gwenpool
she deserved better
In a modern-day Earth, for reasons unknown, beings and creatures from other universes have started appearing all over the globe, seemingly at random. While some of these beings seem just as confused as the inhabitants, and many appear very similar to the humans of the world, some of these otherworldly beings bring violence and destruction them with them. To quell the fear these new arrivals give to the citizens of Earth, 120 countries all came together to discuss a solution. What was decided was something simply called The Taskforce, a group dedicated to the arrest and containment of any person or creature that comes from another world. One caveat was created, however: any otherworldly being captured is given a choice: go to the prison, or join the Taskforce themselves. These 120 governments realize that to capture such potentially powerful individuals, you'd need equally powerful individuals to do so. The Taskforce has multiple outposts stationed in each of these 120 countries, and the large, secure containment facility is currently hidden away in Aruba. Taskforce members are legally not allowed to enter countries that have not signed the 120 Agreement.
This did not sit well with the otherworldly individuals, who did not choose to come here, and many fought back. After a year of this conflict, it created two very different branches: The Resistance and The Utopia. The Resistance, branded as terrorists by the world, are committed to ending the containment, and overall bringing about the right for the otherworldly beings to live as everyday citizens. Their methods border on the extreme at times, because to them, no cost is too high when it comes to achieving their goal. They currently reside hidden away in a more mountainous region partially underground, in some abandoned properties on the edge of Morocco (keep in mind that the Resistance is very small and basically penniless -- they also can't be seen grouped up without causing suspicion, so location-wise they are normally scattered and hard to find). They have to shift the location of their base periodically, due to constant risk of discovery, but they aim to find a permanent location for a base soon. And while having nowhere near as many as the Taskforce, they do have safe houses in some countries. There is an imperative for them to never be physically discovered, as they do not have the strength, resources, or funds to avoid being immediately wiped out by larger forces, so they normally do not band together in great numbers.
The final faction to arise is Utopia. Utopia doesn't agree with either Resistance nor Taskforce. They don't believe in the capture of other otherworldly beings, but also don't believe change is ever possible. They've come to an agreement with the country of Singapore, a country that was hesitant to join the 120. The otherworldly beings of Utopia have been given a sizable piece of land in this country to live as they please, with no risk of persecution. So, they've chosen to stay completely neutral when it comes to the current politics, in fact staying completely out of it. They protect their own, as well as any others looking to find safe haven in Utopia. The only condition for them staying in Singapore was that if the country ever found themselves in grave peril, they could call upon Utopia to act as national defense. This has yet to happen. Overall Utopia is not a place to find fighting, as it's where people go when they want to avoid that sort of thing and live as peacefully as possible.
*****
So, that's the concept for you! In short, Transgressions is a multi fandom RP with drama, espionage, faction wars, and whatever else people want to happen. It's up to the players to decide! Here, any fandom, OC, or fandom OC is accepted! And the more characters you make, the better! I've always disliked filler NPCs, so having bunches and bunches of characters really makes it feel like we having a living, breathing world (and gives us more potential for spicy drama). And you're always good to make more characters as you go!
Admins: Myself, Gelatinous , and oki_den Mystical Birb
Overall rules (I may add more to here if I remember something important later), don't be unfair with people when it comes to fights and whatnot, I'm alright with language (please no slurs), and as long as you adhere to the site's content rules, we should be Gucci. Also, please get in-character permission from your faction's leadership before staging any mission/attack. If you do not, it will be an in-character insubordination, and would be dealt with by the faction accordingly.
Overall, it should be noted that this is not an RP for warring and battles. This is an RP that focuses on the reality that these characters would face; just as much time should be spent having them live out their day-to-day activities, planning their activities, and then executing them.
Combat should never be the sole event happening in this RP; drama, espionage, strategy, day-to-day living, even romance should have equal part. All in all, this means you shouldn't feel intimidated about finding a place for your character; your goal should be to live out this character's life in every aspect you think they would do.
So many characters are allowed so that it can eliminate the need for NPCs almost entirely. In an ideal Transgressions, when your character walks down the hall passing their fellow faction members, those aren't just nameless soldiers, those are each fully established characters. You should strive to always attempt to coordinate with other players, either in or out of character. Need to get somewhere but don't have the means or knowledge to get there? Need help against a threat or your taxes? Or want to try to get into one of the factions but your character has no idea how to do so? Get involved with another player's character, see what they know or how they can help you. Using NPCs to solve all your problems means you're most likely just RPing with yourself, which I can't fully ban but it does make me wonder what the point of RPing is.
This is also a global RP, meaning the setting is the entire world. I don't care what your character is or has, travel should never be immediate. Take the time to get from place to place, explain how you do this, and maybe encounter some side arcs and other chars as you go.
For context on travel, since this is a hot topic, Resistance are very low-funded, they definitely would only have access to vehicles they steal or borrow from an average sympathetic citizen (aka safehouse runner). They would maybe have a helicopter and boat (nothing fancy) at their main base. Utopia has no form of travel meant to help them leave the settlement, other than Blink. And Taskforce, being a funded government agency, has access to the finest of things.
Here's the form -- it's simpleto avoid people having to spend 40 minutes reading a wiki fandom page for obscure knowledge to answer a bullet point , but if you want to include more info, like occupation or hobbies, for example, feel free to add more information! Another example I'd recommend, if applicable, is to state any pre-established relationships with other characters, your own or otherwise. Feel free to coordinate with people, that'd be really cool to see cross-player familial/etc relationships.
(include picture of char here if you have one)
Name (including nicknames, aliases, etc):
Fandom: (put OC if the case, or both OC and the fandom it's based on if applicable)
Affiliation: (so Resistance, Taskforce, Utopia, or Unaffiliated -- also be sure to note if they're currently imprisoned)
Gender:
Age:
Race:
Appearance: (be as detailed as you want with this -- things like hair/eye/etc color is appreciated, and other notable things about how they look -- things like height could also be helpful. If you want to go as far as to even describe what they normally wear, that's cool too, though not necessary. If you've already put a pic of them then you def don't have to worry about this too much)
Abilities/Skills: (this can be things as important as their superpowers and whatnot, their preferred fighting style (rant about their beloved weaponized can-opener) or things as minor as just "ok well she can make absolutely banger omelettes when she's not off killing demons")
Personality: (as much as you feel able to explain! You're welcome to also include habits, weaknesses (tho this could arguably also belong in the above line), aspirations, even likes/dislikes and etc!)
History: (this can be as much or as little as you want -- a lot of this can be described through dialogue with other chars!)
Wait for me or another admin to give you the clear, and you're ready to join the RP!
RP Thread: Fandom - Transgressions -- A Multifandom RP *roleplay thread*
OOC Thread: Fandom - Transgressions -- A Multifandom RP *OOC*
Leadership roles for the factions are currently not for the taking, as me and the two other admins have decided to each be the initial leader for a faction. We will contact you if we decide to want second-in-command for our respective factions, and want that role for one of your characters
1. Name: Mordin Solus
Fandom: Mass Effect
Affiliation: Resistance
Gender: Male
Age: 40s (old, for a salarian)
Race: Salarian
Appearance: As a salarian, is a bipedal amphibian more cartilage-based than a human. Long, thin head with two horns protruding. Green blood. Mordin's skin ranges from white to red, with paler hues. Large oval eyes with thin membranes instead of eyelids. Mordin is about a foot taller than the average human, and is very scarred.
Abilities: Salarians have hyperactive metabolism, which means they think, move, and talk incredibly faster than humans. Has boosted observational skills and non-linear thinking. Gifted at experimenting, inventing. Only needs one hour of sleep a day, has photographic memory. Mordin specifically is a gifted doctor, scientist, and tech specialist. He is also trained to use guns, usually a pistol or other small weapon. He is extremely bright, even for a salarian.
Personality: A consequentialist, believing that anything is justifiable as long as the ends justify the means. Avoids taking a life unless it is absolutely necessary. Doesn't let any sort of conscience, personal feelings or emotions, get in the way of doing what needs to be done. Friendly and affable in conversation.
History: Was a geneticist and professor until he joined the Salarian Special Tasks Group, where he mostly did surveying up until he was greatly responsible for the krogan genophage (which destroyed much of the krogans' ability to sustain a population), his last job in the STG. He became a healer in the slums of the criminal station Omega, until he was recruited to assist in a suicide mission alongside Garrus and Samara. Now in this world, he doesn't necessarily see any side as good or bad, understanding the reasoning that has brought the Taskforce to do what it does. But he did join up with the Resistance regardless, as it suited his needs and theirs. He genuinely finds stimulus in assisting them with any technological, scientific, or medical need, and has even started independent research in cross-dimensional energy.
2. Name: Korra (and Naga)
Fandom: Avatar: Legend of Korra
Affiliation: Unaffiliated
Gender: Female
Age: 17
Race: Human, partially spirit due to her infusion with the light spirit Raava
Appearance: Korra is a muscular teenage girl standing at about 5'7. Brown skin, dark brown hair she normally keeps up unless at a formal even, cyan eyes. Naga is Korra's fated, lifelong companion, a polar bear dog. Naga towers over people, with huge front paws for digging and skinnier back legs that help her to run or swim quickly and for long distance.
Abilities: As the Avatar of her cycle, she can bend all four elements: earth, water, fire, and air. She can even bend metal, heal using water, or fly with her glider. While air Korra can bend at any time, she would not be able to firebend in intense cold, and needs existing water or earth to bend that. Korra fights in a boxing-style stance, preferring to dish out blows quickly with a simple strike. Naga is powerful as a large, carnivorous creature, and can overpower the average man by pummeling with her large front paws or, in dire cases, biting them with her large canine teeth.
Personality: Korra is an extremely brash person, not one to sit and wait. She prefers to handle problems quickly and directly, and normally with physical altercation. Relies mostly on her abilities. Extremely loyal to her friends, and a very compassionate, open person with her feelings.
History: She was kept in a compound for most of her life, where she could train safely (she snuck out on many opportunities). When she finally made it to the outside world, she was surprised with the problems it had and sought out to fix it, despite her inexperience with the world and her spiritual self. She still has a lot to learn about how to be the hero she was fated to be, but acts for the good of the world, and good of her friends. Now in this new world, she sets out nomadically, traveling by Naga and staying out of reach of Taskforce, but willing to put herself on the radar to beat up whoever harms innocent people, otherworldly or not.
