26 December 2011 @ 02:23 pm
OOC Information:
Name: Kaitie
Age: 23
AIM: RedConfession
MSN: none
Y!M: none
E-MAIL: Kaitiekudara@gmail.com
Are you new? If not, list your current characters: The Midnighter

Chaos is not being able to go to the toilet without help )
 
 
26 December 2011 @ 02:22 pm
OOC Information:
Name: Kaitie
Age: 22
AIM: RedConfession
MSN: none
Y!M: none
E-MAIL: Kaitiekudara@gmail.com
Are you new? If not, list your current characters: I’m new!

IC Information:
Name: the Midnighter (whatever name he was born with, he doesn’t know it)
Fandom: Wildstorm/DC Comics
Timeline: Post the Authority Revolution, the Midnighter solo series, and Countdown: The Search for Ray Palmer, but pre-Lost Year 
Age: Unknown (around late 30s)
Appearance: Midnighter’s a tall guy, standing at around 6’5”, and weighing around 165 lbs. The weight is pretty much all muscle, as he’s constantly keeping himself in shape, through both working out and extensive fighting. He has brown eyes and naturally red hair, though it’s rare to see it red in canon. That’s because he likes to dye his hair, so it’s usually either a blonde or a light brown color. If hair dye isn’t available at the facility, his dark ginger locks will soon be seen by all—if he ever bothers to take off his cowl.

He can usually be found in his leather costume, the outfit he finds the most comfortable. The costume consists of a leather cowl, a black leather body suit with a white crescent moon insignia set in an upside down grey triangle on the chest, a black leather trench coat, leather gloves with spikes in the knuckles and boots. He wears a belt around his waist, but there’s nothing special about it (no insignia, no pouches, just a normal belt).

Other than that, Midnighter will wear damn near anything. Every time he’s seen out of costume in canon, he’s wearing a different style. He’s worn a white suit befitting a high-ranking Mafioso’s bodyguard (complete with bodyguard shades), a random biker outfit, a plain red shirt with jeans, and more. He doesn’t really view clothing as all that important, and short of being given a tutu or a dress or something to that nature will probably wear whatever is in front of him.

Abilities: When the Midnighter was created by Henry Bendix, he was designed to be a master of combat. As a result, he has knowledge of various weapons ranging from shuriken to tanks, and keeps custom-shaped shuriken’s and forearm-sized battle staves on him at all times when in costume. Despite this, he’s primarily a hand-to-hand fighter, preferring to get up close and personal when he fights. He’s been shown going up against over 30 men and killing them all with ease.
Midnighter, when he wants to be, can also be quite stealthy. He’s been shown infiltrating, and was only “caught” when he wanted the enemy to see him. But typically he isn’t used for stealth purposes—he’s usually the one on the team to get their hands dirty. He knows multiple black ops interrogation techniques, and ways to horribly mutilate a man without killing him, and isn’t afraid to use any of them to get what he wants.
In addition to his natural skills, Midnighter has multiple implants designed to not only augment his body to superhuman levels, but to also grant him special abilities. The ability he uses the most often would be his battle precognition, which enables him to run through every possible battle scenario in a blink of an eye, and build a plan of attack around it. He’s also shown he can use that ability in reverse—pick an outcome and work backwards to achieve that outcome. Another implant allows him to see the abilities of those around him simply by looking at him.
The rest of his implants allow him to push his body past normal human limits—he has enhanced speed (though nothing compared to a speedster), strength (he can’t lift a car over his head, but he can tear a man apart with his bare hands), reflexes, and coordination. A different set of implants enable him to have a greater ability to take pain, to the extent where he is able to undergo major surgery wide awake.
His blood has healing properties enabling himself (and others through blood transfusions) to heal at a quicker rate. This healing factor will keep him from catching a cold or let AIDS stay in his system for longer than 6 weeks, but does not function that quickly in terms of physical injury. If Midnighter gets seriously injured (ex. breaks an arm, gets a hole blown into his chest), he will require medical attention and be out of commission for a few days. This healing factor also allows Midnighter to go for (at the very least) months on end without eating or using the facilities. Should anything happen to his original heart, he does have a second one in case of emergencies.

Personality: When one thinks of a superhero, a guy like Midnighter typically doesn’t come to mind. Sure, he’s a costumed, card-carrying superhero, but that’s where most similarities end. The Midnighter is a self-proclaimed asshole, a man who has a brain to mouth filter but often chooses not to use it, as saying what’s on his mind is usually most satisfying. He also doesn’t censor himself, and curse words are frequently found in his vocabulary.
More importantly, unlike his better known counterparts, he is not only quick to use violence, he revels in it. Midnighter is happiest when he has a room full of bad guys he can crush, slice, or break until their hearts stop beating. He’s also the team’s torture expert, knowing and having no inhibitions using several block ops torture techniques on anyone unfortunate enough to be captured by his team. If he’s in a situation where he can’t punch things, he’s been known to daydream about it to relieve his frustration about not being able actually to do it. That being said, he’s not one for violence for violence sake. Though he believes most things can be solved through violence, he isn’t one to start a brawl if the team is pursuing diplomatic ends.
For a man that thrives in violence and carnage, Midnighter has soft spot for children, and not just his adopted daughter, Jenny. He has a soft spot for any and all children. In one adventure where he was sent back in time to kill Hitler, he went out of his way to make some German children, brainwashed by the Hitler Youth culture, happy, even if that meant pretending to be a Nazi, something that didn’t sit too well with him. In another adventure, Midnighter went out of his way to locate a child’s lost kitten (sure it was a bet from Jack, but the bet only involved “do something for the everyday person” and not specifically children).
Also in contest with his violent nature, Midnighter is a family man, with a husband of over 10 years, and an adopted daughter, Jenny Quantum. Apollo and Midnighter had been together since their rebirth and had gone through so much together, and as a result Midnighter knows Apollo better than he knows himself. He knows when to help his husband and when to let his husband fight his own battles. Midnighter knows his husband will always have his back, and Apollo is the only person in the world he fully trusts. That isn’t to say the two haven’t had their spats and near break ups, but in the end their love for one another wins in the end.
With his own daughter, he’s not the perfect dad but he tries his best. He’s shown attempting (with varying degrees of success) to cut back on his cursing, and has foregone sex at least twice so he and his husband can comfort their frightened little girl. He sacrificed his teammates for a while to ensure his daughter’s safety when the Carrier was compromised by the G7 governments. Midnighter even goes so far as to cut himself off from his husband and daughter for three years because he believes that being away from them will save them from a dystopian future.
Something he doesn’t have respect for is authority figures (which is fairly ironic for a man in a group called “the Authority”). He finds politicians and world leaders to be villains actively working to destroy the world, and has a disdain for corporations for similar reasons. Midnighter doesn’t even seem to like police too much, most likely from his time living in alleyways prior to joining the Authority. Despite that, he does have respect for the everyday man: the blue collar worker struggling to support their families, children being used as laborers in third world countries, the little old lady crossing the street. And that’s why he’s a member of “the Authority”—because he strongly believes in the mission statement of building a better world. He genuinely wants a better world for everyone, and just thinks that people only need a push in the right direction to achieve it.

History: As far as the Midnighter is concerned, he has no family, no childhood, no legal name. That’s because it was all taken from him when he somehow got himself involved in a black ops group headed by Henry Bendix, the weatherman (or leader) of a UN sanctioned team called Stormwatch. Stormwatch was supposed to be created to watch over the superpowered threats on the planet and respond accordingly, but Bendix… well he only really cared about Bendix. So he formed this black ops team consisting of seven members, totally erased the lives they had prior to them joining the project, and then sent them off on a suicide mission. So how exactly Midnighter got involved in this project is just as much of a mystery as his real name.

Getting back to the mission—it was a disaster. Of the seven members only two, Midnighter and his eventual husband Apollo, survived. Unable to get back to Stormwatch and realizing that Bendix is fucking insane, the two went underground. For five years they lived on the streets of various cities, fighting corruption and trying to fight for a better world from the bottom up while dodging one of the most powerful men on Earth. At one point there was a close call—Bendix had them cornered in a –but their future leader, Jenny Sparks, helped them out and they were able to escape back into the darkness.

Around the turn of the century, Stormwatch fell apart thanks to this really crappy Alien (like the movie) crossover like 75% of the workforce dying, so the aforementioned Jenny Sparks decided to form her own team. Among those recruits were Apollo and Midnighter, then dating. Their first assignment put them up against a man of Bendix-propotioned crazy, Kaizen Gamorra, who was using clone suicide bombers to blast his symbol (three knots on a ring) into the world, effectively claiming it as his own. He got as far as two rings before the Authority stopped him. Midnighter was especially crucial in this plot, as he defeated Gamorra by dropping the Authority’s base, the Carrier, onto Gamorra’s county. It’s important to note that the Carrier is 50 miles long.

Though Midnighter was present for their second real mission--the near destruction of the world and the murder of God, he really didn’t do much there. However, at the climax of the battle against God, the clock struck midnight on the year 1999, and Jenny Sparks, a century baby, died and in her place, a baby in Singapore, Jenny Quantum, was born. Originally the group split caretaking duties of the infant, but eventually Midnighter and Apollo , and sought to formally adopt the baby after they got married.

