Post by Morrigan La Fey on Nov 17, 2011 21:12:19 GMT -5
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Morrigan La Fey
Knight Avenger
RACE,Human
GENDER,Female
BATTLE ROLE,Melee DPS, Tank
SEXUALITY,Heterosexual
AGE,23
ALLIANCE,Neutral Good, technically a Warden but hardly works with the others
PERSONALITY,Morrigan was raised around stories of knights in shining armor, having always been a 'tomboy' and preferring male activities over the standard girl-oriented things such as cooking and cleaning. As such, she handles herself in a masculine manner, seeing it as befitting of someone intending to become a knight, and always thinks of herself as such first before thinking of herself as a woman. She believes in the way of chivalry and the honor of a knight, refusing to fight enemies that do not wish to fight and never resorting to underhanded tactics to win a fight. However, she does not see things such as utilizing one's abilities as underhanded, as she herself makes use of her creationist abilities mid-fight. The way she sees it, tactics only a coward would use are underhanded, such as stabbing someone when their back is turned.
She never takes anything for granted, as unlike many, she is aware of the time and effort that goes into creating many of the things most think of as 'normal to have'. She will always appreciate something if it is given to her, even if the person who gave it to her didn't make it, because she knows that someone did and she cannot have their efforts be in vain. This includes life, and so she fights not only to protect others, but to protect herself. She will not flee from a fight however if it means sacrificing others, as one loss for the sake of many is the greatest alternative to fleeing to live another day.
Her nature as the daughter of a blacksmith, beyond teaching her that all things are to be cherished because of man's efforts, taught her that in this day and age, events simply do not 'happen'. Someone has to take action, someone has to start the chain of events; Morrigan has taken it upon herself to enact the justices that the Hylian Knights cannot, the justices that the people beg for but do not receive. More so than she believes in the knight's code, she believes in justice, and if becoming the greatest evil in the world would allow her to bring that justice, then she would do it. Personal sacrifices have to be made sometimes to make an ideal a reality, and Morrigan is aware of this fact.
Morrigan's typical behavior is very limited; she suppresses her emotions to allow her to maintain a professional view about the world and about the events going on in it. She can be seen as a cold person, only expressing a basic amount of joy or sorrow in circumstances based on the event, and even when she seems "angry" during a fight, she's entirely collected. What is seen as anger is actually her zeal, her devotion to her cause. This devotion also causes her to be really stubborn, typically unyielding in her point and denying ideas that oppose it if the person is trying to force it upon her. If someone just has their own idea, then she won't try to force her own views on them. It is only when someone tries to invade on her views that she will fight back.
With recent events, Morrigan has become very disillusioned to those running the world. She doesn't believe that the politicians of the world can fix anything, and that only those who truly know what goes on can do any good. She's become somewhat cynical and bitter towards nobles and politicians, and generally thinks that younger kids who are following the dream of being a 'knight in shining armor' are in for a rude awakening. She herself has only been adventuring for two years, but she had seen plenty of horrid things, and learned even more despairing truths in the world. It did not take her long to come to terms with them, and accept that she had to change the way she worked.
Compared to how she once was though, she's pretty different. The law is no longer a set of rules to live by, but a guideline as to how the world should work, and what people should strive for. In some cases, for her, the law was self justification for her actions. She believes now that true justice is not an end, but a journey; something that never ends, but is continually traveled along and pursued. Emotionally, she's also different. Her cynical and bitter attitudes aside, her emotional ties to things are very black and white; she either has no ties with something, or believes in it/them with all her heart and soul. That is what drives her to continuing fighting for justice, and what distances her from people.
APPEARANCE,
Morrigan is a definite change from the standard image of a warrior. She's pretty much everything the typical knight in shining armor isn't seen as: a woman, short, and not decked from head to toe in gleaming silver armor. She stands at a mere five foot one, at an appropriately light weight, and her body isn't imposing in any way. She has golden blonde hair which is typically done in a bun behind her head using a blue bow with her bangs free. However, if it comes undone, her hair reaches to about her shoulder-blades. Her eyes are green in color, more commonly compared to emeralds, though they typically have a look of confidence in them.