3. Name: Garrus Vakarian, aka Archangel (prefers Garrus)
Fandom: Mass Effect
Affiliation: Resistance Second (currently imprisoned by Taskforce)
Gender: Male
Age: 27
Race: Turian
Appearance: Garrus is always seen wearing his blue facepaint, due to its importance in Turian culture. After being shot in the face with a rocket, he currently wears bandages over a somewhat fresh scarring on his face. On the other side of his face, he wears an optical piece that mainly exists to help with his sniping. Prefers to wear the bulky armor of Turian military units, but occasionally wears lighter, more casual clothing. As a Turian, he stands over six feet tall, with thick, taloned fingers. Turians have a metallic carapace, which was evolved to ward off the solar radiation on their home planet. As a male Turian, Garrus has a crest of horns behind his face. He also, like all turians, has a distinctive flanging effect with his voice. Other turians can hear the emotions of a speaking Turian to a greater degree through this effect.
Abilities: Garrus is most known for his great skill as a sniper, able to hold his ground from great distance when he has a rifle. He also has some hacking ability, and is normally reliable with a decent range of firepower. Can't swim.
Personality: Garrus is hot-headed, hating to hold back because of rules or politicians. He's incredibly loyal, willing to brave impossible odds as long as his friends have his back. He's incredibly hard-working, but can also really lay back when it's time to party.
History: Originally a C-Sec officer on the multi species galactic hub called The Citadel, Garrus left his whole life behind when he saw the opportunity to make real difference, outside the law. When his great mission ended, and The Citadel was saved, he left for Omega, known as a space station of thugs and outlaws. Seeing it as something to do, he embraced the given name Archangel and started taking out all the cartels that played host on Omega, to the point they actually set aside their differences just to try and kill him. However, his old team found him, and had a new mission for him, this time one that meant certain death. He accepted, due to his loyalty to his old Commander. And against all odds, he did live, but is now here, in this new world. He quickly discovered the Resistance, becoming one of the earliest members. However, recently, he was found out while with a small squad. Taskforce ambushed them, and Garrus sacrificed himself to get the rest of his squad back to safety. Garrus was arrested by the Taskforce, and now held at the prison, the Taskforce having the knowledge the Turian is part of the Resistance, and Garrus wanting nothing to do with the Taskforce out of loyalty for the Resistance.
4. Name: Urdnot Wrex (clan name, first name)
Fandom: Mass Effect
Affiliation: Utopia (currently imprisoned)
Gender: Male
Age: 1886
Race: Krogan
Appearance: Wide-set, red eyes that give him 240 degree vision. Red faceplate, with a heavily-scarred, tan face which shows his age. As a krogan, he has large shoulder humps that store nutrients and water, allowing him to survive without any of either for long periods of time. Wrex's large size shows his high-ranking status, and he stands at about 7 feet tall. As a krogan, he also has extremely thick skin, almost impervious to cuts. He also normally wears heavy battle armor, red in color.
Abilities: Wrex, like all krogan, can enter a blood rage when under fire, which makes him extremely aggressive and deadly. He is versed in firearms, and also has biotic abilities, rare for a krogan and powerful. As a biotic, he has powers similar to telekinesis.
Personality: Wrex comes off as very intimidating, not immediately friendly. He thinks fairly progressively for a krogan, recognizing strength in women and understanding there's a better way to situations than war. He is still incredibly violent, and does have a history of fighting just for money and violence. He is incredibly touchy when it comes to the subject of his people and their history, and is normally very hostile to other races.
History: Worked as a mercenary after initially leaving his clan, then after a casual bout saving the galaxy with Garrus and Co., returning to his home planet of Tuchanka and becoming leader of his clan. Initially taking up refuge in Utopia, seeing it as a good place to lay low and figure out if other krogan made it to this new world, he snuck out after picking up a distress signal that matched one of his world. After weeks of searching for the origin of this signal, he was captured by the Taskforce (it took about a dozen members to bring him in, many were injured). In prison, of all places, he discovered the source of the original signal: his old teammate, Garrus Vakarian, who he had neutral feelings about but saw this as a great opportunity to partner up once again, this time to figure out an escape plan.
5. Name: Zadruch Vohn
Fandom: Destiny OC
Affiliation: Unaffiliated
Gender: Male
Age: 55
Race: Awoken
Appearance: For size reference, Pepper is about the size of a closed fist. Pepper, bitter he did not become Ghost to Zadruch's more prospective brother, found Zadruch irritating to work with. Unlike many ghosts, Pepper is fed up with the way in which ghosts are seen as objects to Guardians, and therefore does not take his job as seriously, going as far as to even ignore or mend the commands Zadruch gives, for the betterment of himself (or just his mood).
Abilities: Reported to have used magical abilities, though this is rare, and he prefers to use guns, sometimes swords or bows. Can levitate, glide along the air for brief moments.
Personality: A rational-thinking, hard-working soul. Comes across well-mannered in conversation. However, he will rebel against authority if he doesn't believe in them, even if he doesn't rebel vocally. Can also become rather envious, though he wishes this weren't the case.
History: Is extremely tight-lipped about himself and his history. It can be assumed, by his abilities and the rare appearance of his Ghost (a spring green Ghost named Pepper), that he was a Warlock at some point in time.
6. Name: Forrest
Fandom: Fire Emblem
Affiliation: Taskforce (on the run)
Gender: Male
Age: 18
Race: Human
Appearance: Curly, long blonde hair. Enjoys wearing femme clothes that he sews himself.
Abilities: A gifted healer, can lower the morale of enemies, even temporarily freeze or limit their abilities. Can teleport allies from a short distance away closer to him. Can only use his powers when holding his staff. Has no offensive capabilities.
Personality: Very polite when speaking to people. Loves cute animals, hates getting dirty. Despite his powerful bloodline, Forrest is afraid of living up to it, because he doesn't want power to go to his head. An extremely sympathetic listener.
History: Prince of the kingdom of Nohr. Was raised away from his kingdom's war, and when visited by his aunt as a child, she gifted him one of her old dresses, which started Forrest's interest in feminine clothing. The next time she met him, when he was healing some troops, she didn't even recognize him, as he embraced an entire new style. This disappointed his father greatly, and the two had a great rift between them for some time. However, Forrest stood his ground, saying that this was who he was, and "The only way the world will grow more tolerant is to see people like me". Eventually, Forrest was accepted by his father, and set to inherit his father's powerful tome. But now Forrest finds himself here, where he was quickly taken in by the Taskforce due to his inability to fight back or get away. He reluctantly agreed to join the Taskforce (mainly because he was intimidated by the Taskforce members that brought him in), but while on one of his first days out of the compounds, he encounters a man named Zadruch, who brutally defeats Forrest's entire squad, minus him. While Zadruch did not tell Forrest why he spared him, he saw a lot of himself in the young boy, and offers Forrest a chance to flee the Taskforce, sensing Forrest's reluctance to join in the first place. Forrest accepts, deeply afraid of the Taskforce and its methods, but also afraid of the consequences, knowing that now, the Taskforce will come after him with a vengeance, not to mention hyper-intelligent tracking.
7. Name: Starflight
Fandom: Wings of Fire
Affiliation: Taskforce Leader*
Gender: Male
Age: Under 10 human years old (teenager in dragon years)
Race: NightWing
Appearance: Midnight-black scales (glints of purple and blue), slate gray underbelly, bright green eyes. Undersides of his wings look like a starry night sky. Height-wise, head reaches up to the average human height when standing on all fours.
Abilities: Due to being a large dragon, has more strength than the average human. Sharp claws and teeth. Can blend into shadows, into the night sky, due to the color of his scales. Can breathe fire, has a strong sense of smell.
Personality: Truly a nervous individual that prefers reading over fighting or anything else. Very intelligent, can seem a sort of know-it-all. Avoids confrontation, tries to seek out the most peaceful (or easiest) solution. Wants to be more courageous. Cares about his friends deeply.
History: Starflight, by prophetic birthright, was supposed to be one of the dragonets of destiny that saved his world from an all-encompassing war. He was only just getting his bearings on life outside of seclusion when he appeared in this world. Confused and overwhelmed, he was quickly captured by the Taskforce, where his fear made him see reason with them. Worried about the ongoing calamity between the ones who were on the planet before and the newcomers, he thinks that what the Taskforce are doing is an optimal, if unfortunate, temporary solution. At his core, however, he just doesn't have the inner courage to fight this situation he was given, so would rather stick with this simple solution that was handed to him. Even though in his world, he was seen as a weaker dragon, the people here don't know that, and find him extremely frightening due to the simple fact he is a huge fire-breathing dragon. He plays this to his advantage, for his own security, willing to play the part if it means people staying off his back. This, quite unexpectedly, did pay off somewhat badly for Starflight, as one of the first beings captured and therefore serving the Taskforce one of the longest. He was approached by the worldly Taskforce to be a sort of leader for the Taskforce's otherworldly members. Starflight was overjoyed inside, assuming this meant he could just bookkeep all day and not fight, but he was very disappointed to learn he'd be doing more-or-less the same thing, just with more horrible responsibility. And bookkeeping. Now, he's responsible for directing many of the other Taskforce members, while still going out on patrols, missions and etc himself. He's also held responsible if any Taskforce members step out of line, and must act before it gets out that any went rogue. Once again, Starflight plays the part due to his fear of what would happen otherwise, and is mildly more successful than other Taskforce members at convincing new people to join, rather than jail, because of his longtime knowledge of the Taskforce's logic.
8. Name: Clarice Ferguson, aka Blink
Fandom: Marvel (basing her off a mix of her comic version and version in The Gifted)
Affiliation: Utopia Advisor
Gender: Female
Age: 26
Race: Mutant
Appearance: 5'5, pink-colored skin with accents around her face, short pink hair, pupil-less green eyes.
Abilities: Can create teleportation portals to anywhere she can envision with her mind. Uses this to get people in and out of situations fast.
Personality: Somewhat timid, yet brash. Grapples a lot with her abilities, and her place in the world.