However, the G7 nations were unhappy with the way the Authority oversight, and arranged to have the team taken out and replaced with a puppet Authority. Midnighter barely managed to escape with baby Jenny, and laid low until he could  remove the new team from his home, which he did almost single-handedly with baby Jenny strapped to his back (because he's a badass like that). The old Authority took back control of their headquarters (the Carrier), and Apollo and Midnighter were finally wed, and formally adopted baby Jenny.

While not the perfect family, the three were happy until one day Jenny's birth mother, Michelle Leung, came forward and contested their adoption. Midnighter was especially displeased by the turn of events, acting especially angry and irritable on missions and nearly getting into a fight with his husband because he didn't want anyone to take his little girl away from him. It was soon revealed that Michelle Leung wasn't who she said she was--she was in fact Jenny Fractal, an "evil" twin of Jenny's raised to be an assassin by the Chinese government. The two Jenny's fought and Fractal killed Quantum in front of Midnighter. In order to save his little girl, Midnighter was forced into a position that will haunt him for the rest of his life--to save Quantum he had to kill Fractal in the cradle. Midnighter managed to tell the two apart and murdered the newborn, enabling Quantum to take over the present-day Fractal's body with the help of one of another Authority member.

A little while later, the United States government nearly caused an interplanetary incident, setting the members of the Authority over the edge and declared a coup over the incubant government. Midnighter, though originally for the plan, didn't the way leader Jack Hawksmoor was handling the situation. To make matters worse, Midnighter accidentally stumbled upon an alternate future where he met an older version of his husband. Apollo warned him that if he allowed the Authority to continue, the world would fall into chaos. Shaken by the events he saw, he promptly returned to his own time and forcibly broke up the team, relinquishing control of America back to the people.

For next three years Midnighter wandered the streets alone, purposefully distancing himself from the two people he cared about most to protect them from the future he had seen. However, the three were finally reunited when Jenny Quantum (who had magically aged herself to 15), dragged him back to the Carrier and reunited the group once more. It was then discovered that the future Midnighter had seen was an illusion orchestrated by Henry Bendix to remove the one obstacle in his path for world domination. Though Bendix originally overrode Midnighter's implants and used him as a puppet against the others, he eventually broke free with the help of Authority member Angie (the Engineer) and killed Bendix by ripping his head from his spine.

Sometime later, Midnighter eventually goes on a few adventures of his own, including going back in time and almost killing Hitler, and attempting to find the life he had before Bendix took it all away from him (to no avail). He and the rest of his team also met DC's Jason Todd, Donna Troy, and Kyle Rayner as the three travelled through alternate dimensions. Otherwise Midnighter's been working on strengthening his relationship with Apollo and trying to connect with his teenage daughter.


Roleplay Sample - Log: Midnighter wasn’t in the habit of waking up in strange places, but this was definitely not the carrier. Not unless the carrier had a previously unknown Victorian wing to it. Given the carrier’s size and the fact they hadn’t managed to explore it all it was possible, but the fact that the carrier was an alien creation it incredibly improbable, unless that alien race had some sort of Sherlock Holmes obsession.

As he rose to his feet, he felt the smooth leather on his skin, and the tug of gravity on the tails of his black leather trenchcoat. Okay, so he was still in his costume. Definitely not his choice of bedwear--he had always been an “in the buff” guy until his daughter started wanting to share the bed at night, so he’d been forced to buy a pair of sweat pants. That meant he hadn’t fallen asleep next to his husband.

Then what exactly was the last thing he remembered? Closing his eyes, he remembered that the city of Manila had spontaneously started raining fire, and the Authority went in to save it from burning to the ground. He had been on evacuation duty, ushering as many Filipinos through the carrier door as he could bear. There had been a man who chose to run from him. Of course the runner was no match for Midnighter’s desire to punch something, and as quickly as you could say “sucker” the man had been cornered.

It became clear that the guy had something to do with the fact half of Manila was on fire, and just as clear the man had no plans of talking. Midnighter distinctly remembered thinking And they say there’s not a Santa Claus. A smile crept across his face as he remembered the way it felt when his shuriken sliced into the man’s flesh, cutting skin, muscle, and bone until his arm had been completely severed from its body. The other arm soon joined it. The left leg was a few cuts shy of joining the arms when the man finally gave up everything. The superhero looked down at himself. No blood on his costume.

Fuck, did any of that happen at all?

Out of the corner of his eye, he saw movement. Not willing to take any chances, he grabbed the stranger by the throat and pulled him close, so his face was within an inch of theirs. His voice growled slightly as he asked “Where the fuck am I? Who brought me here? Talk fast because I’m in a spectacularly pissy mood.”

Roleplay Sample - Journal: [Midnighter is not one with technology. Sure, he can use a TV and a computer just fine, but that doesn’t mean he’s an expert, or even a fan of portable technology. So give him a moment to figure out what the hell he just turned on. In the meantime, get a nice shot of leather crotch, a white crescent insignia on top of a gray upside down triangle, and some scandalous trench coat shots before the camera finally makes its way up to his cowled face--a very, very unhappy cowled face.]

This is a heads up to the fucker who decided I needed a new piece of jewelry.

[In case it isn’t blatantly obvious what he was talking about, the camera pans down to the collar around his neck. And if you still weren’t sure, the Midnighter puts his thumb between it and his costume and pulls it as far as he can before panning back up to his face. It’s clear he doesn’t like wearing something he can’t break.]

Just know that when I find you, I will kill you. And it ain’t going to be quick, either. No, that’s too generous. It’ll be days… weeks, depending on whether or not I get bored, between the first cut and the time you breathe your last breath. I know ways to keep you alive and in agony so that your death will be on my time, and not a second before. That’s a promise.

[Midnighter breaks into a huge grin.]

And for the record? I’m not gonna get bored.

[So… anyone want to talk to him?]


This game includes horrible mental and physical torture of your character. After reading the rules/faq for clarification, how do you expect your character to handle this and continue to function? Without sounding too glib… It’s a slow, boring day for Midnighter if there isn’t mental or physical torture going on around him. Granted, they usually aren’t on him, but he’s still experienced it. Midnighter has been operated on while awake (at his request), had his second heart torn out, tossed into space, blown up… the list goes on.
More than anything, the loss of his battle precognition will affect him the hardest, as he’s grown to depend on it. To him, it’s going to be like the loss of a sense, and he will struggle to figure out how to live without it. However, as Midnighter is a stubborn bastard, he’ll most likely try to go on like it’s still there and get hurt a good deal more than he’s used to.


Questions? Comments? Crazed and creative statements? Those go here. If you need me to clarify any of Midnighters powers, let me know, I know he has a lot ^^>
 
 
26 December 2011 @ 02:22 pm
OOC
Name: Kaitie
Journal: [profile] red_confession
Contact: AIM – RedConfession, Plurk - RedConfession

Character
Character Name: Katherine "Kate" Bishop/Hawkeye
Series: Marvel Comics Young Avengers
Gender: Female
Age & Canon Point: 16; the gap between Siege: Young Avengers and Avengers: Children's Crusade.
Requested Sponsor:  Lapis Lazuli
Entry position: Cadet
History:  Wiki here
here
and here
Abilities & Physical Abnormalities: None, other than the skills she acquired through intense training. She’s proficient at archery, fencing, sword fighting, jujitsu, boxing, and other forms of combat.
Personality: Kate’s primary trait is her determination. Once she gets it into her mind to do something, she’s going to do it, obstacles be damned.  Rather than jump over hurdles, she has a tendency to instead smash right through them.  Nothing is too great to stop her from getting what she wants, not even the Avengers

At the same time, she isn’t a selfish person.  Things that she’s determined to accomplish are usually for others, either those less fortunate than herself or her friends.  Despite the fact her father is one of the richest people in New York, she isn’t spoiled.  That’s thanks to her mother, who taught her at an early age to give back to the unfortunate, whether donating money or volunteering at soup kitchens or mission trips.

That isn’t to say that her decisions aren’t brash, though. Kate thought it was a good idea to take on armed robbers at her sisters wedding, and attempt to strangle the thick-skinned Mr. Hyde with her bow.  Of course she’s still a kid and all kids make brash decisions, but Kate tends to think about her decisions before executing them. Don’t confuse making quick decisions with making uninformed decisions.

Along with her determination, she’s also headstrong. She knows what she wants and she won’t stop until she gets it, and she won’t let anyone get in her way.  This constantly causes her to butt heads with her teammate Eli, who is also headstrong.  It also lead to her ultimate confrontation with Captain America, where she unabashedly told him off for trying to disband their group rather than teach them like they all asked.  Kate takes no crap from anyone.

Though she may be 16, she doesn’t act it.  She’s quite mature for her age.  Between her upbringing, her mother’s death, and her assault, she done a lot of growing up in a short amount of time, and the more she talks around someone her own age, the more it shows, with her tending to act older than the rest of her peers.  That isn’t to say she acts like an adult, either, but she has an adult mindset on things that a lot of her contemporaries just don’t have.