Her primary piece of attire is a br illiant blue dress with golden trim around the neck, wrists, hem, and waist. The torso acts as a corset of sorts, the blue panels tied together to fit tightly against her, white cloth beneath the blue covering the opening over her chest. Blue panels below the waist form a sort of v-cut in the front of the dress, wrapping around the rest. Beneath the lower panels is a white skirt, slightly decorative along the bottom with golden ovals, a pair of white breeches underneath. If she is dressing 'casual', she'll typically just wear her dress and a pair of leather boots.
If she is going into combat, she adds onto this attire. Her leather boots get replaced with a pair of steel greaves and boots, her hands also being covered with a pair of asymmetrical gauntlets. Over her torso she wears her signature breastplate and on her hips she has two large guards, one for each side. Covering the front of the dress now is a form of loin cloth, secured at the same spot the hip guards are, which is a more purple-tint of blue with metal weights on the bottom and gold trim.
WEAPONS,Morrigan's main weapon is a sword she designed herself from scratch, as the initial test of her abilities both as a creationist and as a blacksmith. While the sword has no formal name, she has given it the title of Sword of Promised Victory, counting on it to win her many battles in the future. The blade is four and a half feet long, with a foot long hilt to allow easy grip with both hands. It's composed of reinforced steel with a mix of silver and moonstone coating on the blade to give it a glorious sheen without reducing it's effectiveness as a blade by much. She can create and destroy this blade as she sees fit since she does not wield an actual blade, but a construct created through her ability [see below].
Beyond this, Morrigan has knowledge of various weapon designs and the means to create the blades, but she very rarely uses these unless her own sword isn't enough.
ITEMS,Morrigan's armor [see above] is her primary possession, being the second test of her abilities as a creationist and blacksmith. They're made of a similar reinforced steel as the sword, but it is somewhat heavier in exchange for more durability and resistance. This also acts as a limiter for her mobility, reducing her overall movement speed by a third so long as she is wearing it. She can create and destroy this armor as she sees fit since she does not wear the actual armor, but a construct created through her ability [see below].
ABILITIES,
- Creationist Forge - Armory II: As a descendant of a witch who specialized in creation, and a blacksmith who some hailed as the best outside of the Gorons, Morrigan has received the benefits of both worlds. She has a vast intellect when it comes to smithing, especially in the field of weapons and armor, and this intellect allows her to sort through a high amount of information at rapid speeds far beyond the normal human brain. This doesn't improve her reflexes or ability to react; she can just sort through information very quickly, so it also makes her a very quick reader.
However, the real benefit of this is that it combines with the magical abilities she inherited from her mother. Given the knowledge of an item's creation method, materials, and construction, she can recreate it using her own magical energy. Her specialty lies in arms and armor, though, so she can't recreate anything per se. She cannot replicate magical effects as those extend beyond her knowledge of magic and she cannot replicate enchantment rituals, but she could create a non-magic version of magic weapons and armor if she understands their physical composition.
In order to be able to deviate from something's standard design, such as producing a suit of armor for someone of a different size than the original wearer, or improving the size of a sword, she would need to know the measurements of the individual she was creating it for. Her method of creationism is specialized, but potent, and so weapons and armor created in this way are treated as their actual versions, and will only break when exposed to broken by conditions that would destroy the originals or she willingly breaks them by ending the spell.
Through her training, she has strengthened the process and the mental images used in the process of Creationist Forge. As a result of this training, anything produced by it is nigh impossible to differentiate from the original, being on par with true creation. This means that, even when exposed to anti-magic or coming into contact with an anti-magic enchantment, they are not destroyed.- Creationist Forge - Conceptualization I: A study of enchantment rituals and the memorization of their functions has allowed Morrigan to add magic effects to weapons and armors created through her Creationist Forge - Armory. Rather than just basic elements however, Morrigan introduces 'concepts' to her weapons, adding these concepts to their creation process and then simulating an enchantment ritual in the process to allow them a magic effect. At her current skill, she can place a single concept on a creation, but this a per creation basis (so each weapon or each piece of armor she creates can have a different concept placed on it).