History: Due to her born appearance, Blink spent most of her life on the run or in detention centers. Joined the Mutant Underground initially for protection, but became a valuable asset, sometimes to the point where she wondered if her usefulness was the only reason she was around. In this new world, though having had encountered the Resistance on a few occasions, she felt more drawn to the idea of Utopia, feeling at home with the safety among others like her. She became valuable to them, because with her portals she could easily help teleport newcomers straight to Utopia rather than risk the journey past many Taskforce outposts. However, she is on the radar of both Resistance and Taskforce, her ability seen as something extremely game-changing to any faction.
9. Hana
Fandom: Fire Emblem
Affiliation: Taskforce
Gender: Female
Age: 16
Race: Human
Appearance: A good head shorter than average height, long, somewhat curly, brown hair, and brown eyes. Typically seen in her samurai getup.
Abilities: Strictly uses her katana, and is incredibly fearsome with it due to her intense training.
Personality: A tomboy with little self-restraint. Despite being known as one of the best samurai in her land, she never boasted this fact, but uses it as a motive to make her religiously train every day, but this is also motivated by her family history of noble samurai.
History: Served as retainer to the youngest princess of Hoshido, Sakura. Hana not only saw this as a noble duty, but also was best friends with the princess, so took this job extremely serious, becoming immediately violent with the enemy or even someone that wronged Sakura in any way. In this world, she was overwhelmed by the Taskforce somewhat early on, and was swayed by Starflight into joining, even going as far as somewhat trusting him. Out of loyalty but mainly out of lack of situational understanding, Hana helps bring in other otherworldly beings, believing them to be dangerous to the average citizen.
10. Name: Tabitha Smith, aka Boom-Boom
Fandom: Marvel Comics
Affiliation: Unaffiliated
Gender: Female
Age: 20
Race: Mutant
Appearance: 5'5, with blue eyes and shoulder-length blonde hair.
Abilities: Can create spheres of pure, yellow plasma, which she can control the size of and the time before its detonation, which is a concussive impact. The size determines how powerful it is, with marble size being a mild annoyance, beach ball size able to cause some real hurt. She can also muffle the sound of the detonation. Also alright as a thief, and with hand to hand combat. Was able to learn how to control her powers to create a focused beam of concussive powers. Allegedly immune to mind-warping powers.
Personality: A very loose canon. Enjoys playing video games. Has a hard time with commitment, very flaky, and still trying to figure herself out. Feels threatened by people more powerful than herself. Changes her personality frequently, often times even with a changed persona, to match what she thinks she should be in a new group/situation.
History: When her powers manifested at age 13, she ran away from her abusive home. Dropped out of high school, and went from superhero group to superhero group, under many different names and personalities. Namely, she was a part of the New Mutants for a while, and X-Force, even X-Men for a time. Now in this new world, she has the same general unease with committing to any sort of faction, preferring to lay low for the moment. She has had... incidents, thus far, for she will go all-out if challenged, leaving destruction in her wake.
11. Name: Silque
Fandom: Fire Emblem
Affiliation: Utopia Advisor
Gender: Female
Age: 19
Race: Human
Appearance: Somewhat small in stature, with short blue hair and blue eyes. Always seen in her heavy cleric garb.
Abilities: Mainly a healer, definitely not focused on offense unless in a pinch or needed by her team. She has a staff, but can do her magic just as well without it, just that it will hurt her more if she doesn't use her staff. Regardless, using any of her powers, save Nosferatu, will hurt her. The amount of damage it does to her depends on the power of the spell. Nosferatu is handy when she is in trouble, because it can heal her, but she has to successfully land a hit on someone for it to do so. The attack is not very strong, and is difficult to aim, but will restore her somewhat. Silque's only other offensive ability is Seraphim, which casts a large ball of light. While this attack can theoretically hurt anyone, it's really just handy against monsters, namely creatures of dark and evil. Silque can heal, and is quite gifted, usually able to fully heal someone in a pinch (again, at the detriment to herself). She can also teleport people closer to her (She has to see them, and it can only work at a certain distance), temporarily help their abilities, or cast ghostly (but weak) soldiers that protect her. She can also hinder enemies in a non-painful way, like freezing them or stopping their abilities for a short time.
Personality: Silque loves to chat and gossip, and is surprisingly easygoing despite her appearance and occupation. She gravitates towards other women, because wasn't around very many in her own world, and was normally ostracized by the men in her army because of her gender. She's overall friendly to everyone. She was abandoned by her parents, but not before being taught survival skills. She is thankful to them for that and bears no resentment, and is never one to complain. For example, she will eat practically anything, all without complaint. Silque decided after being abandoned to seek refuge in her world's religion, with the great dragon goddess Mila. It guides many of her actions, but mainly helped her see that her only goal in life is to help others. She became a healer to fulfill this purpose. Silque in this world had found a need for her in Utopia, to heal those who were injured by Taskforce or other unjust things in the world.
12. Name: Lord Asriel and Stelmaria
Fandom: His Dark Materials
Affiliation: Utopia
Gender: Male, Female
Age: Late 40s
Race: Human
Appearance: Black hair and eyes, some facial hair. Normally wears gear fit for an expedition, rather than anything regal. His dæmon, Stelmaria, takes the form of a snow leopard.
Abilities: An experienced explorer, with the necessarily survival skills to do this for an occupation. Was also a famed experimental theologist, doing work with supernatural elements. Has experience with a gun. Stelmaria has the strength and abilities of a normal snow leopard, with powerful paws and teeth, agility, and climbing ability. Stelmaria, as a dæmon, is Asriel's soul presented externally, and hurting/killing one does so to the other. For this reason, it is seen as incredibly disrespectful to touch Stelmaria. The two cannot be more than a few yards apart before it starts to become painful.
Personality: Extremely intelligent and cunning, not afraid to trick others so that he can get what he wants. Lacks a large amount of empathy due to the fact he is willing to sacrifice anything for knowledge and power. Stelmaria is quiet, but also rather intelligent. She isn't afraid to show dominance over others, and is rather strong-willed.
History: Originally a member of his world's parliament, he gathered a huge amount of fame, money, and power as an explorer, scientist, and theologist. Most of his wealth and property were taken, as his punishment for killing man (albeit in self-defense, albeit the person he killed was the husband of the woman he had a child with). He sent his daughter to be raised elsewhere, and under the guise that he was her uncle, not father. Continued to go on expeditions, trying to learn more about dark energy, and its link to other worlds. He was briefly imprisoned while on an expedition, but bribed the kingdom that imprisoned him, to where they'd allow him a workshop to be under house arrest in. There he continued his work, until he found himself strangely appearing in this one, and not even by his own merit. He learned about Utopia and joined it for his own protection, using them as a safe cover to continue his work, trying to see if he can find a way back, or, more ideally, another's world.
13. Name: Amélie Lacroix née Guillard, aka Widowmaker
Fandom: Overwatch
Affiliation: Resistance Second in Command (temporary)
Gender: Female
Age: 33
Race: Human
Appearance: Skin that had become tinted blue due to lack of heartbeat. Very long, blue hair, and piercing yellow eyes. Wears light clothing regardless of climate. Light armor, if any, existing as gauntlets and on her lower legs, and heels which she has no issue running, jumping, or grappling in. She also wears a headpiece which can move in over her eyes when activated, which gives her a spider-like appearance on her face. Tattoo on her right arm.
Abilities: Widowmaker is a very fragile fighter due to her lack of armor and lithe stature, but is extremely deadly regardless. Since brainwashed to be an assassin, she has impeccable ability with a sniper rifle. Her gun, the Widow's Kiss, while mainly used for sniping can also work as a light machine gun. Her sniper rifle hits harder the more she waits, with it charging up between shots. Widowmaker also can reach optimal sniping positions using her grappling hook, or shoot venom mines from her gauntlet, which causes anyone who steps on it to choke on the gas. And with her Infra-sight, toggled on her headpiece, she can see enemies through walls by tracking their heat/energy/electrical/etc signature. Due to her history as a famed ballet dancer, Widowmaker is incredibly flexible and agile. Completely resistant to the cold.
Personality: Most of who she was was lost by the brainwashing, with little traces that sometimes bleed in. Sometimes she will start to remember who she was, usually triggered by external sources (seeing her husband's grave, for example). It could be debated that the brainwashing is starting to wear off, due to the ever-growing of these hidden moments. However, normally she is completely focused on her mission, mainly the kill. She violently moves in to achieve her goals, but will hold back if ordered. She only takes orders, having no aspirations of her own other than to kill, because in killing she feels something other than the numbness that takes over anytime else. Even with the brainwashing, Widowmaker appears to have a semblance of personality, not holding back on taunting those she dislikes, or defending herself verbally if accused of something.
History: Amélie was a famed ballet dancer in France, while also the husband of an Overwatch officer. When the terrorist organization known as Talon couldn't get to him, they decided to capture her, torturing her before ultimately deciding to turn her into the ultimate killer. By slowing her heart to where it only beats when she feels the thrill of the kill. When they sent her back, she was welcomed back by her husband, whom she then murdered soon after. She returned to Talon, where they only augmented her more, and soon her skin turned blue and the psychological damage made her an almost emotionless shell, who sees humor in despair and doesn't even fully recognize she killed the one she loved. She was utilized as an asset for Talon thereafter, sent to assassinate important figures all around the world. Now here, she was found first by Resistance. While she cared nothing for their goals of equality, she was nothing without a mission, and so agreed only after they explained their plan to use her to kill, when the situation was needed. However, she would just as easily also join the Taskforce if they found their hands on her, because she doesn't care which side she fights for, only that she has something to kill.
14. Name: Beruka
Fandom: Fire Emblem
Affiliation: Taskforce
Gender: Female
Age: 23
Race: Human
Appearance: A very small woman with short blue hair, blue/gray eyes. Normally always seen in her Nohrian armor, which formerly belonged to her master, with a purple shawl overtop, and a large black sash on her forehead, under her hair. Has a brown wyvern that she rides into battle, about the size of a horse.
Abilities: Beruka prefers to exclusively fight with her axe, and if able, atop her wyvern. Together they make a formidable duo, perfectly in synch with each other's moves. Her wyvern prefers to attack with her large talons or spiked tail-tip, but could theoretically use her teeth and the claw atop her wings if need be. While not self-aware like Starflight, Beruka's wyvern appears intelligent for a mount, able to understand most commands Beruka gives her. Raised as an assassin, Beruka is skilled with killing, and does so without second thought. She is also immune to most poison.