Finally, don’t try to pull one over on Kate—she’s incredibly observant.  She was once able to free her teammates just by watching (from a distance) the security code Captain America punched in.  She doesn’t allow herself to be distracted by things that she deems unimportant, and as a result has a better memory than most, but it’s hardly a superpower.  Just her.

What are your plans for the character in-game? For starters, I'm looking forward to female archer night.  Also, I'd like to get out of my comfort zone to play someone I don't normally play, and to give Kate a unique opportunity to learn things she couldn't learn anywhere else.  I also plan for her to get to know and make friendships outside her canon.

Anything else? I hate enablers.


IC

I. RP Sample
Here!

II. Questionnaire

What do you prefer to be known as? Kate, please.
How old are you? 16

Do you have any history in combat? I’ve dabbled here and there. Mainly self defense stuff—I mean it’s sort of a requirement if you want to live in New York City these days.
If so, have you ever killed? I’d never kill

i) How do you feel when you get involved in some project that calls for immediate and rapid activity? What do you mean, how do I feel? I feel like something needs to get done and I do it.
ii) Do you organize and initiate leisure activities? Sort of defeats the purpose of leisure, doesn’t it?
iii) What role do you take when working in a group? I tend to take lead, because someone has to do it.
iv) How talkative are you around other people? I’m not chatty, if that’s what you’re getting at. I’m also not shy.
v) What three things would you want to have with you on a desert island? State your reasoning. My bow, my arrows, and my cell phone. The first to to keep me safe and the third to call someone to get me off the island.
vi) Is it important to be liked by a wide range of people? I never saw the appeal of being popular, so no. That doesn’t mean you should be a jackass or anything, though…
vii) When the odds are against you, is it worth taking a chance? Always.
viii) Do you consider yourself to be an impulsive person? Maybe, but I have the skills to back up whatever brash decisions I might make.
ix) Would you agree that planning things ahead takes the fun out of life? Depends on what’s being planned. If you’re going to do something that takes cooperation, planning’s essential. If you’re about to get together to hang out with someone, not so much. x) Do you like surprises? Depends on the type of surprise. A surprise birthday party is fine, I guess, but a villain deciding to level midtown is definitely not a surprise I like.
xi) Do you sometimes wonder if there is something wrong with you? Excuse me?
xii) Do you consider yourself to be smarter than your superiors, and disagree with their decisions? Well that’s a loaded question. I’d never say that I consider myself smarter than my superiors, but I certainly disagree with my superior’s decisions. Just because someone’s in charge doesn’t mean they’re right. Sometimes someone has to step up and tell them that, and I’m not afraid to be that person.
xiii) Lastly, how do you feel about cabbages? What do cabbages have to do with anything?
 
 
26 December 2011 @ 02:21 pm
OOC
Name: Kaitie
Journal: [profile] red_confession
Contact: AIM – RedConfession, Plurk - RedConfession

Character
Character Name: Gavril Ivanovich (Rocket Red)
Series: DC Comics, Justice League: Generation Lost
Gender: Male
Age & Canon Point: Unknown, assumed late 20s/early 30s; Post-Generation Lost
Requested Sponsor: was Lapis Lazuli
Entry position: Instructor - Engineering
History: So cool to be on Justice League!
Garden History: Though Gavril wasn’t too happy to have left his new-found friends in the Justice League at first, he quickly saw being in Balamb as an opportunity of a lifetime, and learned as much as he could as a student, majoring in Computer Science before passing his SeeD exams.  He also enjoyed meeting all the new and exciting people found within the Garden, attempting to befriend as many as possible.

After learning all he could at the garden, he left. He had this new world at his fingertips, and he wanted to see it all for himself.  He traveled around, having adventures before deciding that he wanted to return to something familiar, and came back to the Garden. Though not his real home, it’s come to be something akin to it, as people he knows and cares about were there. And not one to be idle, he decided to put his technologically-savvy brain to work by becoming the Garden’s new engineering instructor. God help his students.
Abilities & Physical Abnormalities: Gavril’s main source of power comes from his armored suit, which he created himself. Without it, he’s just a normal human being. While wearing the suit Gavril has:
Enhanced Strength
Flight - His boots contain rockets in the soles that enable him to fly. The boots aren't connected to the rest of the suit, so he can fly with just the boots on.
Limited Invulnerability - The suit is first and foremost a suit of armor, so while Gavril is wearing it he has a certain degree of invulnerability, though like any other suit of armor it’s not without its weak points and flaws.
Energy Blasts - Gavril is able to fire energy blasts from the palms of his gauntlets. Like his flight-enabling boots, the gauntlets don’t have to be connected to the rest of the suit to work.
Mecha Empathy - A byproduct of the suit is that it has the ability to seek out and sometimes control other electronic devices in the area. When he seeks out other electronic devices, it’s sort of like echolocation—the suit sends out a signal seeking out other devices, and once it locates another piece of electronics, his helmet informs him how far away it is. Gavril still hasn’t mastered controlling other devices yet, but the process is similar. The suit sends out a signal, reads a piece of electronics, and tries to match the device’s signal in order to get it to do what he wants.
Personality: At first glance, Gavril Ivanovich seems like an idiot. He’s a sworn communist who immediately signs up with the Justice League, the embodiment of America (and, through that capitalism) because “is cool to be on Justice League” and has a child-like curiosity about everything he does. He thinks everything that the rag-tag group of Justice League is awesome, despite the serious task in front of them. That can’t be farther from the truth. In actuality, he’s an incredibly smart and technologically savvy man, as evidenced in the fact that not only did he create his Rocket Red armor himself, he managed to repair Skeets, a 25th century robot with advanced tech, when he got injured.

Like most of the other members of the Justice League International of the past and present, he tends to view the brighter side of life, despite whatever heavy circumstances surround him. He likes to joke and make puns (although most of the ones he uses are incorrect), and is usually seen with a grin on his face. That isn’t to say he can’t be serious when he needs to, he just doesn’t see the need to be serious all the time.

In times of stress, Gavril keeps a level head. He’s the one who reminds the team of their objective whenever they begin to argue or get off track, and is always thinking of potential solutions whenever they get in a jam. He’s also good at thinking on his feet and adapting strategies when plan a goes wrong.

However, because English isn’t his first language, it gets him into a bit of trouble. He either mixes words up or uses the wrong phrases, making it hard to understand what he’s trying to say. When all hell is breaking loose, a language barrier is a very bad thing to have.

He has a strong sense of teamwork, most likely stemming from his days as captain of the Rocket Red Brigade. He’s protective of his new team, and even the members of his old team. When a former teammate dies at the hands of Max Lord, he tells the JLI what a good man he was, despite the fact that he, not only 10 minutes earlier, had been trying to hunt him down.

However, Gavril tends to see the good in all people, to a fault. He can be a little too trusting of anyone with seemingly good intentions, and that can get him into trouble. He was smitten by Max Lord, the man that he just agreed to hunt down, after the man said a few ostensibly nice words about him. He still sort of liked the guy until Max used his mind control to kill thousands. Who knows how far a master manipulator can get with him, so long as they don’t blatantly go against his moral compass?

Finally, Gavril is a self-proclaimed "true communist." He believes that all people are equal under the eyes of the government and prior to joining the JLI he destroyed buildings of western culture in an attempt to remove western influences from his country. He doesn't like capitalists or what they stand for, and so if you challenge his beliefs, he might monologue at you. He definitely won't hurt you, though--that's not who he is.
What are your plans for the character in-game? Well, other than to be the anti-Damian… To just be Gavril. He’s a fun-loving, smart guy who knows when to fool around and when to take things seriously. He’ll try to be a role model to his new students, and friends with the other faculty. If anyone ever wants him to teach them the ways of robot armor building, he’d be more than happy to teach them. I’m hoping someone thinks Gavril’s a giant pushover because he chooses to be nice, and I want to see their reaction when they learn that Gavril isn’t that type of person at all, when he stands up for himself and his beliefs (and maybe the person trying to take advantage of him as well). I’d like to see people get confused by Gavril’s butchery of the English language, or maybe find someone who can actually speak Russian. Anywhere the game really takes me, I’ll go.

Anything else? Gavril’s English is beyond atrocious. Prepare for butchered grammar, incorrect words, and improper idioms.

Also, the chances of Damian and Gavril interacting are almost nil, except if Damian ever takes Engineering so I can easily handwave all interactions.


IC

Questionnaire
What do you prefer to be known as? Call me Gavril, comrade!
How old are you? Is impolite to ask age, no?