The concepts she currently can replicate reliably are the following:
- Natural Life: The concept of natural life is one that enforces the natural laws on those with supernatural forms of healing. Those who have this concept enforced upon them cannot be healed through magical means, such as healing spells or supernatural regeneration granted to them by a spell or item. This does not affect extraordinary abilities, such as the Human's Mighty Wind, as that is still a natural thing a Human can do. Any ability that grants healing the target normally did not have is negated by this Concept, but any ability that is considered a natural healing rate for the target is unaffected (this means racial abilities that improve the healing rate by having an extraordinary body are unaffected, as well as effects such as the Human's Mighty Wind. Abilities such as a Fairy's racial healing are negated, despite being a racial, as they are spells the Fairies can inherently cast but still count as spells). Abilities that use natural means to heal (such as a potent herbal medicine) are also unaffected by this. This is a weapon specific concept.
This is inflicted on contact with the target and lasts for five rounds, and can only be inflicted on a target once per projection. There is a time of resistance to this concept, so if the previous weapon that inflicted this breaks and a new one with the concept of natural life is made, it cannot impose this concept for three rounds.
This concept inherently functions differently against those of Undead nature, as their life in and of itself is supernatural. Undead with strong wills (IE, undead characters) take moderate damage on contact and take minor damage each round after for the duration of the concept, while undead with weak wills (IE, grunt NPC types) will be destroyed due to their willpower being unable to resist the nature of the concept.
This concept has no effect on non-organic constructs, as they are simply 'animate' and not actually alive, so they fall under a different set of rules. Organic constructs which are undead, such as artificially created zombies (ala Frankenstein), fall under the same rules as undead for this concept. Organic constructs which are living beings and are capable of surviving normally like a regular person are affected the same as a normal person struck with this concept.- Peace: A creation made with this concept will inherently be unable to do lethal damage to those struck with it, only doing nonlethal and at the most knocking them out if they get hit enough. However, this also imposes this concept upon any damaging effect it comes into contact with, or any weapon that is meant to do lethal harm. This is a weapon specific concept and cannot be imposed upon armor. Outside effects/weapons struck by this weapon have the concept of Peace imposed upon them for 1 round, but if repeated contact is made, the effect will continue for 1 additional round per strike (if a damaging spell struck with this is not continuous, then the damage done by the next use of the spell will be what it is normally unless it is struck again. The repeated contact is for weapons and continuous damage effects).
- Humanity: The concept of all sentient beings on the planet and their will to survive, this is a concept that varies based on who is blessed with it. It is a concept that strengthens one's natural abilities that are developed to keep one alive, buffing a single racial ability of the target by one point (so a level 0 racial becomes a level 1 racial, a level 1 racial becomes a level 2 racial, a level 2 racial becomes level 3, and a level 3 racial becomes level 4). The racial ability must be determined at the time of conceptualization, and so in order to create equipment for a non-humans, the ability the target desires to have enhanced must be specified in advance in order to properly impose the concept. This is a passive effect and remains until the equipment is destroyed (For the purposes of balance, armor that comes in pairs such as gauntlets and greaves count as one piece for this concept).
- Vengeance: A potent concept, it is a concept that relies on one's own fall to fuel itself. The concept of vengeance grows in strength inversely to the wielder's health, so the more injured they are, the stronger it grows. It functions differently when placed on armor or weapons, but it's long term effect is similar. When placed upon a weapon, it deals extra damage to the target based on the wielder's health. At full health, it adds minor damage to the attack, at half it adds moderate damage, at one fourth health it adds heavy damage, and at near death it adds massive damage. When placed upon armor, it works to reflect the wearer's wounds upon those who inflicted them. When the wearer takes damage from an enemy, the enemy that inflicted the damage will feel the pain of the damage as well so long as the wound is present on the wearer. It does not actually inflict the wound itself upon them, but they will feel the constant pain of it until the wearer is healed, succumbs to the injuries, or the armor with this concept is destroyed. The armor version of this concept does not stack with itself, so multiple pieces of armor made with this concept will not stack and is more or less useless. Both effects are passive.
