to either playstyle.
That said, I could very well be wrong with that little analysis, I just wanted an excuse to make a character like her.
Jameson functions as a Support Hero, using her abilities to stick with her team and keep them in the fight, while also being able to know when more enemies are coming and using that to know when to cut her losses and run or to spot targets for her team.
Lore
"Jameson has been ambitious from the start, a loose spirit with dreams of grandeur and plans to harness the magic within the world and disperse it how she sees fit. But when you're trapped in a cave, in an urn made to contain spirits... well, there's not much you can do but dream. Nearly 3000 years ago, this all changed when she met Talia.
Talia was only 9 when she wandered a bit too close to Jameson's urn, and Jameson leapt at the chance to live. So she did what any desperate spirit would do, and possessed the young Talia. Throwing the urn aside, Jameson here decided a name for herself and made her way out of the cave, scaring off Talia's parents and upsetting the vessel greatly. Jameson, however, didn't care too much.
Bound to the body, Jameson's first act was to rob someone's house and steal an artefact to keep the body from dying and staying dead. She was promptly killed by the artefact's previous owner not an hour later, and to Jameson's delight the artefact had worked, returning Talia's body to life and Jameson in the driver's seat.
Since then, Jameson has taken on the full name of Aurelia Jameson, with Talia having gone from against her possessor to trusting of her spiritual friend. She has a business that loans out skilled combatants into any fight, and commonly uses her combatants to help excavate old ruins, steal from people of all kinds, and occasionally shoot the odd person here or there in order to grow her vast collection of magical artefacts, which she then painstakingly binds to the grown-up Talia and lets others borrow in exchange for money to repeat the endless cycle. Assassins are put down. Infighting is resolved. And Jameson has walked the world for so long she's made friends in both high and low places.
She's eager to summon the Patrons, but not for their wish - she just wants whatever's left of the loser to see what magic it holds."
[Her reason for participating in the Maelstrom is to loot the corpse of the losing Patron, taking whatever is leftover and using it as an artefact itself or an artefact enhancer.]
Combat and Abilities
Weapon: Agent Automatic [Rapid Fire] [Close Range]
"I must thank Mr. Armstrong for this, it's perfect for my tastes."
A custom-made SMG with a glowing, hollow sphere (presumably an artefact) embedded in the right side. Boasting a 20-round magazine and a high rate of fire but low damage, Jameson's choice of firearm is designed to shred through enemies similar to Haze's "Censure & Penance" but without the boost Fixation provides to make it the focus. It has no alternate fire mode.
This gun's bullet lifesteal scales with Spirit, at a rate of 0.1x.
Meleeing has Jameson rotate between striking with her elbow and a satchel. Her heavy melee has her striking with her bag again.
Weapon: Passover Spear [Beam Weapon] [Medium Range]
"There are many artefacts I will loan. This is not one of them."
A long spear with a hollow head in which a glowing mass of flame resides, and capable of setting enemies on fire. Boasting a 50 round "magazine" before reloading (being twirled), the weapon has a high rate of fire but does not deal weapon damage - rather, it deals spirit damage instead. This weapon also has much higher melee damage and range than Agent Automatic, fitting as it is tied to Jameson's Ultimate.
This weapon's lifesteal scales with Spirit, at a rate of 0.05x.
Meleeing has Jameson jab with her spear, and a heavy melee has her hold it in both hands, thrusting forward with it.
When parrying, Jameson holds the spear in front of herself, using it to block.
Ability 1 - Aurelia's Behalf
"I'm the one who answers prayers with borrowed lips."
Jameson holds an artefact up, channelling with it before releasing a burst around her. Allies caught in the range get a boost to bullet, spirt and melee damage. Enemies caught in the radius instead lose their resistances. Minions get double the bonuses. These bonuses scale with boons, at 0.5% per boon (17.5% at maximum). This ability does not go through walls.
1 second channel, 25 second Cooldown, 10 second duration, 5% boost to damages to allies, -5% loss to resistances to enemies. 10m range.
Upgrade 1 decreases the cooldown by 10 seconds, down to 25.
Upgrade 2 gives an alternate cast which doesn't boost allies but doubles the bonuses applying to Jameson.
Upgrade 3 increases the duration by 6 seconds up to 16 seconds, and regenerates 3% of hp for allies while draining 3% of hp from enemies.
Ability 2 - Checking In
"I suppose some supervision will be needed."
Jameson teleports to an ally in her line of sight, flipping a coin in the air before catching it once she teleports. After teleportation, she gains a speed boost for a short time. Walkers, Guardians, Shrines and the Patron can also be teleported to. The speed boost duration scales with spirit at 0.02 per spirit (so at 200 spirit power, duration goes from 6 to 10 seconds)
40 second Cooldown, 3 second travel time, +2m speed boost for 6 seconds, 30m range.
Upgrade 1 increases the range by 20m, up to 50 total.
Upgrade 2 gives her unstoppable before she teleports, and shares the speed boost with her ally.
Upgrade 3 decreases the cooldown by 20 seconds down to 20, and gives a +20% fire rate boost in addition to the speed boost.
Ability 3 - Talia's Whispers [Passive]
"Keeping an eye out, Talia?" "Yes, Lady Jameson."
With Talia's help, Jameson reveals enemies to herself through walls within a small range. Enemies who are spotted this way can be pinged to others. Allies who are within Jameson's range will also see enemies within this range. If Jameson assists in killing or kills an enemy revealed this way (with five seconds extra once they leave the range), she will gain a permanent boost to spirit damage by 1% (2% if she kills them).
8m range.
Upgrade 1 increases the range by 5m, up to 13m total.
Upgrade 2 will notify the user both visually and audibly if an enemy is detected offscreen.
Upgrade 3 will increase the range by 7m to 20m total. Spirit damage boost is now 1.5% and 3%.
Ability 4 / Ultimate - Lead By Example
"There's nothing like turning a fight in my favour."
After a short channel, Jameson cleanses all negative (non-ultimate) effects and changes her weapon for the Passover Spear (which deals spirit damage instead of gun damage). Allies near Jameson gain a boost to rate of fire, speed and resistances (Jameson does not receive these boosts). Minions also receive double the bonuses.
The ability can be cancelled prematurely. If Jameson is stunned while channelling, she will be interrupted but her ability will not go on cooldown.
2 second channel, 150 second Cooldown, 35 second duration, +15% to all resistances, +30% rate of fire boost, +3m speed boost. 15m range.
Upgrade 1 increases the bullet and spirit resistances to 30% for allies.
Upgrade 2 gives Jameson a 50% resistance to all damage sources while active.
Upgrade 3 decreases the cooldown by 60s to 90 seconds, and gives Jameson unstoppable for 8s when she starts channelling.
Jameson and How She's Viewed
Jameson's entire deal with collecting artefacts and using them to help others for money is usually a source of worry for those who either hope to contest her or have something she may want. Her long life means she will likely know most of the roster or they will know of her (in addition to being able to speak any foreign languages to try and convince them to work for her with what little boost it has), and her status as an immortal collector and vendor of her brand of wishes will likely have her at odds with the more criminal or ambitious types of people.
Final Thoughts
Jameson's whole role is to serve as another type of support who could also stand on their own without feeling out of place - out of all the support-focused heroes, none of them are really focused on providing buffs the way Jameson does save for possibly REM, but REM is more focused on sole support, and all the support characters feel so very stuck with that sort of role unless they neglect it entirely. Jameson can both support others and herself without needing to make large sacrifices to either playstyle.
That said, I could very well be wrong with that little analysis, I just wanted an excuse to make a character like her.