Do you have any history in combat? Da, I have fought on Justice League! Was also captain of Rocket Red Brigade, but we have in falling.
If so, have you ever killed? Only buildings of western plague.

i) How do you feel when you get involved in some project that calls for immediate and rapid activity? I jump into the action. What do need done.

ii) Do you organize and initiate leisure activities? Am very sorry, do not understand question. My English not powerful.

iii) What role do you take when working in a group? Whatever role is need. Gavril is team player!

iv) How talkative are you around other people? Is very important to make friends. Hard to make friends without the talking.

v) What three things would you want to have with you on a desert island? State your reasoning. There is island of snacks? I bring spoon, drink, and friend to share!

vi) Is it important to be liked by a wide range of people? It is important to be nice to wide range of people. Not everyone will like and should never try to force.

vii) When the odds are against you, is it worth taking a chance? Is always worth taking chance. But important to value know of retreat.

viii) Do you consider yourself to be an impulsive person? Nyet. I like to think I see before I look.

ix) Would you agree that planning things ahead takes the fun out of life? Planning is accessory evil. But no need to plan too much, let live life.

x) Do you like surprises? Surprises bring fun to life!

xi) Do you sometimes wonder if there is something wrong with you? Comrade Booster, did write question?

xii) Do you consider yourself to be smarter than your superiors, and disagree with their decisions? I have had disagreement with superior in past. Is why leave Rocket Red Brigade. But never think better than Rocket Red Brigade or anyone else.

xiii) Lastly, how do you feel about cabbages? Taste good in soup.

RP Sample
This one is worth it for the Kanda keysmashing
 
 
 
26 December 2011 @ 01:50 pm
Application

Player Info
Player Name: Kaitie
Player LJ: [livejournal.com profile] red_confession
Player Instant Messenger Type and Handle: RedConfession
Player Email: Kaitiekudara@yahoo.com
Are you 18 years of age or older? Yes

Character Info
Character Name: Trucy (Enigmar) Wright
Character’s Age: 16
Fandom: Phoenix Wright/Gyakuten Saiban
Timeline: After Apollo Justice
Appearance: Daddy’s sugar daddy

Trucy is your average-looking sixteen year old girl… if average sixteen year old girls were magicians. Her flashy blue magician’s costume, which resembles the stage costumes of her birth parents, definitely sticks out in the crowd. She may be convinced to wear something else… but it would take a strong argument. Trucy takes great pride in her profession and her outfit is an extension of it. She has a very youthful face and is rarely seen without a smile, and her hair is always carefully framed to accommodate her large top hat.

History: The complicated life of one Trucy Enigmar Wright

Personality:
Whenever you come across Trucy, 99% of the time she will be smiling.  That’s because she tends to look on the bright side of everything, from abandonment to murder.  Some might say that she looks on the bright side a little too much; that she’s ditzy or naïve.  However, there’s more to her than meets the eye.  She was born with the power of perception, and can easily tell when people are lying to her.  She also comes from a family of performers, and as a result is very driven and focused when she needs to be.  From years of living with Phoenix she’s developed this sort of con man personality, saying one thing but meaning another for effect.  But there’s no deep reasoning for why she acts the way she does--she simply sees no point in being serious all the time and enjoys having fun in life.

The more you look at Trucy, the more you see how large her heart is.  When her father abandoned her when she was 8, rather than allow herself to wally in self-pity, she chose to instead help Phoenix come to terms with his disbarment and fall from grace.  She kept him sane throughout the next 7 years, and looked after him in many aspects the way a parent would a child.  Despite their partially reversed roles she never stopped being a child.  She never lost her youthful outlook on life, despite how easy it could have been to do so.  When Apollo entered her life, Trucy quickly latched onto him, providing him the support and guidance he needed.  And just like Phoenix, she kept him sane whenever he felt like he was slipping or losing his confidence.  She always knew what to say to keep him going and help him find the truth. 

But deep beneath that happy exterior, there’s a damaged little girl.  A lot of bad things have happened to her in her short life, things that carry heavy emotional baggage.  Trucy essentially aided her father in abandoning her, and both her mother and grandfather, to her knowledge, were murdered.  None of this is stuff one can just brush off, and she isn’t any different.  However, she refuses to allow her to define who she is, and through the years has come to terms with a lot of it (or rather has tried to).

As a side effect of her unique upbringing, she has a somewhat skewed moral compass.  She sees no problems in being friends with mobsters, aid her father in essentially cheating at poker, staging a self-kidnapping in a court of law to stall for time, or flat out stealing things from a crime scene.  That isn’t to say she’s a bad person—she generally wants to do the right thing, but for her, the way to go about doing the right thing never seems to be anyone else’s way of doing the right thing.


Powers/Abilities: Trucy was born with the power of perception, or to be able to see what another person is feeling. She’s able to closely observe another person with almost superhuman sight and as such is able to pick up habits that others develop to be able to read them more closely than the average person. It’s an ability that’s been passed through the Gramarye family for generations, and she uses it primarily to help her father, Phoenix, cheat at poker.

She’s also a stage magician, and so she’s capable of a wide variety of magic tricks, relying on sleight of hand, flashes of light, and various other stage tricks to wow others. She’ll have also have on her:

- Mr. Hat -  Mr. Hat is a large wooden puppet that Trucy has somehow jerryrigged to hide beneath her cape and pop out at the press of a button.  There's a switch or lever, also hidden behind her cape, that she moves or pushes to allow the puppet's giant mouth to move up and down.  She uses ventriloquism to give the puppet speech.
- Magic panties - If you ask her, she'll say that her panties are "an extra-dimensional space" and that "anything can fit in there," but in actuality it's just an average pair of light blue bloomers with hearts on them.  It's simply one of her props from her magic show--one of her most famous and popular ones.  Much like a magician will pull things from a top hat, Trucy uses sleight of hand and her "magic panties" to pull things seemingly from nowhere.
- A completely normal, standard deck of playing cards

Limitations: She will sadly have lost her super-perception abilities, but it will not put a damper in her cheerful demeanor. Trucy will still be relying on her average senses to be perceptive, especially because she knows what to look for.

You cannot take her panties or Mr. Hat from her; she won’t let you.  It's not like they give her any sort of advantage, anyway.

Suitability: Although Trucy isn’t like the other members of Bell Pointe, she still can hold her own when push comes to shove. She’s no stranger to murder or violence: at a young age she lost her mother to a violent accident, then (slightly older but still young) she lost her grandfather when he was shot in the head.  When he father was accused of murdering her grandfather, he flat out abandoned her to avoid the conviction, using her to escape.  As Apollo’s assistant she’s a frequent witness grizzly crime scenes, and maintains her composure throughout. Although she may act naïve and happy-go-luck, she’s actually fairly down to earth because she was forced to grow up a bit when she was orphaned at age 7 and she knows more than she lets on that she does. She’s been around the block and although she didn’t come back unscathed, she’s a survivor and was able to stay strong. Finally, from being on the stage she’ll have learned to deal accordingly with rowdy and/or touchy fans.

When the time comes and she needs to protect herself, she’ll be primarily defensive in nature and use the tricks she’s learned as a magician (sleight of hand and the like) to distract the danger away from her and escape. If she’s forced to take a more offensive stance for survival, she’s not above picking up a gun, although she would rather not. Her parents’ big trick (the one that supposedly killed her mother), involved guns, and she’s stated several times throughout the game that she knows how to handle them. Also, through her training as a magician, she should be familiar with how several other weapons, such as swords, work (albeit the trick versions of them) and could potentially pick one up to use in a pinch, though she would hardly be proficient with it.

Writing Samples
Log/Third Person Sample:
Attendance at her show had been steadily growing since her court debut, when her magic panties made headlines. At the rate they were going they would soon have to cap attendance at the door in a few more performances. Trucy should have been excited about that, after all, she was getting the recognition that she had studied so hard for. She was an heir of Troupe Gramarye, the greatest magician troupe of all time; she lived for the stage. So just why was her heart seemingly jumping out of her chest?

Her thumb ran across her diamond-shaped brooch as she tried to force herself to calm down. Why tonight, of all nights, did she decide to get nervous? She’d been performing there for 7 years now, first on a weekly basis when the owner humored her and her dream, moving it up to nightly as she got older and proved her talent. She knew her act inside and out; there was nothing different about tonight from any other night.

Perhaps it had something to do with Apollo. Since he’d entered the Wright Talent Agency, she’d moved farther away from her true calling of magic and moved into the realm of defending. The two should have been two completely different occupations, but the way Apollo worked, was another form of magic.

She glanced at the clock. One minute until show time. No time to dwell on why she felt the way she did, but more than enough time to shake it. She was a performer, whether it was on stage or in the courtroom, and she couldn’t let her audience down. All those people out there, the one’s she suddenly seemed nervous over, were there to see her show, and she couldn’t afford to let a little stage fright slow her down. She pushed the butterflies back down into her stomach and pushed aside the curtain.

“Good evening, Ladies and Gentlemen. My name is Trucy Wright, Magician extraordinaire, and welcome to the Wonder Bar! For my first trick this evening…”


Journal Entry/First Person Sample:
Hi! I was just wondering if anyone has seen my panties. They’re my absolute favorite and I can’t seem to have found them. I really don’t know what I’m going to do without them. I mean, I left them out on the balcony to dry and—

[There’s a small pause as Trucy takes in her surroundings.] Wait a minute… This isn’t my house. Oh well! One place is as good as another, right?

Anyway! If anyone sees my panties can they give them back? They’re really important to me. Thanks!
 