- Creationist Forge - Knight's Trade I: Morrigan's magic is only a supplement to her martial skill, and so she develops ways to merge the two during a fight to execute 'maneuvers' that only she can do due to the nature of her ability. She can use one maneuver a round, which each one having it's own individual cooldown. The cooldown of one maneuver does not impact another.
Her current maneuvers are as follows:
- Wizard's Bane: By overcharging a creation with magic energy and striking a spell with it, she is capable of causing the two energies to cancel out, destroying the creation and ending the spell, putting it on cooldown if it has one. This can only be used against spells that have a physical form, such as a shield spell or a fireball or something similar, and she has to be able to successfully strike the spell with her weapon. It is only effective against spells with levels up to or equal to the level of her Creationist Forge - Armory ability. This maneuver has a two round cooldown.
- Disillusion: When Morrigan blocks a melee attack from an opponent, she can move herself and dispel her weapon in the same motion, dodging the attack and throwing her opponent off balance. She can then create a new weapon and perform a normal attack against the off balance enemy which cannot be dodged or defended against by martial means, unless the enemy has improved reaction time equal to or greater than Morrigan's speed. It can still be defended against by magic if the enemy has a spell that does not require a casting time or to be facing the attack which can protect them. This can only be used against a single target and can only be used in response to a melee attack. This maneuver has a two round cooldown.
RACIAL ABILITIES,
- Superhuman Strength: Sometimes when the human's limits are removed, their gift is improved strength. While their blows naturally do more damage they also become able to lift heavier objects, or swing normally two handed weapons with one hand, among many other things requiring strength.
The human's strength is 2 times stronger than the average human being.- Superhuman Speed: For some humans, when their limits are removed, adrenaline kicks in. Their natural instincts are able to make themselves known and give the human a bit more of a boost, allowing them to move and act much faster than normal, possibly to the point of outdoing the usually agile Sheikah.
The human's speed is 2 times quicker than the average human being.- Superhuman Endurance: Sometimes, there are humans who simply ignore a hit, even dire ones, and simply keep on going, whether it's not feeling any pain, or not even flinching. Some humans when feeling threatened, are able to simply march on through any kind of blow, like Achilles.
The human feels a dull pain when struck, but not much else.- Mighty Wind: Humans are incredibly tenacious. Some of them to the point where they absolutely refuse to stay down. This is known as the second wind really. Whenever a human is killed, they may simply ignore their death entirely and get back up. Their wounds are still there, but they are simply ignored and the human keeps going. The only thing that keeps this from kicking in is complete decapitation.
If the human is killed, they will come back, having a moderate amount of strength left. This only works once a thread.
HISTORY,
Morrigan was born to an unusual couple, her mother being a witch and her father being a retired blacksmith. Her mother was a specialist kind of witch though, a creationist; someone who was capable of creating physical objects through magic. The two got along since they both specialized in creation, but worked from different sides. They fell in love though, and so Morrigan came to be. The two had moved to Kakariko after he closed down his shop in Castle Town, but he had brought his forging equipment with him to allow him to continue as a hobby than an occupation.
Like many girls, she was very clingy to her father during her younger years, and he often would tell her stories of the great warriors he produced arms and armor for. She was fixated by these tales and would demand him to keep telling her stories, and like many children, would refuse to sleep until he did. She really enjoyed them, having a glorified image of a warrior in her head, and dreamed of becoming a knight instead of a princess. She played stickfights with a lot of the boys in the village, despite being younger than most of them, Alexander Sorel being among those boys. Her father also began giving her a bit of basic knowledge about smithing, liking the fact that she seemed to show so much interest in his trade.
