Post by BijuuGuy on Apr 3, 2023 21:39:32 GMT
"Find peace in the embrace of the Goddess."
General Information
Name:
Samara
Alias:
The Justicar
The Most Dangerous Woman in the Nebula
The Guardian
Mystic Warrior
Age:
936
Origin Game:
Mass Effect 2
Homeland:
The Nebula
Gender:
Feminine
History:
Like many asari, Samara's Maiden phase of life was marked by adventure and excitement. At one point she ran with a mercenary gang and discovered her talent for combat. Her membership in the gang came to an end when she led a transport mission and discovered the cargo was not weaponry or machinery, but slaves intended for sale to the Collectors. Samara tried to have the ship turned around, but met with resistance from her team and was forced to kill them. The Collector ship arrived just as the battle ended; fortunately, Samara could escape unscathed. Once safe, Samara instructed the slaves on self-defense and passed out the credits, weapons, and armor that had belonged to her mercenary comrades, then left them all at a safe place to forge their own destinies.
Samara left her mercenary career after that and slowed down, eventually finding stability with an asari mate and raising a family. Samara had three daughters, but discovered, to her horror, they were all Ardat-Yakshi, suffering a genetic condition that made them kill their mates during melding. Samara herself is a pureblood; she believes that the stigma against them lies partially in their increased probability of giving birth to Ardat-Yakshi daughters. Two of Samara's daughters, Falere and Rila, chose to live their lives in isolation and comfort. Her third daughter, Morinth, whom Samara described as the "smartest and bravest" of the three, refused to go into seclusion and fled, beginning a spree of murder and violence. Recognizing her daughter's growing addiction to killing her mates, Samara gave up her worldly possessions, swore herself to the Code, and became a Justicar.
Samara hunted her daughter for centuries. At one time, Samara had discovered Morinth had perverted an entire village, making them worship her and bringing her young asari as sacrifices. When Samara arrived, Morinth fled, throwing waves of her minions at her and buying herself time to escape with their lives. When Samara was done only small children remained, whom she left in the care of the authorities and continued her pursuit. At another time, Samara crossed paths with Nihlus Kryik after she witnessed him murder an unarmed civilian. She had no choice but to engage him. They fought for days on the planet, chasing each other in the wilderness. Eventually, Nihlus manipulated Samara by putting her in a situation where she had to let an innocent die or let him escape. Despite having lost to him, she was impressed that he had learned how to turn the Code against her and adapt.
Eventually, with the help of an ally, Samara tracked Morinth down and drove her out of hiding. Samara herself remained in the shadows, while her ally lured Morinth to where Samara wanted her. It was a difficult task, as Morinth was exceptionally intelligent. Manipulating her demanded time and skill. Luckily, Samara had the chance to eventually confront her daughter after centuries of chase. Naturally, their meeting ended in combat and not long after, Samara's superior combat skills declared her the victor. With a remorseful goodbye, Samara killed her daughter, ensuring that her murder spree was no longer possible.
After completing the one mission that was the sole reason why she became a Justicar in the first place, Samara decided that the Nebula had many more beings like Morinth around. As someone so deeply embedded within justice and the Code, Samara saw no other way but to continue her path in hunting down these dangerous criminals and enacting justice to those wronged.
Drive:
To find and eliminate any criminal threats she comes across. Most often, Samara's task is providing justice for someone who doesn't have the means to do it themselves. The Code dictates what Samara must do, but the general drive will always remain: protect the innocent, judge the guilty.
At the moment, Samara has been revisiting her episode with Nihlus Kryik and is now determined to find him once more.
"I will fight and struggle all my life; that is my fate. When I die, it will not be in bed. I am at peace with that."
Visuals
Image:
Visual Appearance:
Samara is an Asari and is thus easily considered to be a beautiful being in all standards of measure. While the Asari are, by a common misconception, considered to be an all-female race in every sense, they exhibit attributes of both male and female sexes and genders. All Asari have feminine features, yet those play little role in their general hierarchy. There are many masculine Asari, who contain traits of masculinity that they pass on to their offspring. Samara is, by nature, a feminine Asari, though gender is considered to be incredibly fluid among the species.
A rather tall woman of her species, Samara stands shoulder to shoulder with those standing around 6 feet, which makes her imposing from the start. Combined with her general presence, Samara is an intimidating figure no matter which angle you look at her from. Her built physique is one thing. The aura surrounding it is a whole different matter. Nevertheless, Samara is a sharp-figured warrior. Someone whose prestigious training shows itself from every more she makes. She never slouches, never makes a gesture even hinting at a state of relaxation. She is always ready for battle, as if anticipating one around the next corner she takes. As fierce as her general appearance may be, it also exhibits a considerable amount of wisdom, stemming from her long lifespan and status as a Matriarch, even though she has discarded that title because of her duties as a Justicar.