 
26 December 2011 @ 01:49 pm
Application

Player Info
Player Name: Kaitie
Player LJ: [profile] red_confession
Player Instant Messenger Type and Handle: RedConfession (AIM & Plurk)
Player Email: kaitiekudara@yahoo.com
Are you 18 years of age or older? Yes

Character Info
Character Name: Seven (real name never revealed)
Character’s Age: 45
Fandom: 999: 9 Hours, 9 Persons, 9 Doors
Timeline: True Ending, right before Junpei opens the door.
Appearance: The worst fashion sense ever.

Seven is not an attractive man. One glance at him will say as much. He’s a giant hulk of a man, was clearly beaten with the ugly stick at birth, and has a ton of facial scars, apparently the result of a fight with organized crime. Really, nothing about his facial features make you want to look at him, but his girth prevents you from really looking anywhere else.

But where do you look? His clothes aren’t much better. On his head is a blue beanie with an apple logo on it. He’s wearing a white t-shirt—not that you can really see it because his dark gray windbreaker is zipped almost all the way to his neck; over that is a pair of garishly bright orange overalls. On his left wrist is a red wristwatch-looking object with the number “7” on the display. The whole thing is topped off with black loafers. Staring at the outfit for too long might cause your eyes to bleed. But remember, he’s so large you really can’t look away.

So really, you’re just screwed.

History: Once upon a time, 14 children went missing from their homes. Well, to be precise, 16 children went missing from their homes, but two were orphaned siblings and therefore had no one to file a missing persons report. As a police officer, it was Seven’s job to try to find them. Leads went nowhere, but the officer was relentless. Eventually he discovered that all the children had one thing in common—they were all connected to Cradle Pharmaceuticals. A source from inside Cradle Pharmaceuticals sent him to a wharf, where he discovered men lugging human-shaped bags onto a boat. Before he could arrest them, however, he was caught by an unknown man and injected with a sedative.

When Seven awoke, he was in a prison cell. He tried to bust open the door, but it failed. Eventually he gave up and just sat on the bed, staring ahead at the wall. Just when he had given up hope, he heard voices. Children’s voices, to be precise. Quickly flipping over the bed, he discovered a grate where the voices were originating. He pried the grate free and shimmied his large body through the shaft; winding up in what he later learned was an incinerator. There, staring at him wide-eyed, were nine children. Seven immediately recognized 7 of them—they were the missing children. After promising to save them, he turned around and shimmied back to his cell, where he tore the sheets of the bed into a makeshift rope.

Returning to the incinerator, he learned that nine children had somehow become four. As he saved the ones that remained—Light, Nona, Aoi, and Akane—he learned about the Nonary game, the numbered bracelets the children wore, and that only five children could go through the door marked [9] based on their digital root. The five escaped through the duct to just outside the incinerator, and were running towards freedom when their luck ran out.

Akane had gone missing.

Nona ran to catch up to the other children, but Aoi (Akane’s brother), Light, and Seven quickly returned to the hall they had left, only to see the CEO of Cradle Pharmaceuticals, Gentarou Hongou, toss the girl back into the incinerator room before any of them could do anything. Try as they liked, there was no way for her to save her. 18 minutes passed, and the incinerator turned on. Seven tried to prevent the children from seeing the grisly sight (well, as Light was blind it was mainly Aoi), but Aoi would not be stopped.

The case haunted him.

Nine years later, Seven was contacted by Aoi with a way to save his sister. He jumped at the chance, offering to help however he can. It was right around that time he started getting massive headaches, each time his memory of the event nine years ago changing a little bit more. Unbeknownst to him, they were caused by the timelines changing, but he didn’t know that.

He arrived as per Aoi’s instructions at the replica of the cruise ship Gigantic, known as Building Q, in the Nevada desert and took place in a mock version of what occurred in the first Nonary game. To help Aoi and Akane accomplish their goals (and to protect himself from potentially dangerous enemies), Seven faked amnesia. By faking it, Gentarou would assume he couldn’t recognize him and would leave him alone and Light couldn’t ask him any (he wasn’t aware Aoi had already warned him not to bring it up).

Once the group was assembled, the mysterious host of the evening’s, Zero’s (really Akane, with voiceover provided by Aoi) voice came over the loudspeaker, informing the group of the rules of the Nonary game, as well as how to get out. Light, who had received Braille instructions, read aloud the additional instructions he had received. The group stood divided on whether or not to follow Zero’s rules, but when they realized there was no other way out, they reluctantly agreed.

When the topic of names came up, he immediately put a stop to it. Light and Clover were there, and so was Gentarou Hongou, and if any of them learned the truth of who Akane and Aoi were (and even himself), it might have ruined Aoi and Akane’s plans. He therefore suggested they refer to one another by codenames, and as he received the numbered bracelet Seven, and thus chose that for his codename.

The other 9 people he was with were as followed:

[1] – Ace – Gentarou Hongou (CEO of Cradle Pharmaceuticals)
[2] – Snake – Light (the boy whom he rescued)
[3] – Santa – Aoi Kurashiki (the other boy whom he rescued; the helper)
[4] – Clover (sister of Light)
[5] – Junpei (Akane’s Best friend)
[6] – June – Akane Kurashiki (the girl he failed to save; the mastermind)
[8] – Lotus – Ms. Kashiwabara (the mother of Nona)
[9] – The 9th Man - Teruaki Kubota (Scientist who invented most of the hardware for the first Nonary game; worked at Cradle Pharmaceuticals)

But the 9th man wasn’t going to play the game. He had been tricked by Ace to go through the number 5 door alone, and had kidnapped Clover and threatened Ace to do it (1 + 9 + 4 = 5). The doors closed behind him, and 81 seconds later he was dead, due to a bomb exploding in his stomach. Junpei, Seven, and Snake (5+7+2=5) re-opened door 5 and the group saw the grisly remains of Kubota.

They didn’t have time to be disgusted for long. There was a time limit to the Nonary game, and they had already wasted far too much time as it was. They broke up into two groups—Snake, Clover, Seven, and Ace (2+4+7+1 = 5) in one group, Lotus, Santa, June, and Junpei (8+3+6+5=4) in the other. Once through door 5, the group found themselves in a first class cabin where they had to solve a musical puzzle to get the door open. Then, they found themselves in a casino where he had a quick drink, then played baccarat puzzle to bring them out into the hallway. There, they used the key they discovered in the casino to gain access to the stairs and travel down to the deck below, where they found a hall full of hospital rooms, and one giant room full of hospital beds. In that giant room were three doors, marked [3], [7], and [8].

However, there was a small problem. There was a piece missing from all three doors that prevented them from going farther. The four split up and tried to find them, but to no avail. They returned to the giant room to find the other group had made it there as well. Seven, realizing that Santa had disabled the doors for a reason, suggested that the group split up and search the 48 hospital rooms in the large hallway. Once the others had left, Santa, Seven, and June stayed behind, and Santa asked a favor from the larger man. They wanted to take Snake out of the game temporarily, and needed him to move Snake to a coffin in the chapel, located where the two doors with the number [9] were located. Seven agreed, and while Santa fixed the doors, June filled the room Snake was searching with knockout gas, and Seven moved him temporarily to a different location. There, June took his clothes and re-dressed him in black robes, and left to do something. Seven didn’t ask what. He quickly went back to the large hallway and pretended to search his rooms until it was time to go back to the large hospital room.

When the seven remaining people regrouped, they discovered that Snake was missing and split up to search for him again. During this time Seven quickly moved Snake to the coffin in the chapel and made a hasty trip back. Unfortunately, they couldn’t waste anymore time looking for him, and fought over how to divide the players into the three doors. Ace drugged himself to take him (and his number) out of the equation, and so the six remaining players broke up into two groups—Seven, Clover, and Junpei (7+4+5=7) through door [7], and Lotus, June, and Santa (8+6+3 =8) through door [8].

The first room Seven’s group discovered was an operating room. One of the puzzles involved chemicals, and Seven saw that as a good opportunity to hint at Junpei the existence of the morphogenetic field. As he explained, he learned that June had already told him a similar story. He also learned she had told him about the ice that doesn’t melt at room temperature, called Ice-9. Seven jumped on it, feigning to remember something through his amnesia and explained to him all about the Titanic mummy Alice (who apparently doesn’t melt at room temperature), and about the man that supposedly bought both her and the Titanic replica, the Gigantic—Lord Gordain.

They met up again with Clover and quickly finished the puzzle to unlock the door. Seven waited patiently while Junpei consoled Clover, and once the two were ready they went into the hallway, where they ran into the group that had gone through door 8. Together, they found themselves back in the large hospital room.

Once there, they showed one another the various keys and key cards they had discovered through their travels, and pooled them together. They had just decided to head back to where they could use one of the keys when Clover requested to go through door 3. Seven, for the life of him, could not figure out why she would want to go through the door, but when Clover reminded them all her brother was missing. Although he knew he was safe, there was no way he could tell her that, and agreed to go through door 3 with Ace and Clover (7+1+4=3).