Personality: Due to her willingness to kill, and commitment to being an assassin, Beruka is very devoid of emotions. Comes off as cold and distant in conversation, not understanding many social cues. She normally takes caution when someone tries to befriend her, normally thinking this is some sort of trick. When she does start to befriend someone, or more, she won't even understand why she is feeling this. Unable to communicate her feelings in general. Doesn't kill because of sadistic reasons, just because she's good at it, and wouldn't know what to do if she didn't have a job killing. Will get warmer and more hospitable to people as they interact with her, but expect an icy exterior first. She does normally put her needs behind the needs of others, with her history as a bodyguard. Enjoys working alone, so committed to her work that she doesn't understand the concept of free time, normally standing idly by between missions. She's aware she comes off emotionless, and doesn't really know how to change that -- she finds people who can emote to be admirable, to the point of envy. Beruka is self-conscious even if she doesn't express this, but insults do sit with her for a while, and she feels uncomfortable in social situations because she wishes she could emulate real emotion.
History: Raised in the slums, Beruka learned to kill very early on, first for survival, eventually to where it was her entire life. She didn't know how to do anything else, so continued on this path. She was adopted by an assassin, who showed no love to her but honed her skills even further. Becoming an assassin herself, Beruka was given a contract to kill her adoptive father, which she did without a second thought, because she would not let emotions stop her. When Beruka was hired to assassinate the oldest princess of Nohr, she found that the princess asked her to serve as her royal retainer instead. Beruka accepted, dedicating herself fully to the princess, until someone more trusting came along. Beruka went into war alongside her princess, holding no personal grudges for anyone she fought. Now in this world, separated from Princess Camilla, Beruka found the Taskforce to be most suited for her abilities -- and to fight being more useful to her than to be imprisoned. She discovered Hana was also in this Taskforce, and the two have a bitter rivalry, being from warring kingdoms -- and also generally having a dislike for how the other operates.
15. Name: Samara
Fandom: Mass Effect
Affiliation: Utopia
Gender: She/Her pronouns, doesn't really see meaning in gender but recognizes herself as feminine
Age: Nearly 1000
Race: Asari
Appearance: Light blue skin with icy blue eyes. Samara is always seen with her Justicar armor, complete with a headpiece and large ornate brace around the neck. As part of the mono-gender Asari race, she has a semi-flexible, cartilage-based scalp crest, which stays static in position. Has earholes rather than ears. Other than these differences appears the same externally as a human, able to wear human armor and clothing without issue.
Abilities: Samara is a biotic, like most of her kind, with her race the origins of the power and therefore not needing any cybernetics to use it. Biotics tend to grow in power the older one gets, and as an Asari at the final stage of her life, Samara is considered one of the strongest. She is still agile, not aging in the way a human would. Her biotic powers, the use of dark energy, work as telekinesis would -- she can lift, tear, blast, and etc using this mystical, blue-colored art. When using an incredible amount of power, Samara's eyes will turn a completely bright, illuminated white. But even a biotic like Samara can't go on forever, as her powers have limits. While more disciplined than the average biotic, Samara could still theoretically hurt herself with her abilities the longer it goes on, the rate depending on the power. If she is already physically injured, this is only more prominent. To mitigate this, Samara is also good with guns, normally a pistol.
Personality: Samara is dedicated to her life as a Justicar, following a strict code which results in heavy violence to those who cross it. She has given up large majority of possessions, save things like weapons and armor, and while love isn't forbidden, she has gone down this road before, to mixed results. She sees her code more important than her life or anyone else's, and is obsessed with justice -- theoretically okay with killing herself or even her child to right some wrong. While not often, Samara does appreciate humor or the trust of her companions. She has, on rare events, suspended her code for something called Oath of Submission, where she binds herself to the morals of another, for time until a mission or event is fulfilled.
History: As a young woman, Samara set out for a life of adventure and pleasure, where in work for a mercenary gang she found herself to be skilled in combat. She worked with this gang up until she found herself helping to secure a shipment of slaves. Finding her fellow mercenaries impossible to sway, she killed them all, distributing their supplies amongst the freed captives, and dropped them off at The Citadel for a safe harbor. She briefly settled down with a mate, another of her species (aka a pure-blood relationship, something seen as frowned upon by other Asari), and bore three children. Some time after, she dedicated herself to being an Asari Justicar, seen as the most noble thing an Asari could be, even being akin to superheroes in the eyes of younger Asari. Samara did this in part to go on a justice-seeking conquest for one of her daughters, who had started going on a spree of murder and enslavement across the galaxy. Samara knew Garrus for a time, the two being onboard the same ship for the same suicide mission, which they miraculously survived. But some time after that mission, Samara wound up here. She saw both Resistance and Taskforce as abhorrent, and while not perfectly in line with the morals of Utopia, swore an Oath of Submission while here to dedicate herself to protecting the citizens of Utopia, whom she saw as the ultimate innocents. Does not yet know of Garrus' presence here, and while knows Wrex from her world, the two had only meant once, so did not see it as that important (it is worth noting that Wrex, and krogan and general, are slightly more OK with Asari than other races, including humans)
16. Name: Ushukih Kiuk
Fandom: Mass Effect OC (originating from an RPG I GMed in which Mystical Birb played her Rook)
Affiliation: Utopia
Gender: Transgender Female
Age: 43
Race: Drell
Appearance: (Please google pics of Drell to give yourself a good impression; I'm unable to add any more images to this post). Being a Drell, she has a reptile and fish-like appearance, with a physical buildup similar to humans or Asari, just with denser muscle tissue. This gives them a sort of wiry strength and appearance. Their ring and middle fingers are fused, so Drell technically only have four fingers. Their skin contains a venom that could cause hallucinations if ingested (it has been used in drinks). They have nictitating eyelids. Ushukih has frills on her head that are slightly more pronounced than a male's, but smaller than an average female's. She is 6'5 with lime-colored skin, accented by hot pink stripes, frills, and neck. Her eyes, while appearing normally pupil-less and black, shine a sort of burly wood color in certain lighting. She normally wears an open, long trench coat that is ivory in color and missing its sleeves as to expose her incredibly toned arms, and the wide assortment of arm-bracelets she adorns them with, with a cropped halter top that is dark goldenrod in color. She wears somewhat baggy, dark salmon pants so that she may be able to move and fight in them without restriction. Long boots made to resist all climates, a deep sky blue in color and laced pretty high up. Other accessories include her fingerless gloves the color of blanched almond, and multiple cadet blue piercings that cover the edges of her left eyebrow ridge, sort of by the frill. She speaks with not only the biological voice of a Drell (google Thane or Kolyat speaking in Mass Effect for examples of that) but with what could be considered a French accent, or at least close enough by Earth standards to consider it so.
Abilities: Ushukih is one of an extremely small few to choose a bow to fight with instead of a gun in her world, due to her training in Morts Noirs. Rather than adopt a whole new style of fighting, she embraced this and dedicated many favors, money, and resources to crafting a weapon unique to her and few others; a high-tech bow that fires self-recharging bolts of pure energy, warped by dark matter. It is also very heavy and thick, which Ushukih has been known to therefore use the bow as a blunt weapon, similar to a club or staff. She is also trained in self-defense, and because of her upbringing and experience is extremely gifted in acrobatics and balance. She also, like all Drell, has a perfect memory, and can either voluntarily or unvoluntarily enter a state of reliving a memory exactly as it occurred.
Personality: Who Ushukih was has been slowly picked away by her upbringing and time in Morts Noirs. Hints of her competitive and enthusiastic nature still linger, however, especially when around others she can let her guard down around. But normally, trust takes a long time to brew with her. She suspects everyone as someone who could use her or try and manipulate her, or harm her. Her time in black markets has also made her charismatic when need be, enough to help die down situations.
History: There's an entire RPG and novella's worth of story to comb through with her, so I'm going to be leaving many details out. I'd recommend asking her if you want more details. Ushukih started out life on the Elcor homeward, which the Drell also call home. At a young age, she excelled at flexibility even then, and wanted to be a performer, or essentially a gymnast. This was forbidden for her, causing her much self-loathing at a young age. It was only when she gathered enough money doing painful society-clad jobs that she left home, her family swearing forever dishonor on her for who she wanted to be. She thrived immediately when arriving at the galactic hub Citadel, being able to embrace her identity. But she found herself unable to compete in the saturated marketplace of dancers and other performers, and became extremely poor, saving every bit of credits that she could to go towards her ultimate goal. She eventually turned to illegal business, finding herself unfortunately gifted at this. Her acrobatics made thievery and infiltration simple, and her smooth-talking (when necessary) made her favored by others in the black market. Eventually, she encountered Isathar, the leader of a shadowy cult with the power and discoveries to make irreversible change to the galaxy. He took an obsession upon her, offering her things she couldn't refuse, and a life with him that would take her off the streets. With no other option, and feeling youthfully swayed by what he offered, she accepted, but soon found herself in an inescapable hell that was Isathar and the Morts Noirs. Under his constant supervision, she had no way out but to follow him and do what he wanted, watching with horror as he went about his plans of using ancient mind-control tactics as a weapon to create chaos in the galaxy, among other things such as his work in multi-verse technology and body-snatching in order to stay youthful. In the meantime, growing from a teenager to adulthood among the cult meant being trained in their ways of combat, which she excelled at and soon became the fiercest soldier and assassin there. This was to her benefit it turns out, because by being not only a clever mind but a gifted fighter, there wasn't a mission that she couldn't handle. So Isathar sent her on many missions across the galaxy, her time to be away from him and finally plot to find a way out. She ended up contacting mercenaries, along with the governments of Drell and Turian. While not able to flat-out explain the existence of the cult and their plans, because that would certainly end in her death, she insinuated that there was something on the planet worth investigating, and offered herself as a guide to help navigate the incredibly dangerous, seemingly barren world. Slowly learning to trust these mercenaries, including the one called Rook, Ushukih felt herself becoming more and more confident that she could fully separate herself from Morts Noirs, even so much as announcing to Isathar from her ship's comms that she would no longer follow him. She eventually helped the mercenaries infiltrate the base of the Morts Noirs, where she found herself easily incapacitating Isathar. In a moment of humanity, she asked Isathar to stand down, or she would kill him. He used this moment to trick her, shooting her with his identical bow, Ushukih able to kill him before starting to die herself. It was only by the power of her allies that she lived where Isathar didn't. While she felt extremely close to Rook and the mercenaries, for reasons unknown to Rook she left them, returning to her life in the black markets, not sure if she would ever be able to see Rook again. But before she had the chance to do much more, she ended up here. Once again relying on her plethora of skills that she acquired throughout her life, she thrived here, making money that rivaled great business CEOs through her knowledge of black market and other illegal activities, and using Utopia as a safe hideout and base of operations (though she very commonly sneaks out of Utopia [an act frowned upon] in order to do said activities). She is completely unaware that Rook is also alive in this world.