Her skin has a light blue tone to it, something most Asari share, albeit to various degrees of shade. In the place of head hair, Asari possess semi-flexible, cartilage-based scalp-crests that grow into shape. These structures are rigid, and do not "flop around" as some believe. Asari have navels as well as breasts that continue to grow with age. Asari also have a robust cellular regenerative system; while they do not heal faster than other species, they are known to reach over 1000 years of age. As with many Asari, Samara has faint freckles present on her cheeks, though those are not nearly as visible as they may be on others of her species. Despite plentiful of differences and traits unique to the Asari, they are largely very similar to the human race in appearance.
Clothing/Armor:
One would think that Samara would wear heavy armor almost constantly considering her profession, she prefers to keep her general attire light. As she is masterfully proficient in biotics, hand-to-hand combat and weaponry, Samara finds little use in classic armor. It hinders her movement speed, as well as agility. Thus, Samara wears light armor, which protects her from most ballistic and melee damage, accompanied by a biotic barrier. Her suit is simple in nature, covering most vital parts of her body (albeit having an unnaturally low cleavage for someone of her status) and allowing her to maneuver swiftly when needed. The general colour scheme of the armor is red and gold, though she is known to switch it up every once in a while to a black and gold variant. The suit itself remains the same, however. One resembling a set of armor, with guarded shoulders, legs and arms, while leaving parts of her chest and neck exposed (though as said, her barrier typically protects her from damage to those areas anyways). As a symbol of being a Justicar, Samara wears an ornate neck piece as well as a tiara of sorts, cementing her status as a "mystic warrior" of the Asari people.
"I answer to a code that is clearly defined. If my actions are true to that code then I am just; if they are not then I am unjust. I don't pretend it is a simple matter or that it seems right to everyone, but I sleep well at night and that is more than most can say."
Personality
In most standards of measure, Samara is the archetypal Asari Matriarch. Kind, compassionate, wildly intelligent and wise, she is an individual who is always either highly respected or feared. She would have been one of the finest advisors to the Asari, had she not chosen to fully commit herself to the Code. As such, most of Samara's actions and decisions are clearly defined by the Code. The rules of the Code can be bent and interpreted in a different manner, though that's typically the case in special occasions or when Samara herself allows it. The Code tells her when to kill, who to save and how to bring justice to those who deserve it.
Even before swearing herself to the Code, Samara was an effective soldier and operator. Meticulous in her skill and planning, she remains a force to be reckoned with. By others, Samara is often compared to the finest soldiers, even surpassing them in sheer discipline and self-control. It's likely those aspects that make Samara so intimidating and downright frightening to so many. She has little visible remorse in killing those the Code deems fit to meet their end. It's a part of being a Justicar. Few understand it, even fewer can truly grasp the purpose of their lifelong mission. Samara knows what she's doing and carries a mountain of guilt and remorse with her every day. Thus, Samara typically keeps her innermost emotions hidden, to purely present herself as the ruthless Justicar and simplify her interactions with people. She is a deeply private person in general as well, relaying her true feelings to a select few, rarely dropping her steely demeanor.
As such, Samara is incredibly honest and straightforward. As her life is dictated by the Code, she makes sure everyone she converses with understands its terms and where they stand in it. To avoid confusion, primarily, but also to have them know that she will kill them without a second thought if that's what the Code demanded. She says these things with such a deadpan expression and like it's the natural flow of life, because to her, it is. Yet even she knows pain, as one of her daughters became a bloodthirsty murderer due to a rare genetic condition, forcing Samara to kill her after decades of chasing her. Two of her other daughters have the same condition, but they chose to live their lives in seclusion. They are likely Samara's greatest weakness, as she will go to any and all lengths to keep them safe, even if it means ending her own life. A mother to the letter. It's no surprise then, to say, that Samara has an astounding will. She will not yield until her dying breath and will fight valiantly until the bitter end if needed.
However, Samara is not void of empathy, kindness and humor. If surrounded by friends, as few as she may have them, Samara makes sure to show her love and admiration towards them. While not the most effortless comedian, she does have a sense of humor, even if it is macabre and rooted in her professional experiences.
"Sometimes the most brutal path is the only honest one."
Weapons/Items
M-5 Phalanx Heavy Pistol
The M-5 Phalanx is a close-in weapon to be used with no loss of stopping power in comparison with a soldier's assault rifle. The Phalanx enjoys a ballistics advantage over most heavy pistols. As Samara typically uses her considerable biotic powers to dispose of her enemies, the Phalanx is a perfect sidearm for her, as it weighs little and is an overall greatly balanced weapon.