The group found themselves in a shower room filled with a disgusting smell. When Ace flipped on the lights, they discovered the source of the smell—there, in pieces on the floor, was someone’s exploded remains. Seven’s policeman instincts kicked in, and examined the body. The bomb, which had been inside the body, made IDing him all but impossible, but he could make out the clothes the other man had worn. Snake’s. Seven realized that this must be why the siblings wanted Snake out of the game, as well as why they had taken his clothes. Though, for the life of him had no idea who the man truly was.

Poor Clover was inconsolable, but there was nothing Seven could do to make her feel better. He had made a promise to Santa and June, and if he told Clover that her brother was really alive, it would lead to questions he just couldn’t answer. Not only that, he was beginning to have his suspicions as to who had killed the unknown man and tipping his hand might prove deadly. So he kept his mouth shut, and Ace and Seven quickly solved the puzzles to get them out of the shower room, and Seven used the broom and screwdriver he had discovered there to keep the doors open so the others could see for themselves.

Only when the three emerged, the others had vanished. They weren’t alone for long, and learned the others had left to see what was behind the doors that had been locked with the keys they had found. Now there were three doors to choose from—1,2, and 6. They voted by ballot and split once more into two groups. Junpei, Clover, and Ace went through door 1 (5+4+1=1) and Seven went with Santa, June, and Lotus through door 6 (7+3+6+8=6).

The group found themselves in the engine room, where they moved coal to solve the exit puzzle. They then found themselves in a cargo room, where Lotus solved a puzzle that led them to the final key—and a loaded gun. They took the key and agreed to leave the gun where it lay. They then used the key to discover—the room with the number 9 door. Or doors, as there were actually two. Quickly, they went to find the others.

Together, the seven of them returned to the room with two 9s. The group then began to debate how to split up between them up so they could all pass, and Seven offered to stay behind, as that would allow the others to go through. He was quickly, vetoed, however, and Santa offered a new solution. Pulling out the gun Seven thought they had left behind, he held his sister hostage. He then demanded that Lotus and Ace help him open the first of the 9 doors, and the four disappeared, leaving Seven, Clover, and Junpei arrived.

And it was at that moment Snake conveniently decided to awaken.

Determined to open the coffin, Seven watched as Junpei accessed the morphogenetic field for the first time, and found a special feature on his watch that gave him the code to open the safe. Out popped a somewhat groggy Snake. They quickly brought one another up to speed, and the four went to go through the second door 9 (7+5+4+2=9). But Junpei stopped them and instead wanted to test a theory. He asked Clover for the number 0 bracelet the pair had apparently found on another dead body while investigating the rooms beyond the number one door, and discovered that the true number of the bracelet wasn’t 0, but 6.

Seven thought that June’s cover had been blown, but Snake quickly made the mistake of believing her 6 was an upside down 9, so he didn’t correct him. He figured Santa would rather take the blame for this, anyway. With suspicions of Santa being Zero, they finally went through the second door 9.

The group found themselves in a library, and after solving a puzzle involving lights, they moved into a room that appeared to be a workshop of sorts. In the workshop they discovered a photograph of four men. Four men that Seven immediately recognized: Gentarou Hongou, Nagisa Nijisaki, Teruaki Kubota, and Kagechika Musahidou—the four masterminds of the first Nonary game. The fact that the picture was there felt like a clue from Santa and June that they wanted Junpei to know the truth.

There was no reason for him to continue the façade any longer. He stared at the picture and pretended that his memories came flooding back to him. Seven then recounted his past to the other three, and his involvement in the first Nonary game, stopping right before he revealed Akane’s fate. Junpei made him continue, and he finished the story, telling him about how she died. However, as he told the story, it didn’t feel right. He felt like she had survived. After all, she had been right there with them all night…

Their thoughts turned back to the three murdered men, who had all masterminded the first game. They figured that the final man in the picture, Nijisaki, was the one who was dressed in Snake’s clothing and killed. They then surmised that the only one to gain from the murders (and could successfully kill all three) had to be Ace, especially since the man had prosopagnosia (the inability to differentiate between faces) and Nijisaki was clearly not Snake.

Their musings abruptly ended when they realized the ship was about to sink, and they quickly rushed their way out, winding up in front of the incinerator room. There, they discovered yet another door marked 9, Santa keeled over on the floor, with June lying against a nearby wall. Ace was holding Lotus hostage, with the gun he had stolen from Santa pointed to her head. He tried to escape using his bracelet, Lotus’ bracelet, and the bracelet that belonged to the 9th man (1+8+9 = 9). Only the door didn’t open. In the confusion that followed, Seven tackled Ace and took him down. Once cornered, Ace confirmed that he killed the other three men. However, the group agreed that it was a trap arranged by Zero, one he easily fell for.

Their attentions turned to Santa, as Junpei implied he knew the truth. Seven did his best to bring Santa up to speed as cryptically as he could, telling him that his memories came back, they knew his real name, and that they had figured out he was Zero. Santa took the cue beautifully and came clean with (mostly) everything. Thankfully, he left Seven’s involvement (albeit minimal) out of it. However, the revelation triggered a massive headache in Seven, caused by the still changing timelines.

While Seven was brought to his knees from the pain, Santa held Ace hostage and the two exited the incinerator room. Before escaping, Santa turned on the incinerator, giving the group—consisting of Seven, Lotus, Junpei, Snake, and Clover—18 minutes to either figure a way out, or burn. There was no way all of them could get out of a number 9 door.

Snake reminded the group that they couldn’t leave with a digital root of 9, or else Ace would have escaped ages ago. While they debated what to do, a final puzzle appeared from the floor, and Junpei once again communicated through the transmorphic field with Akane from nine years ago, not only saving her, but learning how to save them as well. The 9 wasn’t a 9 at all, but really a q. Q in hexadecimal was 26, which was the combination of all of their bracelets (7+2+4+5+8=26). They quickly exited the incinerator, and took off up the stairs to freedom.

They were all catching their breaths at the top of the stairs when suddenly Seven found himself at Bell Pointe.


Personality: Just by looking at Seven and listening to him speak, you wouldn’t think he’s a smart guy. However, Seven actually possesses average intelligence—he’s not a brain, but he’s not completely stupid, either. After all, in order to be a police detective, he would have to be relatively intelligent to get the position in the first place. The exception to this is anything involving the Nonary game. On anything relating to this subject (Cradle Pharmaceuticals, The Titanic, Morphogenetic fields, etc.), he’s practically a Rhode scholar. He’s shown several times spouting encyclopedic knowledge of subjects relating to the game.

No one will ever call Seven a leader. He’d much rather sit back and help out wherever he can, while others take charge. That being said, once he gets it in his mind to do something, he will not stop until he’s accomplished his goal. It was Seven’s tenacity that allowed him to break the case involving the missing children when all other leads failed, and he will certainly be bringing this with him.

Despite being a police officer, Seven clearly isn’t above doing something above the law to see that justice gets done. He has his own moral code that he abides too, one which puts the lives of the innocent above all else. In order to protect the innocent, he will do whatever it takes. That being said, he probably wouldn’t be able to directly bring about another’s death unless involved in combat (or a shootout), and the act was in self defense. Although Seven certainly has no qualms with aiding Santa and June, he would be unable to plant the bombs inside those responsible for the Nonary game, or even send Ace to kill the third man with an Axe.

Seven also has a soft spot for children. Whether it occurred before the first Nonary game, or it stemmed from the event, it’s hard to say. However, he (technically) already saw one child die while in his care, and he never wants it to happen again. Although he certainly has no plans to take any child under his wing, he will do whatever it takes to keep them from harms way, and if any child is in danger, he will go out of his way to help them.

Though not a comedian, Seven isn’t above making jokes even in serious situations. He’s created an impromptu song about Junpei and light switches, and chanted about pipes. He also had a bantering relationship with Lotus, where he acted somewhat juvenilely around her to get a reaction. By doing so, he not only maintains his own sanity in an otherwise unbearably serious situation, but also enables him to lighten the spirits of those around him.


Powers/Abilities: Despite the fact the other characters joke that Seven has super strength, he does not. He is a normal human being, albeit a strong one since he keeps in shape.

Limitations: He has no superhuman abilities.



Writing Samples
Third Person Sample:
It felt like the five of them had been running forever, around and around the circular staircase up to freedom. Honestly, he should have known better at this point, as this wasn’t the first time he had done it. Nine years prior he had been running up an identical staircase, rescuing four children out of a sinking ship. Wait, that wasn’t right… There were three children, not four. No. All four children had made it out alive. He knew that for a fact—he had spent the night with three of them, and the fourth’s mother was right ahead of him. He knew Akane survived, so why couldn’t he shake the feeling that she didn’t?

His mind reeled as he tried to make sense of the paradox. If his companions said something, he certainly didn’t hear it over the dull throb in his temples as his head, not for the first time that night, began to ache. Feigning amnesia was one thing, but now he was beginning to wonder if he was actually experiencing some form of it now. Was this karma for lying to them? No one could convince him that he hadn’t done the right thing, even though the course of the night’s events led to the deaths of three men.

