The Games App
Mar. 19th, 2015 12:06 amOUT of CHARACTER
Name: Bella.
Other characters: None.
IN CHARACTER
Name: Morgan.
Alias: The Gift From Afar.
Fandom: Fire Emblem: Awakening.
Canon point/AU: After the end of the game, soon after Morgan sets off gallivanting with Inigo. Her father, the grandmaster tactician and hero of Ylisse, sacrificed himself to save the world and put an end to the Fell Dragon Grima for good.
Journal:
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Age: 19 (apparent, though it doesn't really matter to her what exact age she is).
History: Historians and scholars have scoured the records for any clue as to the origins of the divergent daughter of the hero of Ylisse, but it was impossible to make a record of something that not even Morgan herself could relate. Having forgotten most of her past, Morgan was left with only memories of her father as she woke up in a field one day, and was stumbled upon by Chrom and the Ylissean Shepherds-- and her father from her timeline whom she had so adored, only several years younger. What is known of her past is that she was born to the Grandmaster Tactician and his wife Anna, the Secret Seller, into a divergent timeline, only to appear within theirs in time to change the course of history, or in this case, the future.
However, as a girl not meant to exist in such a timeline, she felt comfortable enough being lost to the annals of history as just another tagalong in the famous army of the Shepherds, making her own due as an operative part of the quest to destroy Grima once and for all, alongside Chrom and his illustrious comrades and, of course, her father. She occasionally feared for the future that lay ahead of them, as the universe seemed to like to maintain continuity and closed loops rather than divergent paths with dead ends, but they made that huge difference. They'd changed the future. It would be different. It would be different, she told herself as the dashing young hero Inigo slipped the ring onto her finger, and she leapt into his arms covering him in her affections. They won. It was over.
Addditional resources on the Fire Emblem Wiki.
Presentation: Energy would be the first word that comes to mind for any scholar chronicling the feats of Morgan, the Gift from Afar. Whimsical and clever, she's light on her feet, sword in her left hand and tome in her right, quick to make a joke and even quicker to weave her way around the conflict, often getting her way by befuddlement, charm, humor, pity, what have you, as soon as she would win it by spell and blade. Like her mother she's fond of puns and enjoys a good practical joke, though from time to time her humor takes a rather sadistic bent with a kiss of schadenfreude with every silly giggle and smile. Her positivity and optimism shines through even in the oddest and often rather inappropriate situations; some would even call her callous, but "blithe" would be the best word for it.
True to her merchant blood, she's opportunistic and frugal, taking every opportunity with gusto and enthusiasm, intending to cut losses wherever possible and milk her blessings for all they're worth. She tends to be rather flighty and elusive when it comes to serious conversation, and thoroughly enjoys beating around the bush and kidding around until she's forced to accept the gravity of the situation, or until she successfully dissipates the tension.
She is, however, realistic when it comes to employing strategy, and is, to a degree, rather bookish in order to meet the challenge of filling up the massive shoes her father left behind when he just had to go and be a hero. She follows his footsteps side by side, balancing her study of history and tactics with martial practice and magical training to hone her well-rounded skills to the best of her seemingly limitless potential.
Compassion is a merit she's learned over time, though she finds herself caring more about doing what's best rather than clinging to sentimentality; but as it were, she always works her hardest within reason to preserve and protect the things and people she cares about when the going gets tough. Thus, she's adapted herself to being enormously flexible, always considering her options and keeping a lookout for a way out, a way through, or a way to circumvent trouble where possible. Boundlessly resourceful in a pinch, it's been said she's a spitting image of her father, confident and composed and brilliant under pressure.
All criticisms of her character aside, Morgan's strongest suit is her marked optimism and self-motivation which she applies toward bettering herself in as many ways as possible. She comes as a source of inspiration to her peers at the toughest of times, encouraging and firm, confident and serious when the game is truly on, and she's willing to see it all through to the very bitter end, though she tries to make every move carefully and efficiently. Nonetheless, she can always be found side by side with her compatriots, plan in head, sword in hand, and spell on lips, ready to take down a goddamn dragon if it came to it.
Motivations: Despite her cheery, happy go lucky attitude and her seemingly carefree and easygoing aura, A dark little corner in Morgan's mind dwells on the implications of what happened at the Dragon's Table, and what it means for her now. Though she's willing to live the rest of her life out loving every moment and getting the most out of it, she finds herself unsatisfied, bored, even, with a happily ever after. Her attraction to pain, her affinity to havoc, her penchant for accruing power and knowledge all prove a worrisome conundrum for herself behind the positivity, as she struggles with the fact that she carries Grima's bloodline. She's drawn naturally to scenes of conflict, which, luckily, her fiancee is as well, looking for trouble together to solve and reap the benefits. But when push comes to shove, perhaps what Morgan is after isn't to be a hero, really-- but to attain that same fearsome skill and intellect she sees in her father.