More characters added on a somewhat frequent basis!
This did not sit well with the otherworldly individuals, who did not choose to come here, and many fought back. After a year of this conflict, it created two very different branches: The Resistance and The Utopia. The Resistance, branded as terrorists by the world, are committed to ending the containment, and overall bringing about the right for the otherworldly beings to live as everyday citizens. Their methods border on the extreme at times, because to them, no cost is too high when it comes to achieving their goal. They currently reside hidden away in a more mountainous region partially underground, in some abandoned properties on the edge of Morocco (keep in mind that the Resistance is very small and basically penniless -- they also can't be seen grouped up without causing suspicion, so location-wise they are normally scattered and hard to find). They have to shift the location of their base periodically, due to constant risk of discovery, but they aim to find a permanent location for a base soon. And while having nowhere near as many as the Taskforce, they do have safe houses in some countries. There is an imperative for them to never be physically discovered, as they do not have the strength, resources, or funds to avoid being immediately wiped out by larger forces, so they normally do not band together in great numbers.
The final faction to arise is Utopia. Utopia doesn't agree with either Resistance nor Taskforce. They don't believe in the capture of other otherworldly beings, but also don't believe change is ever possible. They've come to an agreement with the country of Singapore, a country that was hesitant to join the 120. The otherworldly beings of Utopia have been given a sizable piece of land in this country to live as they please, with no risk of persecution. So, they've chosen to stay completely neutral when it comes to the current politics, in fact staying completely out of it. They protect their own, as well as any others looking to find safe haven in Utopia. The only condition for them staying in Singapore was that if the country ever found themselves in grave peril, they could call upon Utopia to act as national defense. This has yet to happen. Overall Utopia is not a place to find fighting, as it's where people go when they want to avoid that sort of thing and live as peacefully as possible.
*****
So, that's the concept for you! In short, Transgressions is a multi fandom RP with drama, espionage, faction wars, and whatever else people want to happen. It's up to the players to decide! Here, any fandom, OC, or fandom OC is accepted! And the more characters you make, the better! I've always disliked filler NPCs, so having bunches and bunches of characters really makes it feel like we having a living, breathing world (and gives us more potential for spicy drama). And you're always good to make more characters as you go!
Admins: Myself, Gelatinous , and oki_den Mystical Birb
Overall rules (I may add more to here if I remember something important later), don't be unfair with people when it comes to fights and whatnot, I'm alright with language (please no slurs), and as long as you adhere to the site's content rules, we should be Gucci. Also, please get in-character permission from your faction's leadership before staging any mission/attack. If you do not, it will be an in-character insubordination, and would be dealt with by the faction accordingly.
Overall, it should be noted that this is not an RP for warring and battles. This is an RP that focuses on the reality that these characters would face; just as much time should be spent having them live out their day-to-day activities, planning their activities, and then executing them.
Combat should never be the sole event happening in this RP; drama, espionage, strategy, day-to-day living, even romance should have equal part. All in all, this means you shouldn't feel intimidated about finding a place for your character; your goal should be to live out this character's life in every aspect you think they would do.
So many characters are allowed so that it can eliminate the need for NPCs almost entirely. In an ideal Transgressions, when your character walks down the hall passing their fellow faction members, those aren't just nameless soldiers, those are each fully established characters. You should strive to always attempt to coordinate with other players, either in or out of character. Need to get somewhere but don't have the means or knowledge to get there? Need help against a threat or your taxes? Or want to try to get into one of the factions but your character has no idea how to do so? Get involved with another player's character, see what they know or how they can help you. Using NPCs to solve all your problems means you're most likely just RPing with yourself, which I can't fully ban but it does make me wonder what the point of RPing is.
This is also a global RP, meaning the setting is the entire world. I don't care what your character is or has, travel should never be immediate. Take the time to get from place to place, explain how you do this, and maybe encounter some side arcs and other chars as you go.
For context on travel, since this is a hot topic, Resistance are very low-funded, they definitely would only have access to vehicles they steal or borrow from an average sympathetic citizen (aka safehouse runner). They would maybe have a helicopter and boat (nothing fancy) at their main base. Utopia has no form of travel meant to help them leave the settlement, other than Blink. And Taskforce, being a funded government agency, has access to the finest of things.
Here's the form -- it's simple
(include picture of char here if you have one)
Name (including nicknames, aliases, etc):
Fandom: (put OC if the case, or both OC and the fandom it's based on if applicable)
Affiliation: (so Resistance, Taskforce, Utopia, or Unaffiliated -- also be sure to note if they're currently imprisoned)
Gender:
Age:
Race:
Appearance: (be as detailed as you want with this -- things like hair/eye/etc color is appreciated, and other notable things about how they look -- things like height could also be helpful. If you want to go as far as to even describe what they normally wear, that's cool too, though not necessary. If you've already put a pic of them then you def don't have to worry about this too much)
Abilities/Skills: (this can be things as important as their superpowers and whatnot, their preferred fighting style (rant about their beloved weaponized can-opener) or things as minor as just "ok well she can make absolutely banger omelettes when she's not off killing demons")
Personality: (as much as you feel able to explain! You're welcome to also include habits, weaknesses (tho this could arguably also belong in the above line), aspirations, even likes/dislikes and etc!)
History: (this can be as much or as little as you want -- a lot of this can be described through dialogue with other chars!)
Wait for me or another admin to give you the clear, and you're ready to join the RP!
RP Thread: Fandom - Transgressions -- A Multifandom RP *roleplay thread*
OOC Thread: Fandom - Transgressions -- A Multifandom RP *OOC*
Leadership roles for the factions are currently not for the taking, as me and the two other admins have decided to each be the initial leader for a faction. We will contact you if we decide to want second-in-command for our respective factions, and want that role for one of your characters
1. Name: Mordin Solus
Fandom: Mass Effect
Affiliation: Resistance
Gender: Male
Age: 40s (old, for a salarian)
Race: Salarian
Appearance: As a salarian, is a bipedal amphibian more cartilage-based than a human. Long, thin head with two horns protruding. Green blood. Mordin's skin ranges from white to red, with paler hues. Large oval eyes with thin membranes instead of eyelids. Mordin is about a foot taller than the average human, and is very scarred.
Abilities: Salarians have hyperactive metabolism, which means they think, move, and talk incredibly faster than humans. Has boosted observational skills and non-linear thinking. Gifted at experimenting, inventing. Only needs one hour of sleep a day, has photographic memory. Mordin specifically is a gifted doctor, scientist, and tech specialist. He is also trained to use guns, usually a pistol or other small weapon. He is extremely bright, even for a salarian.
Personality: A consequentialist, believing that anything is justifiable as long as the ends justify the means. Avoids taking a life unless it is absolutely necessary. Doesn't let any sort of conscience, personal feelings or emotions, get in the way of doing what needs to be done. Friendly and affable in conversation.
History: Was a geneticist and professor until he joined the Salarian Special Tasks Group, where he mostly did surveying up until he was greatly responsible for the krogan genophage (which destroyed much of the krogans' ability to sustain a population), his last job in the STG. He became a healer in the slums of the criminal station Omega, until he was recruited to assist in a suicide mission alongside Garrus and Samara. Now in this world, he doesn't necessarily see any side as good or bad, understanding the reasoning that has brought the Taskforce to do what it does. But he did join up with the Resistance regardless, as it suited his needs and theirs. He genuinely finds stimulus in assisting them with any technological, scientific, or medical need, and has even started independent research in cross-dimensional energy.
2. Name: Korra (and Naga)
Fandom: Avatar: Legend of Korra
Affiliation: Unaffiliated
Gender: Female
Age: 17
Race: Human, partially spirit due to her infusion with the light spirit Raava
Appearance: Korra is a muscular teenage girl standing at about 5'7. Brown skin, dark brown hair she normally keeps up unless at a formal even, cyan eyes. Naga is Korra's fated, lifelong companion, a polar bear dog. Naga towers over people, with huge front paws for digging and skinnier back legs that help her to run or swim quickly and for long distance.
Abilities: As the Avatar of her cycle, she can bend all four elements: earth, water, fire, and air. She can even bend metal, heal using water, or fly with her glider. While air Korra can bend at any time, she would not be able to firebend in intense cold, and needs existing water or earth to bend that. Korra fights in a boxing-style stance, preferring to dish out blows quickly with a simple strike. Naga is powerful as a large, carnivorous creature, and can overpower the average man by pummeling with her large front paws or, in dire cases, biting them with her large canine teeth.
Personality: Korra is an extremely brash person, not one to sit and wait. She prefers to handle problems quickly and directly, and normally with physical altercation. Relies mostly on her abilities. Extremely loyal to her friends, and a very compassionate, open person with her feelings.
History: She was kept in a compound for most of her life, where she could train safely (she snuck out on many opportunities). When she finally made it to the outside world, she was surprised with the problems it had and sought out to fix it, despite her inexperience with the world and her spiritual self. She still has a lot to learn about how to be the hero she was fated to be, but acts for the good of the world, and good of her friends. Now in this new world, she sets out nomadically, traveling by Naga and staying out of reach of Taskforce, but willing to put herself on the radar to beat up whoever harms innocent people, otherworldly or not.
3. Name: Garrus Vakarian, aka Archangel (prefers Garrus)
Fandom: Mass Effect
Affiliation: Resistance Second (currently imprisoned by Taskforce)
Gender: Male
Age: 27
Race: Turian
Appearance: Garrus is always seen wearing his blue facepaint, due to its importance in Turian culture. After being shot in the face with a rocket, he currently wears bandages over a somewhat fresh scarring on his face. On the other side of his face, he wears an optical piece that mainly exists to help with his sniping. Prefers to wear the bulky armor of Turian military units, but occasionally wears lighter, more casual clothing. As a Turian, he stands over six feet tall, with thick, taloned fingers. Turians have a metallic carapace, which was evolved to ward off the solar radiation on their home planet. As a male Turian, Garrus has a crest of horns behind his face. He also, like all turians, has a distinctive flanging effect with his voice. Other turians can hear the emotions of a speaking Turian to a greater degree through this effect.