Normally something like this would have shaken him to the core, but the men were hardly innocent, and he would be lying to admit that he would mourn them. Seven barely gave the three dead men of Cradle Pharmaceuticals a moment more, because a new thought had popped into his mind. He couldn’t shake the feeling that a death had already occurred, and one that had shaken him to the core. The more he lingered on the subject, the more his head throbbed harder, and he could feel the blood pumping through his ears.

It took nearly toppling over Lotus to realize they had reached the top of the stairs. The sound of his panting managed to drown out the throb in his head. Junpei spoke, and just like that his headache was gone. In fact, he couldn’t remember what he was thinking about at all.

First Person Sample: [Call to Everyone]
Is this for real? Seriously, this shit isn’t funny. Ao--Santa? June? What the hells goin’ on here? This ain’t no desert! Where the hell’d you bring us? [Grumbles; more to himself at this point]Stupid rain gettin’ me all wet… Hey, why’s the bracelet still on?
 
 
26 December 2011 @ 02:17 pm
Application

Player Info
Player Name: Kaitie
Player LJ: [profile] red_confession
Player Instant Messenger Type and Handle: RedConfession
Player Email: Kaitiekudara@yahoo.com
Are you 18 years of age or older? Yes


Character Info
Character Name: Gavril Ivanovich (Rocket Red)
Character’s Age: Unknown, assumed late 20s/early 30s
Fandom: DC
Timeline: Current Canon
Appearance: Looking like an ass-bad in suit!
He doesn’t look like Deadpool, promise.

Gavril is one giant beast of a man. He’s easily over 6 feet tall, and 250 lbs. None of that weight is fat, though; it’s all muscle. Basically, he’s a human wall. In the looks department, he’s a blonde man with a military crew cut and a fluffy goatee. When he’s not burned to hell, he’s sort of attractive. He’s also fond of his Rocket Red suit, because he’s rarely seen outside of it, though in his defense he really hasn’t had a chance to take it off (except that time he was in the infirmary).

The Rocket Red suit is of Gavril’s design, looking more like former Rocket Red Dimitri Pushkin’s armor than the current Rocket Red Brigade design. It’s a white suit with a red helmet, shoulder pads, gauntlets, crotch area, and boots, with a red star over the right breast and the number 07 printed over the left breast. On his back is a giant cylindrical pack of some sort, whose purpose hasn’t been explained. My best guess is that it holds some sort of liquid to power the energy blasts or the suit itself, but it could be anything.

History: Don’t leave Gavril to be hanging

Personality:At first glance, Gavril Ivanovich seems like an idiot. He’s a sworn communist who immediately signs up with the Justice League, the embodiment of America (and, through that capitalism) because “is cool to be on Justice League” and has a child-like curiosity about everything he does. He thinks everything that the rag-tag group of Justice League is awesome, despite the serious task in front of them. That can’t be farther from the truth. In actuality, he’s an incredibly smart and technologically savvy man, as evidenced in the fact that not only did he create his Rocket Red armor himself, he managed to repair Skeets, a 25th century robot with advanced tech, when he got injured.

Like most of the other members of the Justice League International of the past and present, he tends to view the brighter side of life, despite whatever heavy circumstances surround him. He likes to joke and make puns (although most of the ones he uses are incorrect), and is usually seen with a grin on his face. That isn’t to say he can’t be serious when he needs to, he just doesn’t see the need to be serious all the time.

In times of stress, Gavril keeps a level head. He’s the one who reminds the team of their objective whenever they begin to argue or get off track, and is always thinking of potential solutions whenever they get in a jam. He’s also good at thinking on his feet and adapting strategies when plan a goes wrong.

However, because English isn’t his first language, it gets him into a bit of trouble. He either mixes words up or uses the wrong phrases, making it hard to understand what he’s trying to say. When all hell is breaking loose, a language barrier is a very bad thing to have.

He has a strong sense of teamwork, most likely stemming from his days as captain of the Rocket Red Brigade. He’s protective of his new team, and even the members of his old team. When a former teammate dies at the hands of Max Lord, he tells the JLI what a good man he was, despite the fact that he, not only 10 minutes earlier, had been trying to hunt him down.

However, Gavril tends to see the good in all people, to a fault. He can be a little too trusting of anyone with seemingly good intentions, and that can get him into trouble. He was smitten by Max Lord, the man that he just agreed to hunt down, after the man said a few ostensibly nice words about him. He still sort of liked the guy until Max used his mind control to kill thousands. Who knows how far a master manipulator can get with him, so long as they don’t blatantly go against his moral compass?

Finally, Gavril is a self-proclaimed "true communist." He believes that all people are equal under the eyes of the government and prior to joining the JLI he destroyed buildings of western culture in an attempt to remove western influences from his country. He doesn't like capitalists or what they stand for, and so if you challenge his beliefs, he might monologue at you. He definitely won't hurt you, though--that's not who he is.

Powers/Abilities: Gavril’s main source of power comes from his armored suit. Without it, he’s just a normal human being. He does know basic self-defense (blocking basic attacks, how to properly throw a punch and kick, and so on), taught to him by the Rocket Red Brigade, but he’s hardly a master fighter.

He also created a Rocket Red suit of his own design, is similar to the suits owned by the soviet government. It provides the user with:

Enhanced Strength - In the suit, he's able to lift 10 times his body weight; he can easily lift a car over his head and throw it. Though if he's not careful, he can hurt someone doing simple tasks like patting them on the back or hugging them because his stength is so enhanced. As a result, he has to be constantly aware of what he's doing to avoid harming others.
Flight - His boots contain rockets in the soles that enable him to fly. The boots aren't connected to the rest of the suit, so he can fly with just them on.
Invulnerability (to a point) - The suit is first and foremost a suit of armor, so while Gavril is wearing it he has a certain degree of invulnerability. Most bullets will either be deflected off or dent his armor, though a well placed or high volocity shot could pierce it. Energy blasts are deflected as well. However his suit is weak against electric overloads and he can get burned while inside.
Energy Blasts - Gavril is able to fire energy blasts from the palms of his gauntlets. Like his flight-enabling boots, the gauntlets don’t have to be connected to the rest of the suit to work. He can change the intensity of the blast by controlling how much power comes out of the gauntlet, but the more intense the beam is, the quicker his battery dies.
Mecha Empathy - A byproduct of the suit is that it has the ability to seek out and sometimes control other electronic devices in the area. This requires intense concentration to do, and Gavril must be wearing the full suit to pull it off. When he seeks out other electronic devices, it’s sort of like echolocation—the suit sends out a signal seeking out other devices, and once it locates another piece of electronics, his helmet informs him how far away it is. Gavril still hasn’t mastered controlling other devices yet, but the process is similar. The suit sends out a signal, reads a piece of electronics, and tries to match the devices signal in order to get it to do what he wants.


Limitations:
- The Rocket Red suit, will run out of power much more quickly with each use than it did back home, and nothing he does to try to fix this problem will work. Once the suit runs out of power, it will take it two days for it to be functional again.

- Even without power the suit can still function as a suit of armor. However, it becomes much more vulnerable to attack (gunshots are more likely to pierce it, etc).

- Instead of lifting 10 times his body weight, he’ll be able to lift 5, and even then it will require some effort. He’s still in danger of harming someone if he isn’t careful in the suit.

- Gavril will only be able to hover a few inches off the ground if his boots aren’t attached to the rest of the suit, and his energy blasts will inexplicably only work while the entire suit is on and they won’t be as strong as they once were. Nothing Gavril does to try to fix it will work.

- The suit's mecha empathy will be severely limited, as it will only able to pick up electronics within the room it’s in, and it won't be able to control anything more technically advanced than a radio, if it works at all (which it probably won't), so who knows how much use it’ll be.


Writing Samples
Third Person Sample:
There was something wrong with his armor. Gavril could tell almost the second he took a step in this snowbound town that it wasn’t right. His first thought had been to discover where exactly he’d wound up, but this took immediate precedence. This suit of armor was his baby, and he couldn’t bear to see anything happen to it.

And what luck! There were houses nearby. Once indoors he could safely take off the armor and try to determine the source of the problem. It was too risky to fly until he could tell what was wrong, so he decided to do it the old fashioned way—he hoofed it. He tried knocking, but the houses seemed to be unoccupied. Desperate, he decided to try to break into one of the homes—at least temporarily—until he could fix his armor and be out of the way. He would be careful to not disturb anything in the home, and clean up after himself before he left. But the problem was, they wouldn’t open. Undeterred, he continued down the street, trying each house as he went. Finally, he found one that opened.

Settling in the living room he could see the home was unoccupied, something that was of small comfort to him. He took off the armor and placed it down in pieces. All he had on him was a small screwdriver that he kept in his gauntlet in case of an emergency, and that would have to do. Gavril began to examine each piece carefully with care, whispering words of apology to it in Russian. With each piece he put back together, he promised it he would find the source soon. And with each piece he examined, he was beginning to suspect he couldn’t keep that promise. Nothing looked wrong with it.