Though she began her leap into the scene as a diligent acolyte of her father, Morgan's affinity to her mother grew as she spent time with her traveling around Ylisse and Valm, and as a result of her growing bond with such a mystifying and charming woman as the Secret Seller, her heart goes out to both mother and father as she strives to honor their legacies with tactics, swordplay, sorcery, and perhaps most importantly, the art of capitalism, though admittedly the latter isn't at the top of her priorities when it comes to surviving. Still, their images are burned into her mind, and in her world or not, will continue to live by their lessons.
Setting: Morgan is a pragmatic person in a pinch, and tends not to overanalyze implications of situations in favor of getting the job done. Her mind quickly draws from her experience arm in arm with her comrades and from her countless hours of study and training, and the wisdom of her father when met with any challenge. An objective-based personality, Morgan doesn't find the nature of the games, putting people into an arena to slaughter each other for entertainment, particularly so concerning or worthy of note so much as getting out alive and playing the right cards to do her job well.
She's not exactly the most socially conscious or appropriate person, though she carries a certain charm that she knows can be used to easily slip into the hearts of the people around her. Her energy and positivity is infectious, delivered in a way more or less self contained, but inspiring, and intends to push this advantage to its fullest when the time comes to make very important friends.
She's willing to make allies, certainly, but although she'd be loath to betray her comrades, would rather careful planning and positioning and survival tactics win her a game rather than having to kill the people with whom she's formed bonds, and understands her objective well enough to value her success over a heroic death. She can worry about fighting or circumventing the system after she manages to survive.
SAMPLES
First Person Thread: An example of a first person post, at least 200 words minimum. Feel free to use introspection and scene setting if your character is not chatty. Please use one of the two following prompts:
For Tributes: You have just been killed in your first Arena. It was violent, messy, and unexpected. And just as suddenly you wake back up in a very cold, very medical room. After a few moments of silence, a voice comes up over the speakers.
"Please use the device to the right to record your current feeling on your loss. Once you are finished, someone will be along to take you back to the Capitol." On cue, a small recording device starts to chirp at your side.
It is quite clear that you will be staying in the room until you make that recording.
[Another rude awakening...her family seems to be rather prone to that, doesn't it? Waking up after what could have been your worst nightmare, the most horrifying and terrible of mirages, if they didn't actually happen. But they did. And this one, she's sure of it, it happened. It could have been met with anger, or fear, but Morgan's first response is confusion...and by extension, curiosity. What manner of magic is this? She's so sure she died; to that trap she knew was coming, the one she'd hoped to outmaneuver with her party. Hoping to outwit them, with the strength of those invisible ties she formed between their little group. But it's so remarkable, and so terribly disappointing, to remember how easily a knot is undone by a sword's steely edge.]
[In this strange place with scrying portals and voice boxes that transmit sound and picture through lightning, so many impossible things were impossible. Like her being alive, for one. Things made little sense in this universe. But she knows one thing, one thing her stylists had said-- and that was to play the objective whenever possible. She steels herself, and takes a breath. No way but forward.]
Losing a battle...is an interesting experience.
[She begins firm and clear in her mezzoalto voice, despite the shivering cold, sitting up from the cot and staring forward, with a drop of energy in her voice that grows as she speaks.]
It's horrifying, at first. In those moments when you realize just what you're in store for. Hearing the whip of the bowstring and fletching as the last arrow you'll ever hear is loosed, or watching the minute windup of a sword coming down to meet you after you made that one wrong move; like the dread and chill you feel as you watch the grandmaster move that last piece in position to seal a checkmate.
[She closes her eyes.]
But something changes, once you've realized what's happening. Once you accept that you're going to die. You messed up, and that's fine. It doesn't hurt anymore, even as you feel the blade part your flesh, or as you feel the arrowhead thud into your chest. You've accepted it. You're going to die. And...it's sort of a release, in a way. Nothing matters anymore. You could cry in pain, or scream, or maybe beg for mercy, but before you know it, it's over, the agony is over. You learned from your mistake, finally, in your final moments, the lesson you take to your grave, and you can go without regrets.
[Her eyes slowly open once more, as she finally turns to look directly at the little speaker box into which she's meant to speak.]