Abilities: Garrus is most known for his great skill as a sniper, able to hold his ground from great distance when he has a rifle. He also has some hacking ability, and is normally reliable with a decent range of firepower. Can't swim.
Personality: Garrus is hot-headed, hating to hold back because of rules or politicians. He's incredibly loyal, willing to brave impossible odds as long as his friends have his back. He's incredibly hard-working, but can also really lay back when it's time to party.
History: Originally a C-Sec officer on the multi species galactic hub called The Citadel, Garrus left his whole life behind when he saw the opportunity to make real difference, outside the law. When his great mission ended, and The Citadel was saved, he left for Omega, known as a space station of thugs and outlaws. Seeing it as something to do, he embraced the given name Archangel and started taking out all the cartels that played host on Omega, to the point they actually set aside their differences just to try and kill him. However, his old team found him, and had a new mission for him, this time one that meant certain death. He accepted, due to his loyalty to his old Commander. And against all odds, he did live, but is now here, in this new world. He quickly discovered the Resistance, becoming one of the earliest members. However, recently, he was found out while with a small squad. Taskforce ambushed them, and Garrus sacrificed himself to get the rest of his squad back to safety. Garrus was arrested by the Taskforce, and now held at the prison, the Taskforce having the knowledge the Turian is part of the Resistance, and Garrus wanting nothing to do with the Taskforce out of loyalty for the Resistance.
4. Name: Urdnot Wrex (clan name, first name)
Fandom: Mass Effect
Affiliation: Utopia (currently imprisoned)
Gender: Male
Age: 1886
Race: Krogan
Appearance: Wide-set, red eyes that give him 240 degree vision. Red faceplate, with a heavily-scarred, tan face which shows his age. As a krogan, he has large shoulder humps that store nutrients and water, allowing him to survive without any of either for long periods of time. Wrex's large size shows his high-ranking status, and he stands at about 7 feet tall. As a krogan, he also has extremely thick skin, almost impervious to cuts. He also normally wears heavy battle armor, red in color.
Abilities: Wrex, like all krogan, can enter a blood rage when under fire, which makes him extremely aggressive and deadly. He is versed in firearms, and also has biotic abilities, rare for a krogan and powerful. As a biotic, he has powers similar to telekinesis.
Personality: Wrex comes off as very intimidating, not immediately friendly. He thinks fairly progressively for a krogan, recognizing strength in women and understanding there's a better way to situations than war. He is still incredibly violent, and does have a history of fighting just for money and violence. He is incredibly touchy when it comes to the subject of his people and their history, and is normally very hostile to other races.
History: Worked as a mercenary after initially leaving his clan, then after a casual bout saving the galaxy with Garrus and Co., returning to his home planet of Tuchanka and becoming leader of his clan. Initially taking up refuge in Utopia, seeing it as a good place to lay low and figure out if other krogan made it to this new world, he snuck out after picking up a distress signal that matched one of his world. After weeks of searching for the origin of this signal, he was captured by the Taskforce (it took about a dozen members to bring him in, many were injured). In prison, of all places, he discovered the source of the original signal: his old teammate, Garrus Vakarian, who he had neutral feelings about but saw this as a great opportunity to partner up once again, this time to figure out an escape plan.
5. Name: Zadruch Vohn
Fandom: Destiny OC
Affiliation: Unaffiliated
Gender: Male
Age: 55
Race: Awoken
Appearance: For size reference, Pepper is about the size of a closed fist. Pepper, bitter he did not become Ghost to Zadruch's more prospective brother, found Zadruch irritating to work with. Unlike many ghosts, Pepper is fed up with the way in which ghosts are seen as objects to Guardians, and therefore does not take his job as seriously, going as far as to even ignore or mend the commands Zadruch gives, for the betterment of himself (or just his mood).
Abilities: Reported to have used magical abilities, though this is rare, and he prefers to use guns, sometimes swords or bows. Can levitate, glide along the air for brief moments.
Personality: A rational-thinking, hard-working soul. Comes across well-mannered in conversation. However, he will rebel against authority if he doesn't believe in them, even if he doesn't rebel vocally. Can also become rather envious, though he wishes this weren't the case.
History: Is extremely tight-lipped about himself and his history. It can be assumed, by his abilities and the rare appearance of his Ghost (a spring green Ghost named Pepper), that he was a Warlock at some point in time.
6. Name: Forrest
Fandom: Fire Emblem
Affiliation: Taskforce (on the run)
Gender: Male
Age: 18
Race: Human
Appearance: Curly, long blonde hair. Enjoys wearing femme clothes that he sews himself.
Abilities: A gifted healer, can lower the morale of enemies, even temporarily freeze or limit their abilities. Can teleport allies from a short distance away closer to him. Can only use his powers when holding his staff. Has no offensive capabilities.
Personality: Very polite when speaking to people. Loves cute animals, hates getting dirty. Despite his powerful bloodline, Forrest is afraid of living up to it, because he doesn't want power to go to his head. An extremely sympathetic listener.
History: Prince of the kingdom of Nohr. Was raised away from his kingdom's war, and when visited by his aunt as a child, she gifted him one of her old dresses, which started Forrest's interest in feminine clothing. The next time she met him, when he was healing some troops, she didn't even recognize him, as he embraced an entire new style. This disappointed his father greatly, and the two had a great rift between them for some time. However, Forrest stood his ground, saying that this was who he was, and "The only way the world will grow more tolerant is to see people like me". Eventually, Forrest was accepted by his father, and set to inherit his father's powerful tome. But now Forrest finds himself here, where he was quickly taken in by the Taskforce due to his inability to fight back or get away. He reluctantly agreed to join the Taskforce (mainly because he was intimidated by the Taskforce members that brought him in), but while on one of his first days out of the compounds, he encounters a man named Zadruch, who brutally defeats Forrest's entire squad, minus him. While Zadruch did not tell Forrest why he spared him, he saw a lot of himself in the young boy, and offers Forrest a chance to flee the Taskforce, sensing Forrest's reluctance to join in the first place. Forrest accepts, deeply afraid of the Taskforce and its methods, but also afraid of the consequences, knowing that now, the Taskforce will come after him with a vengeance, not to mention hyper-intelligent tracking.
7. Name: Starflight
Fandom: Wings of Fire
Affiliation: Taskforce Leader*
Gender: Male
Age: Under 10 human years old (teenager in dragon years)
Race: NightWing
Appearance: Midnight-black scales (glints of purple and blue), slate gray underbelly, bright green eyes. Undersides of his wings look like a starry night sky. Height-wise, head reaches up to the average human height when standing on all fours.
Abilities: Due to being a large dragon, has more strength than the average human. Sharp claws and teeth. Can blend into shadows, into the night sky, due to the color of his scales. Can breathe fire, has a strong sense of smell.
Personality: Truly a nervous individual that prefers reading over fighting or anything else. Very intelligent, can seem a sort of know-it-all. Avoids confrontation, tries to seek out the most peaceful (or easiest) solution. Wants to be more courageous. Cares about his friends deeply.
History: Starflight, by prophetic birthright, was supposed to be one of the dragonets of destiny that saved his world from an all-encompassing war. He was only just getting his bearings on life outside of seclusion when he appeared in this world. Confused and overwhelmed, he was quickly captured by the Taskforce, where his fear made him see reason with them. Worried about the ongoing calamity between the ones who were on the planet before and the newcomers, he thinks that what the Taskforce are doing is an optimal, if unfortunate, temporary solution. At his core, however, he just doesn't have the inner courage to fight this situation he was given, so would rather stick with this simple solution that was handed to him. Even though in his world, he was seen as a weaker dragon, the people here don't know that, and find him extremely frightening due to the simple fact he is a huge fire-breathing dragon. He plays this to his advantage, for his own security, willing to play the part if it means people staying off his back. This, quite unexpectedly, did pay off somewhat badly for Starflight, as one of the first beings captured and therefore serving the Taskforce one of the longest. He was approached by the worldly Taskforce to be a sort of leader for the Taskforce's otherworldly members. Starflight was overjoyed inside, assuming this meant he could just bookkeep all day and not fight, but he was very disappointed to learn he'd be doing more-or-less the same thing, just with more horrible responsibility. And bookkeeping. Now, he's responsible for directing many of the other Taskforce members, while still going out on patrols, missions and etc himself. He's also held responsible if any Taskforce members step out of line, and must act before it gets out that any went rogue. Once again, Starflight plays the part due to his fear of what would happen otherwise, and is mildly more successful than other Taskforce members at convincing new people to join, rather than jail, because of his longtime knowledge of the Taskforce's logic.
8. Name: Clarice Ferguson, aka Blink
Fandom: Marvel (basing her off a mix of her comic version and version in The Gifted)
Affiliation: Utopia Advisor
Gender: Female
Age: 26
Race: Mutant
Appearance: 5'5, pink-colored skin with accents around her face, short pink hair, pupil-less green eyes.
Abilities: Can create teleportation portals to anywhere she can envision with her mind. Uses this to get people in and out of situations fast.
Personality: Somewhat timid, yet brash. Grapples a lot with her abilities, and her place in the world.
History: Due to her born appearance, Blink spent most of her life on the run or in detention centers. Joined the Mutant Underground initially for protection, but became a valuable asset, sometimes to the point where she wondered if her usefulness was the only reason she was around. In this new world, though having had encountered the Resistance on a few occasions, she felt more drawn to the idea of Utopia, feeling at home with the safety among others like her. She became valuable to them, because with her portals she could easily help teleport newcomers straight to Utopia rather than risk the journey past many Taskforce outposts. However, she is on the radar of both Resistance and Taskforce, her ability seen as something extremely game-changing to any faction.
9. Hana
Fandom: Fire Emblem
Affiliation: Taskforce
Gender: Female
Age: 16
Race: Human
Appearance: A good head shorter than average height, long, somewhat curly, brown hair, and brown eyes. Typically seen in her samurai getup.