But he knew otherwise. He knew something was wrong with his armor. And he would figure out what if it was the last thing he did.

First Person Sample: Blog Post
Hello my name is Gavril Ivanovich. I have blog back home. Fight against capitalism. I will start blog new here and talk adventure. Now in English!

So we where are? This not base for Justice League. Looks more like Mother Russia. Lot of snow. No part of Russia look like this. This look off beaten horse. Is new. Is in America, yes?

I first need to find friends. If anyone see Justice League, please make comment. We have mission. We are fighting the Max Lord! Is very bad man. No one seem to remember him. I do not remember him. But he is very bad.

Enough of the rumbling. Until the next time,
Gavril
 
 
 
26 December 2011 @ 02:14 pm
Name: Kate Bishop

Fandom: Marvel

Age: Approximately 16

Point in Canon: After Siege but before the Children’s Crusade.

Kate App )
 
 
26 December 2011 @ 02:12 pm
Name: Daken (birth name – Akihiro)

Fandom: Marvel

Age: Looks mid-twenties, but in reality is around 68.

Point in Canon: Immediately after Wolverine Origins #48

Daken App )
 
 
26 December 2011 @ 02:10 pm
Name: Damian Wayne

Fandom: DC Universe

Age: 10 (but don’t let his age fool you, he’s already better than you)

Point in Canon: Batman and Robin 13, as he’s beating up the Joker

Long app is long )
 
 
26 December 2011 @ 02:07 pm
Player Information

Name: Kaitie
LJ Account: [profile] red_confession
Email: Kaitiekudara@yahoo.com
Messenger: RedConfession
Current characters, if any: None

Would you like to be paired with a member of our welcoming committee? Sure

Even as a wizard, Damian's still an ass. )
 
 
25 December 2011 @ 03:25 pm
ABOUT YOUR CHARACTER

GENERAL

[Name:] Trucy Enigmar (soon to be Wright)

[Age:] 8

[Gender:] Female

[Marital Status:] Single

[Sexuality:] Straight (boys are kind of icky)

[Occupation:] Magician in training! Oh... and student.

[Ladder Preference:] Stepladders are the best things EVER!

CONNECTIONS
[Family:] Zak Gramarye/Engimar Her father. Zak is a father in name only. Although he does genuinely love Trucy, he doesn’t know how to properly care for her, and frankly he sees her as occasionally getting in the way of furthering his career. Ostensibly he tries to be the caring, doting father, but Trucy sees through his act pretty easily. Because of this, Trucy does everything she can to get his real attention. For example, although genuinely a fan of magic, she practices extra hard in hopes of getting praised. Whenever her dad plays poker, she tries to help with her unusual ability, although usually he only winds up getting annoyed with her for “getting in the way.”

Thalassa Gramarye Her mother. Most of what she remembers about Thalassa is what she sees in tapes of Troupe Gramarye performances and what other people tell her about her, which is surprisingly little, as talking about Thalassa is to remember the terrible accident that took her from them. She does, however, vaguely remember the incident in which her mother disappeared; she was inconsolable for nearly a week. In fact, the only reason she stopped was because she wanted to make her dad and grandfather. Her picture is situated in the family room, and sometimes she’ll talk to the picture if her father’s away and pretend she’s still around. And sometimes, as she falls asleep at night, she can hear a soft, soothing voice talking to her and cradling her...a subconscious memory of her mother that still lingers.

Magnifi Gramarye Her grandfather. Ever since her mother’s disappearance/apparent death, he’s been distant with Trucy. When Thalassa was around, he was always the doting grandfather, but seeing Trucy after the accident only reminded Magnifi of what he lost, and tried to avoid her as much as possible. Currently, Trucy no longer remembers the doting grandfather, and really only knows Magnifi as her father’s mentor and teacher. She knows that they’re related, but to her it doesn’t feel that way. It doesn’t bother her, however, because this is what she’s grown up knowing, and to her this is normal.

Phoenix Wright Her soon-to-be father. Although she doesn’t know him yet, she’ll soon be relying on him for almost everything. She realizes that by saving her real father she’s hurt him, and secretly harbors a bit of guilt that “because of her” he got disbarred. However, she also sees in him the father she’s never had, everything that Zak wasn’t Phoenix tries to be. She’s not sure exactly why he’s so nice to her, considering everything she’s done to him, but because he knows how to make her happy she decides that she’s going to do everything she can to make him happy too.

[Friends:]
Valant Gramarye Valant is Zak’s partner in Troupe Gramarye, and Trucy affectionately calls him “Uncle Valant.” Trucy genuinely likes Valant, especially because out of everyone in her life as of now, he’s the one who outwardly treats her the kindest. He’s often the one to convince Zak to take Trucy along with them to practices and performances, and occasionally gives up some of his time to teach her the basics and improve upon the skills she’s already learned. He’s even given her a fair share of books and magazines on magic to help her hone her skills. At the same time, she’s a little weary of him; because of her gift she’s aware that his kindness isn’t entirely genuine. But to Trucy, kindness is kindness, and she’ll take any sort of kindness she can get, fake or not.


Mr. Hat Her favorite magic trick. Although technically an inanimate object, Trucy has the same love for Mr. Hat like she does any other flesh-and-blood friend. To her, Mr. Hat is her one, true confidant and companion. She loves him because she can just be herself and he won’t judge her, or can rant about her day and know she’ll have someone who can listen. She also has an automatic audience whenever she wishes to practice any of her other tricks. Sometimes she affectionately yells at him for stealing her hat.

[Enemies:]
Max Gallactica After narrowly beating Troupe Gramarye in a magic competition a few days ago, Max Gallactica has become Trucy’s public enemy number one. Any time she sees him on TV or in one of the family’s magic magazines she gets angry, often yelling things like “he’s a cheater” and “no one can beat Troupe Gramarye!” She’s even sent him a few nasty fan letters, telling him that he’s a “meanie” for besting “only the best magic troupe ever” in a competition. Her “hatred” of him, however, will cool significantly as time passes and it will only be a matter of time before she completely and utterly forgets his existence.

[Other:]
Regina Berry Trucy met Regina during the magic competition between Troupe Gramarye and Max Gallactica. Although she never approached her, Trucy admired Regina from afar. She thought that the Regina, like everyone else in the competition, was a magician, and that she had one of the prettiest outfits she had ever seen. She was severely disappointed when Regina didn’t do any tricks like Max, her father, or Valant.

CHARACTER
[General personality:]Trucy, above all else, wants to make the people important to her in her life happy. She thinks it’s her job to do or be whatever that person needs in order to lift their spirits, using her powers of perception to do so. Even at the expense of losing her sense of self she’ll do it, because the people she loves are that important to her that she can’t bear to see them sad.

Outwardly, Trucy gives off the appearance of a happy-go-lucky kid. And for the most part, that’s what she is. She tries to find happiness wherever she can take it, and is almost incapable of recognizing sadness or disappointment within her own life, although she can certainly recognize it. And for the most part she’s a typical kid, albeit a kid way more perceptive than the average adult.

Her biggest fault is that although she is mature for her age, she’s still a kid, and thus, a bit naïve. She’s even a little bit more naïve than the average kid due to her unusual upbringing. Once you win over Trucy’s confidence, it can be a simple task to trick her—so long as your body language doesn’t give it away.

She also wants nothing more than to become a famous magician like Troupe Gramarye. This is one of the few goals in life that she has that she has, although it’s in part to make her father (and mother) proud, that she does primarily for herself. She’s been fond of magic since she was a baby and will do whatever it takes to be the next Zak and Valant Gramarye. She’s often practicing magic in private, watching tapes of famous magicians performing (especially Troupe Gramarye), and reading magic books.

Her secret hobby, other than magic, is a love of stuffed animals and other plush-related items. However, she’s really mentioned it because she doesn’t want to be a burden on her father more than she already is.

[Appearance:] Trucy has her brand new magician’s outfit and is ready to show it off to the world! Of course, she wears the locket given to her by her father of her mother to remember her around her neck at all times. Ever since, that’s all she’s worn, even to school (much to the chagrin of her teachers).


[Background:] When Trucy was born, both Zak and Thalassa spoiled their little girl rotten. Thalassa noticed early on that, like her and her father before her, Trucy was developing the family talent of precisely reading someone’s body language. Both parents noticed that Trucy loved magic, and would often put on little shows for their little girl, as well as bring her along to their practices and performances.

Trucy was there the night that the Zak & Valant’s Quick-Draw Shoot’em went wrong. Although she doesn’t specifically remember the event, she remembers the chaos that ensues and that something terrible had happened to her mother. After the event she was inconsolable, only pretending to be okay to be strong for her father.

After her mother’s death, her father changed, losing some of the confidence he had in raising a child before he once had, and Trucy tried to be strong for the both of them. Although she was still allowed to learn about magic, it became harder and harder for her to tag along with him to performances, often having to get Valant to help her get her way.

In the present, Trucy sort of wishes for the happy life she sort-of remembers before her mom died. She’s too practical to rely on wishing—she knows it can’t, and so she’s trying to find happiness within what she has, and isn’t doing too bad of a job with it.