It took me down a notch. A bunch of notches, even. Like someone pulled the pin on my adjustable chair and it dropped all the way to the last rung while i was sitting on it. I guess once you're dead, it's easier to look back at your death. In your last moments, as you close your eyes and bleed out, those last moments of being alive, you finally figure it out. You're not afraid of dying anymore. You've learned your lesson.
[There's a brief pause. She takes a soft breath.]
And after you've accepted all that, well. You can never really be killed.
----------------------
Prose: 200 word minimum. To mimic the style of the game, please write your third person sample based on the following prompt:
You have been set in a room in front of the Gamemakers to be judged on a score of one to twelve, with one being the lowest and twelve being the highest. The Gamemakers sit safely behind a force field and watch, and you are provided with an array of weapons and targets, though no gun to be seen.
If you are a new Tribute, you have been plucked from home and rushed in here with only a brief explanation of what is going on: You are about to enter an Arena death match that only one person will make it out of, and impressing these people will help you live.
Here she was, now, at this defining moment. Make or break, the mentors and stylists said. This would be the moment she had to make the impression. This would be her moment to prove herself. Never mind the perversion of the situation, though the confusion had gone by now-- she was aware that pandimensional portals were a thing; getting along wonderfully with her mother had clued her into the workings of these rift doors that marked the powers of the elusive Secret Seller dynasty. She hadn't ever really considered the implications of such things existing, especially in the wrong hands. Someone from a universe with different rules, different people, different logic, could enter her world and take her in the night to their odd and dysfunctional world where random people slaughtering each other before an audience was a valid form of entertainment. Well, drats. Here she was, now.
Impress them, she thought. Impress them. They waited expectantly for her, as the gears in her mind began to turn. Her skills, her strength, her knowledge, all now would come into play as her game of chess began. Though it was far from her greatest accomplishment, it felt like her life was leading up to this point, all that training, all that study would finally pay off. She breathed out slowly, and a smile formed on her softened pink lips as she looked up, striding to the weapons rack to lift a shortsword off the rungs. Still in her worn robes, she held the sword in her left hand as her bright golden-brown eyes gleamed softly in the artificial light.
"My name is Morgan," she stated, lightly, yet confidently. "I'm a sorceress and a swordswoman. I also like playing chess and vanilla ice cream with chocolate sauce and blueberries."
With a bow, she turned to face the melee targets, and gripped the sword tightly in her worn gloves. And her feet took her off like Mercury's sandals winding her off toward the series of dummies at her full-tilt sprint, though her feet seemed to move as if charmed, though her drills with Sir Frederick had paid off after all. The distance was closed quickly, within seconds-- and the heads of the dummies which she blew past with her sword tumbled to the ground, whipped off by strikes and sleight of hand as she stopped moving only at the end of the line of targets, spinning the blade around in her hand before propping it into the ground, tip downward, turning to the judges to gauge their reaction as all but the exact middle dummy stood less a head.
With a flourish, she raised the sword again, breathing controlled with a confident little smile on her face as she walked toward the lone standing dummy. It would be just like she practiced with dad.
And she dropped the sword.
"Ignis."
The only following sound was a roar of energy as her successful cast scintillated with purple energy, palm striking the wooden dummy with shattering force as she stood with a high stance and careful guard, splinters zipping out and away, striking walls and the forcefield in a sunburst pattern. Veins in her left hand pulsed with the slowly dissipating energy as she stood upright, catching her breath and looking up at the judges.
"I also think ladybugs are the best bugs. I'll be here all week."
-----------------------------------------
What is your character scored: 8. As a mixed mage and warrior, Morgan tends to carry a careful balance of both her talents. She's a little strange, though some would say in a charming way, while others may find her off-puttingly cheery at inappropriate moments. An awful actor but a superb strategist and at the very least an elite fighter with and without magic, Morgan's careful study theoretically equips her well for a survival situation, and she can bat off most queries with a witty retort that hints at her knowledge, though doesn't reveal it. She's frank for the most part, though she enjoys dancing around conversation with her humor, with a little tongue in cheek for every sentence.
Abilities:
-Ignis: Morgan selectively applies magical force to her physical blows, or physical force to her magical spells.
-Arcthunder: A lightning spell with a range of around 50 feet.
-Locktouch: Magically undoes physical locks; i.e. most locks not charmed or magically protected can be undone.
-Mend: Heals a major wound at the expense of a high amount of energy.
-Rescue: Brings a friendly party she can see or communicate with toward her, or teleports her to a nearby location readily pictured in her mind's eye or visible to the naked eye, expending a high amount of energy with a maximum range of 150 feet.
Token: Morgan's token is a black queen chess piece. She enjoys wearing a scale balance symbol as an ornamental effect, however.