Abilities: Strictly uses her katana, and is incredibly fearsome with it due to her intense training.
Personality: A tomboy with little self-restraint. Despite being known as one of the best samurai in her land, she never boasted this fact, but uses it as a motive to make her religiously train every day, but this is also motivated by her family history of noble samurai.
History: Served as retainer to the youngest princess of Hoshido, Sakura. Hana not only saw this as a noble duty, but also was best friends with the princess, so took this job extremely serious, becoming immediately violent with the enemy or even someone that wronged Sakura in any way. In this world, she was overwhelmed by the Taskforce somewhat early on, and was swayed by Starflight into joining, even going as far as somewhat trusting him. Out of loyalty but mainly out of lack of situational understanding, Hana helps bring in other otherworldly beings, believing them to be dangerous to the average citizen.
10. Name: Tabitha Smith, aka Boom-Boom
Fandom: Marvel Comics
Affiliation: Unaffiliated
Gender: Female
Age: 20
Race: Mutant
Appearance: 5'5, with blue eyes and shoulder-length blonde hair.
Abilities: Can create spheres of pure, yellow plasma, which she can control the size of and the time before its detonation, which is a concussive impact. The size determines how powerful it is, with marble size being a mild annoyance, beach ball size able to cause some real hurt. She can also muffle the sound of the detonation. Also alright as a thief, and with hand to hand combat. Was able to learn how to control her powers to create a focused beam of concussive powers. Allegedly immune to mind-warping powers.
Personality: A very loose canon. Enjoys playing video games. Has a hard time with commitment, very flaky, and still trying to figure herself out. Feels threatened by people more powerful than herself. Changes her personality frequently, often times even with a changed persona, to match what she thinks she should be in a new group/situation.
History: When her powers manifested at age 13, she ran away from her abusive home. Dropped out of high school, and went from superhero group to superhero group, under many different names and personalities. Namely, she was a part of the New Mutants for a while, and X-Force, even X-Men for a time. Now in this new world, she has the same general unease with committing to any sort of faction, preferring to lay low for the moment. She has had... incidents, thus far, for she will go all-out if challenged, leaving destruction in her wake.
11. Name: Silque
Fandom: Fire Emblem
Affiliation: Utopia Advisor
Gender: Female
Age: 19
Race: Human
Appearance: Somewhat small in stature, with short blue hair and blue eyes. Always seen in her heavy cleric garb.
Abilities: Mainly a healer, definitely not focused on offense unless in a pinch or needed by her team. She has a staff, but can do her magic just as well without it, just that it will hurt her more if she doesn't use her staff. Regardless, using any of her powers, save Nosferatu, will hurt her. The amount of damage it does to her depends on the power of the spell. Nosferatu is handy when she is in trouble, because it can heal her, but she has to successfully land a hit on someone for it to do so. The attack is not very strong, and is difficult to aim, but will restore her somewhat. Silque's only other offensive ability is Seraphim, which casts a large ball of light. While this attack can theoretically hurt anyone, it's really just handy against monsters, namely creatures of dark and evil. Silque can heal, and is quite gifted, usually able to fully heal someone in a pinch (again, at the detriment to herself). She can also teleport people closer to her (She has to see them, and it can only work at a certain distance), temporarily help their abilities, or cast ghostly (but weak) soldiers that protect her. She can also hinder enemies in a non-painful way, like freezing them or stopping their abilities for a short time.
Personality: Silque loves to chat and gossip, and is surprisingly easygoing despite her appearance and occupation. She gravitates towards other women, because wasn't around very many in her own world, and was normally ostracized by the men in her army because of her gender. She's overall friendly to everyone. She was abandoned by her parents, but not before being taught survival skills. She is thankful to them for that and bears no resentment, and is never one to complain. For example, she will eat practically anything, all without complaint. Silque decided after being abandoned to seek refuge in her world's religion, with the great dragon goddess Mila. It guides many of her actions, but mainly helped her see that her only goal in life is to help others. She became a healer to fulfill this purpose. Silque in this world had found a need for her in Utopia, to heal those who were injured by Taskforce or other unjust things in the world.
12. Name: Lord Asriel and Stelmaria
Fandom: His Dark Materials
Affiliation: Utopia
Gender: Male, Female
Age: Late 40s
Race: Human
Appearance: Black hair and eyes, some facial hair. Normally wears gear fit for an expedition, rather than anything regal. His dæmon, Stelmaria, takes the form of a snow leopard.
Abilities: An experienced explorer, with the necessarily survival skills to do this for an occupation. Was also a famed experimental theologist, doing work with supernatural elements. Has experience with a gun. Stelmaria has the strength and abilities of a normal snow leopard, with powerful paws and teeth, agility, and climbing ability. Stelmaria, as a dæmon, is Asriel's soul presented externally, and hurting/killing one does so to the other. For this reason, it is seen as incredibly disrespectful to touch Stelmaria. The two cannot be more than a few yards apart before it starts to become painful.
Personality: Extremely intelligent and cunning, not afraid to trick others so that he can get what he wants. Lacks a large amount of empathy due to the fact he is willing to sacrifice anything for knowledge and power. Stelmaria is quiet, but also rather intelligent. She isn't afraid to show dominance over others, and is rather strong-willed.
History: Originally a member of his world's parliament, he gathered a huge amount of fame, money, and power as an explorer, scientist, and theologist. Most of his wealth and property were taken, as his punishment for killing man (albeit in self-defense, albeit the person he killed was the husband of the woman he had a child with). He sent his daughter to be raised elsewhere, and under the guise that he was her uncle, not father. Continued to go on expeditions, trying to learn more about dark energy, and its link to other worlds. He was briefly imprisoned while on an expedition, but bribed the kingdom that imprisoned him, to where they'd allow him a workshop to be under house arrest in. There he continued his work, until he found himself strangely appearing in this one, and not even by his own merit. He learned about Utopia and joined it for his own protection, using them as a safe cover to continue his work, trying to see if he can find a way back, or, more ideally, another's world.
13. Name: Amélie Lacroix née Guillard, aka Widowmaker
Fandom: Overwatch
Affiliation: Resistance Second in Command (temporary)
Gender: Female
Age: 33
Race: Human
Appearance: Skin that had become tinted blue due to lack of heartbeat. Very long, blue hair, and piercing yellow eyes. Wears light clothing regardless of climate. Light armor, if any, existing as gauntlets and on her lower legs, and heels which she has no issue running, jumping, or grappling in. She also wears a headpiece which can move in over her eyes when activated, which gives her a spider-like appearance on her face. Tattoo on her right arm.
Abilities: Widowmaker is a very fragile fighter due to her lack of armor and lithe stature, but is extremely deadly regardless. Since brainwashed to be an assassin, she has impeccable ability with a sniper rifle. Her gun, the Widow's Kiss, while mainly used for sniping can also work as a light machine gun. Her sniper rifle hits harder the more she waits, with it charging up between shots. Widowmaker also can reach optimal sniping positions using her grappling hook, or shoot venom mines from her gauntlet, which causes anyone who steps on it to choke on the gas. And with her Infra-sight, toggled on her headpiece, she can see enemies through walls by tracking their heat/energy/electrical/etc signature. Due to her history as a famed ballet dancer, Widowmaker is incredibly flexible and agile. Completely resistant to the cold.
Personality: Most of who she was was lost by the brainwashing, with little traces that sometimes bleed in. Sometimes she will start to remember who she was, usually triggered by external sources (seeing her husband's grave, for example). It could be debated that the brainwashing is starting to wear off, due to the ever-growing of these hidden moments. However, normally she is completely focused on her mission, mainly the kill. She violently moves in to achieve her goals, but will hold back if ordered. She only takes orders, having no aspirations of her own other than to kill, because in killing she feels something other than the numbness that takes over anytime else. Even with the brainwashing, Widowmaker appears to have a semblance of personality, not holding back on taunting those she dislikes, or defending herself verbally if accused of something.
History: Amélie was a famed ballet dancer in France, while also the husband of an Overwatch officer. When the terrorist organization known as Talon couldn't get to him, they decided to capture her, torturing her before ultimately deciding to turn her into the ultimate killer. By slowing her heart to where it only beats when she feels the thrill of the kill. When they sent her back, she was welcomed back by her husband, whom she then murdered soon after. She returned to Talon, where they only augmented her more, and soon her skin turned blue and the psychological damage made her an almost emotionless shell, who sees humor in despair and doesn't even fully recognize she killed the one she loved. She was utilized as an asset for Talon thereafter, sent to assassinate important figures all around the world. Now here, she was found first by Resistance. While she cared nothing for their goals of equality, she was nothing without a mission, and so agreed only after they explained their plan to use her to kill, when the situation was needed. However, she would just as easily also join the Taskforce if they found their hands on her, because she doesn't care which side she fights for, only that she has something to kill.
14. Name: Beruka
Fandom: Fire Emblem
Affiliation: Taskforce
Gender: Female
Age: 23
Race: Human
Appearance: A very small woman with short blue hair, blue/gray eyes. Normally always seen in her Nohrian armor, which formerly belonged to her master, with a purple shawl overtop, and a large black sash on her forehead, under her hair. Has a brown wyvern that she rides into battle, about the size of a horse.
Abilities: Beruka prefers to exclusively fight with her axe, and if able, atop her wyvern. Together they make a formidable duo, perfectly in synch with each other's moves. Her wyvern prefers to attack with her large talons or spiked tail-tip, but could theoretically use her teeth and the claw atop her wings if need be. While not self-aware like Starflight, Beruka's wyvern appears intelligent for a mount, able to understand most commands Beruka gives her. Raised as an assassin, Beruka is skilled with killing, and does so without second thought. She is also immune to most poison.
Personality: Due to her willingness to kill, and commitment to being an assassin, Beruka is very devoid of emotions. Comes off as cold and distant in conversation, not understanding many social cues. She normally takes caution when someone tries to befriend her, normally thinking this is some sort of trick. When she does start to befriend someone, or more, she won't even understand why she is feeling this. Unable to communicate her feelings in general. Doesn't kill because of sadistic reasons, just because she's good at it, and wouldn't know what to do if she didn't have a job killing. Will get warmer and more hospitable to people as they interact with her, but expect an icy exterior first. She does normally put her needs behind the needs of others, with her history as a bodyguard. Enjoys working alone, so committed to her work that she doesn't understand the concept of free time, normally standing idly by between missions. She's aware she comes off emotionless, and doesn't really know how to change that -- she finds people who can emote to be admirable, to the point of envy. Beruka is self-conscious even if she doesn't express this, but insults do sit with her for a while, and she feels uncomfortable in social situations because she wishes she could emulate real emotion.