M-12 Locust Submachine Gun
The Model-12 Locust is a compact submachine gun developed for the military but now favored by gang enforcers and hit men. Featuring a complex recoil-reducing mechanism and high-grade auto-targeting software, the Locust delivers longer range, more accurate fire than others in its class. The Locust's main strength is its flexibility. It has low recoil, and very high accuracy which allows the Locust to fire full auto even at long range, something no other SMG can do effectively. This means it is very capable of dispatching shielded enemies with little difficulty.
Abilities/Powers
Biotics
Biotics is the ability of some lifeforms to create mass effect fields using element zero nodules embedded in body tissues. These powers are both accessed and augmented by using bio-amps. Biotic individuals can knock enemies over from a distance, lift them into the air, generate gravitational vortices to tear obstacles or enemies apart, or create protective barriers. All Asari are naturally biotic from birth, though not all choose to develop their abilities. For Samara, however, she was trained from an early age and only increased her skill in using biotics when she was a mercenary. The primary skills Samara uses are as follows:
Pull
Pull generates a mass-lowering field, which levitates enemies into the air. While aloft, enemies will drift towards the user, allowing any allies or the user to finish them off effortlessly. The projectile can be somewhat maneuvered as well while in motion, to curve and hit a target behind cover.
Throw
Throw uses mass effect fields to hurl targets away, damaging them if they hit an object. The projectile can be somewhat maneuvered as well while in motion, to curve and hit a target behind cover.
Warp
Warp works by creating rapidly shifting mass effect fields that shred a target apart, similar in function to the disruptor torpedoes used by starships. The warp projectile needs to directly hit its target to have the brunt of its effect activate.
Shockwave
Shockwave launches a string of concussive mass effect fields in a narrow path in front of the user, violently knocking targets aside. Its range is enough to reach enemies at 30-40 meters and can catch multiple opponents in its fields at once.
Reave
Reave employs mass effect fields to biotically attack the target's nervous or synthetic systems and prevent healing for a period of time.
Barrier
Barrier surrounds the user with a high-gravity mass effect field essentially strengthening the user's shields for a certain period of time. Barriers do not protect against physical damage like melee attacks, explosive ordnance, flying debris, or environmental hazards.
Biotic Sphere
Biotic sphere allows the caster to create a defensive shield that surrounds them and nearby allies. Samara is able to cast the sphere over a team of 6 people at once, including herself. Depending on the user's skill, the sphere can block most incoming projectiles.
Flare
Flare uses a significant amount of biotic power to unleash a powerful blast comparable to a large bomb, indiscriminately (aside from the user) damaging anyone and everyone caught in its radius.
Expert Combatant
As early as in her Maiden age, Samara discovered her considerable talent for combat. That extended to both in weaponry and hand-to-hand combat. Her skill only increased when she began her Justicar training and has now reached to a point where she's compared to an Asari Commando, her people's finest warriors. She is able to take on multiple enemies at once with ease and her marksmanship skills are incredibly precise. Typically, however, Samara relies on her powerful biotic abilities and has shown clear preference for those, rather than more conventional means of battle.
"You have not really defeated the enemy if you adopt their methods."
Roleplay Sample
A moderately sized ship, floating in the vast vacuum of space. MSV Estevanico was printed on both sides of the ship. It was the one Samara needed to board to find her target. The ship was a hideout for a group of pirates that had raided and bombed a mining colony on a nearby planet. Their mission was to steal valuable minerals, anyone in the way was simply collateral damage. 56 people died during their raid, the survivors begging for justice. One of them knew of the Justicars and word eventually reached Samara. It was one of the more simple tasks she had had in quite a while.
She boarded the Estevanico, hearing only the gentle hum of the engine and somewhat distant speech. It seemed as if she had entered undetected, which made sense. The ship was visibly old and likely not been taken care of properly. The group was so certain that nobody would come for them in space, so they let their guard down. Their funeral. Determined, Samara continued on to the direction of the voices, until she finally came across them all in their common room. Empty bottles everywhere, the smell of pills and smoke in the air was so thick you could get contact high in seconds. Samara, however, had a task. Quickly enveloping herself in a biotic field, she went straight for one of the group members and snapped his neck without a thought. The others quickly panicked, scrambling to find their weapons and face this unforeseen foe.
Samara made quick work of them. Crushed one with a swift throw against the wall. Killed another with a well-timed Reave and Warp combo. When she had killed all but one of the gang, she slowly approached him, holding him down with her abilities. Her gaze was as steely as ever, not even bothering to say a word to him as he begged for his life. He clearly didn't know who she was, only utterly confused as to why she was there and faced with the sudden realization that he was about to meet his end. Only a few moments later, he laid dead on the ground, crushed by Samara. It was what the Code demanded and she did what was necessary. It was merely another day in the life of a Justicar.