When she was eight, she also began showing a bit of magical power, obviously inherited from her mother as it showed in the form of her making a fake sword one day when the boys needed a second stick for a stick fight. Her parents began to wonder if their daughter had talent that would just be wasted living in a quiet village like Kakariko. The following year, when Alexander went off to the academy, Morrigan's parents began training her as well so she could get in as soon as possible, her father teaching her a bit of basic, but formal swordplay while her mother continued refining Morrigan's talent as a creationist. They eventually narrowed down what her specialty was, just in time for her to go off to the academy.
She was always near the top of her class, tending to shift between first and third of her class, but she was always a year behind most of her friends since she was younger. Still, she worked hard at the academy, using her own created weapons instead of the issued ones in order to continue practicing her magic, while following the lessons to learn the martial talent. She was never hailed as a prodigy, just a girl with a bit of magic talent and a small background in combat, but her effort towards learning everything she could was what allowed her to do as well as she did. Eight years later, when she hit the age of eighteen, she too graduated, just as many of her friends did a year prior.
When she graduated though, she wanted to learn more from her parents. Her martial talent had grown drastically, but she wanted to learn more about smithing, and to further improve her abilities as a creationist. She began learning how to work a forge, actually practicing the art rather than just seeing it and hearing it, and began making her own crafts. Hand in hand with this was her creationist practice, learning how to form things from magic by imagining their shape, understanding their materials and composition, and being able to accelerate the process of creation by using her magical energy.
About three years later, after her graduation, she learned something that would set her up for the rest of her life; the descendant of Ganondorf was alive and leading the Gerudo people. She had heard plenty of stories about his evil a hundred years prior, and how it was thankfully prevented, but she did not intend to allow his successor to do the same thing. If nobody stopped him now, it could lead into a crisis of the same magnitude. She intended to stop that before it began, be the knight that Hyrule needed, and keep the people safe.
It was about a year after this that she protected a village on the edge of the desert from a series of monster attacks, before deciding to go see the Monster Emperor for herself to settle the matter. Her logic was that if they were under his orders, she could negotiate for them to stop, and if not, then he could get them to quit. She was shocked though when she learned that the Monster Emperor was Alexander Sorel, her most notable childhood friend. The negotiations went even worse, as Morrigan slipped up and allowed her emotions to get the better of her, only to learn that Alexander did not order the attacks and intended to do nothing to stop them.
Morrigan left without completing her mission, and as she traversed the desert sands, a realization dawned on her. There was no way that Princess Zelda wouldn't know about this. She had to know who the Emperor was, and more importantly, that he was doing nothing to benefit the world. An Emperor with such good in them, and such reason, would surely be doing things to benefit the kingdom and make Monster-kind a beneficial part of society, rather than allowing them to continue to ruin themselves. This was not the way the world should work. The world should strive for justice, rather than simply allowing things to just....happen. She did a lot of thinking during that trip, and she did not return to the village.
Morrigan went into isolation for a little under a year, training herself and rapidly strengthening her abilities. She knew what she had to do, she just had to execute it. She needed the power to do so. When she felt that she was satisfied, she was a much more powerful creationist than when she began, and she immediately went to Hyrule Castle Town. There, she applied and earned a seat among the Human Wardens, the representatives of the human races. They were more akin to Enforcers though, and as soon as Morrigan had acquired the seat of power, she went to doing just that. She began traveling once more, to act as a beacon of justice for the world in the face of evil. She intended to eliminate the threat of another Gerudo attack, of a pirate invasion, and most importantly, of a monster uprising in the name of Alexander Sorel.
EXTRAS,
SEEEEEEEIIIIIIIIIIIIIIIBAAAAAAAAAAAAAAA.
Also, theme. Because she deserves one.
Dramatic Combat Theme, because I can.
FACE CLAIM,
Saber, [i]Fate/Stay Night[/i]
OTHER CHARACTERS,
Daryu, Link
HOW DID YOU FIND US,
No[/blockquote]