History: Raised in the slums, Beruka learned to kill very early on, first for survival, eventually to where it was her entire life. She didn't know how to do anything else, so continued on this path. She was adopted by an assassin, who showed no love to her but honed her skills even further. Becoming an assassin herself, Beruka was given a contract to kill her adoptive father, which she did without a second thought, because she would not let emotions stop her. When Beruka was hired to assassinate the oldest princess of Nohr, she found that the princess asked her to serve as her royal retainer instead. Beruka accepted, dedicating herself fully to the princess, until someone more trusting came along. Beruka went into war alongside her princess, holding no personal grudges for anyone she fought. Now in this world, separated from Princess Camilla, Beruka found the Taskforce to be most suited for her abilities -- and to fight being more useful to her than to be imprisoned. She discovered Hana was also in this Taskforce, and the two have a bitter rivalry, being from warring kingdoms -- and also generally having a dislike for how the other operates.
15. Name: Samara
Fandom: Mass Effect
Affiliation: Utopia
Gender: She/Her pronouns, doesn't really see meaning in gender but recognizes herself as feminine
Age: Nearly 1000
Race: Asari
Appearance: Light blue skin with icy blue eyes. Samara is always seen with her Justicar armor, complete with a headpiece and large ornate brace around the neck. As part of the mono-gender Asari race, she has a semi-flexible, cartilage-based scalp crest, which stays static in position. Has earholes rather than ears. Other than these differences appears the same externally as a human, able to wear human armor and clothing without issue.
Abilities: Samara is a biotic, like most of her kind, with her race the origins of the power and therefore not needing any cybernetics to use it. Biotics tend to grow in power the older one gets, and as an Asari at the final stage of her life, Samara is considered one of the strongest. She is still agile, not aging in the way a human would. Her biotic powers, the use of dark energy, work as telekinesis would -- she can lift, tear, blast, and etc using this mystical, blue-colored art. When using an incredible amount of power, Samara's eyes will turn a completely bright, illuminated white. But even a biotic like Samara can't go on forever, as her powers have limits. While more disciplined than the average biotic, Samara could still theoretically hurt herself with her abilities the longer it goes on, the rate depending on the power. If she is already physically injured, this is only more prominent. To mitigate this, Samara is also good with guns, normally a pistol.
Personality: Samara is dedicated to her life as a Justicar, following a strict code which results in heavy violence to those who cross it. She has given up large majority of possessions, save things like weapons and armor, and while love isn't forbidden, she has gone down this road before, to mixed results. She sees her code more important than her life or anyone else's, and is obsessed with justice -- theoretically okay with killing herself or even her child to right some wrong. While not often, Samara does appreciate humor or the trust of her companions. She has, on rare events, suspended her code for something called Oath of Submission, where she binds herself to the morals of another, for time until a mission or event is fulfilled.
History: As a young woman, Samara set out for a life of adventure and pleasure, where in work for a mercenary gang she found herself to be skilled in combat. She worked with this gang up until she found herself helping to secure a shipment of slaves. Finding her fellow mercenaries impossible to sway, she killed them all, distributing their supplies amongst the freed captives, and dropped them off at The Citadel for a safe harbor. She briefly settled down with a mate, another of her species (aka a pure-blood relationship, something seen as frowned upon by other Asari), and bore three children. Some time after, she dedicated herself to being an Asari Justicar, seen as the most noble thing an Asari could be, even being akin to superheroes in the eyes of younger Asari. Samara did this in part to go on a justice-seeking conquest for one of her daughters, who had started going on a spree of murder and enslavement across the galaxy. Samara knew Garrus for a time, the two being onboard the same ship for the same suicide mission, which they miraculously survived. But some time after that mission, Samara wound up here. She saw both Resistance and Taskforce as abhorrent, and while not perfectly in line with the morals of Utopia, swore an Oath of Submission while here to dedicate herself to protecting the citizens of Utopia, whom she saw as the ultimate innocents. Does not yet know of Garrus' presence here, and while knows Wrex from her world, the two had only meant once, so did not see it as that important (it is worth noting that Wrex, and krogan and general, are slightly more OK with Asari than other races, including humans)
16. Name: Ushukih Kiuk
Fandom: Mass Effect OC (originating from an RPG I GMed in which Mystical Birb played her Rook)
Affiliation: Utopia
Gender: Transgender Female
Age: 43
Race: Drell
Appearance: (Please google pics of Drell to give yourself a good impression; I'm unable to add any more images to this post). Being a Drell, she has a reptile and fish-like appearance, with a physical buildup similar to humans or Asari, just with denser muscle tissue. This gives them a sort of wiry strength and appearance. Their ring and middle fingers are fused, so Drell technically only have four fingers. Their skin contains a venom that could cause hallucinations if ingested (it has been used in drinks). They have nictitating eyelids. Ushukih has frills on her head that are slightly more pronounced than a male's, but smaller than an average female's. She is 6'5 with lime-colored skin, accented by hot pink stripes, frills, and neck. Her eyes, while appearing normally pupil-less and black, shine a sort of burly wood color in certain lighting. She normally wears an open, long trench coat that is ivory in color and missing its sleeves as to expose her incredibly toned arms, and the wide assortment of arm-bracelets she adorns them with, with a cropped halter top that is dark goldenrod in color. She wears somewhat baggy, dark salmon pants so that she may be able to move and fight in them without restriction. Long boots made to resist all climates, a deep sky blue in color and laced pretty high up. Other accessories include her fingerless gloves the color of blanched almond, and multiple cadet blue piercings that cover the edges of her left eyebrow ridge, sort of by the frill. She speaks with not only the biological voice of a Drell (google Thane or Kolyat speaking in Mass Effect for examples of that) but with what could be considered a French accent, or at least close enough by Earth standards to consider it so.
Abilities: Ushukih is one of an extremely small few to choose a bow to fight with instead of a gun in her world, due to her training in Morts Noirs. Rather than adopt a whole new style of fighting, she embraced this and dedicated many favors, money, and resources to crafting a weapon unique to her and few others; a high-tech bow that fires self-recharging bolts of pure energy, warped by dark matter. It is also very heavy and thick, which Ushukih has been known to therefore use the bow as a blunt weapon, similar to a club or staff. She is also trained in self-defense, and because of her upbringing and experience is extremely gifted in acrobatics and balance. She also, like all Drell, has a perfect memory, and can either voluntarily or unvoluntarily enter a state of reliving a memory exactly as it occurred.
Personality: Who Ushukih was has been slowly picked away by her upbringing and time in Morts Noirs. Hints of her competitive and enthusiastic nature still linger, however, especially when around others she can let her guard down around. But normally, trust takes a long time to brew with her. She suspects everyone as someone who could use her or try and manipulate her, or harm her. Her time in black markets has also made her charismatic when need be, enough to help die down situations.
History: There's an entire RPG and novella's worth of story to comb through with her, so I'm going to be leaving many details out. I'd recommend asking her if you want more details. Ushukih started out life on the Elcor homeward, which the Drell also call home. At a young age, she excelled at flexibility even then, and wanted to be a performer, or essentially a gymnast. This was forbidden for her, causing her much self-loathing at a young age. It was only when she gathered enough money doing painful society-clad jobs that she left home, her family swearing forever dishonor on her for who she wanted to be. She thrived immediately when arriving at the galactic hub Citadel, being able to embrace her identity. But she found herself unable to compete in the saturated marketplace of dancers and other performers, and became extremely poor, saving every bit of credits that she could to go towards her ultimate goal. She eventually turned to illegal business, finding herself unfortunately gifted at this. Her acrobatics made thievery and infiltration simple, and her smooth-talking (when necessary) made her favored by others in the black market. Eventually, she encountered Isathar, the leader of a shadowy cult with the power and discoveries to make irreversible change to the galaxy. He took an obsession upon her, offering her things she couldn't refuse, and a life with him that would take her off the streets. With no other option, and feeling youthfully swayed by what he offered, she accepted, but soon found herself in an inescapable hell that was Isathar and the Morts Noirs. Under his constant supervision, she had no way out but to follow him and do what he wanted, watching with horror as he went about his plans of using ancient mind-control tactics as a weapon to create chaos in the galaxy, among other things such as his work in multi-verse technology and body-snatching in order to stay youthful. In the meantime, growing from a teenager to adulthood among the cult meant being trained in their ways of combat, which she excelled at and soon became the fiercest soldier and assassin there. This was to her benefit it turns out, because by being not only a clever mind but a gifted fighter, there wasn't a mission that she couldn't handle. So Isathar sent her on many missions across the galaxy, her time to be away from him and finally plot to find a way out. She ended up contacting mercenaries, along with the governments of Drell and Turian. While not able to flat-out explain the existence of the cult and their plans, because that would certainly end in her death, she insinuated that there was something on the planet worth investigating, and offered herself as a guide to help navigate the incredibly dangerous, seemingly barren world. Slowly learning to trust these mercenaries, including the one called Rook, Ushukih felt herself becoming more and more confident that she could fully separate herself from Morts Noirs, even so much as announcing to Isathar from her ship's comms that she would no longer follow him. She eventually helped the mercenaries infiltrate the base of the Morts Noirs, where she found herself easily incapacitating Isathar. In a moment of humanity, she asked Isathar to stand down, or she would kill him. He used this moment to trick her, shooting her with his identical bow, Ushukih able to kill him before starting to die herself. It was only by the power of her allies that she lived where Isathar didn't. While she felt extremely close to Rook and the mercenaries, for reasons unknown to Rook she left them, returning to her life in the black markets, not sure if she would ever be able to see Rook again. But before she had the chance to do much more, she ended up here. Once again relying on her plethora of skills that she acquired throughout her life, she thrived here, making money that rivaled great business CEOs through her knowledge of black market and other illegal activities, and using Utopia as a safe hideout and base of operations (though she very commonly sneaks out of Utopia [an act frowned upon] in order to do said activities). She is completely unaware that Rook is also alive in this world.
More characters added on a somewhat frequent basis!
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