Phantasmal Rift Mods (
phantasmods) wrote2018-01-17 08:32 am
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APPLICATIONS
Applications are currently closed and will open at 12:01 AM PST on February 22nd.
Post your applications to this entry in the following format: First comment should contain the OOC information section only. Successive comments should be posted in reply to that comment, as many as you need. Moderator responses will be appended to the last comment of the application.
A reserve is not required to app! Please note that while the total cap for characters per player is four, you can apply a maximum of two characters per application cycle.
APPLICATION TEMPLATE:
Please note that apps are processed in batches at the end of the application period!
IMPORTANT: Be sure to post your app with the journal you intend to use for the game!
Post your applications to this entry in the following format: First comment should contain the OOC information section only. Successive comments should be posted in reply to that comment, as many as you need. Moderator responses will be appended to the last comment of the application.
A reserve is not required to app! Please note that while the total cap for characters per player is four, you can apply a maximum of two characters per application cycle.
APPLICATION TEMPLATE:
- OOC Information
Player name: [Your preferred name or handle here]
Player age and gender: [18+ folks only. Preferred pronouns go here, though please include one least one of he/she/they for the sanity of your mods and fellow players]
Player Contact: [Plurk, Discord, what have you]
Any other characters in game?
[THIS IS THE END OF YOUR FIRST COMMENT. EVERYTHING AFTER THIS GOES IN REPLIES TO THE FIRST COMMENT.]
IC Information
Character name: [Western order, please. Also if your character is a AU with a different name than the one they had in canon, please let us know!]
Character canon: [If your canon has multiple adaptations and you pull from one in specific, please note that. If your character is a CRAU, please note game they came from here!]
Canon point: [If your character is an AU, please include both their ORIGINAL CANONPOINT and their AU canonpoint. In the case of a CRAU, please note their canonpoint at their PREVIOUS GAME.]
Physical Description: [Image links are fine! Please also include your character's relative height and age!]
About the Character: [Tell us about your character! This is a freeform section for both history and personality, and we're looking for 500-2000 words. Please don't go too far under or overboard!]
Character abilities: [Include both supernatural abilities and more mundane ones, please! Details are good.]
Inventory: [What's on your character's person when they arrive, magically or otherwise?]
Samples: [Threads from the test drive are strongly preferred, but any thread of at least eight comments from your character will do.]
Please note that apps are processed in batches at the end of the application period!
IMPORTANT: Be sure to post your app with the journal you intend to use for the game!
no subject
Player name: Asher
Player age and gender: 28, he/him/his
Player Contact:
Any other characters in game? Prompto Argentum
no subject
Character name: Junpei Tenmyouji
Character canon: Zero Escape series,
Canon point: Original - CDQ-End 2: Payoff 2 (i.e., Zero Time Dilemma's true end)
Airlocked - Post-game
Physical Description: Average these two images and you more or less get the picture. Post-Airlocked, his right arm to the elbow has been replaced with a robotic prosthetic. He has two tattoos on his left arm: a circle formed of two stylized rabbits chasing each other on his inner wrist, and the Kingsglaive symbol taking up the rest of his inner lower arm.
At a glance: 5'8", brown, shaggy hair, 23 years old, average build for a young Japanese man
About the Character:
CANON HISTORY:
✗ (pre-999): Junpei Tenmyouji is born on February 8th, 2006, and enjoys a pretty average, happy childhood. He's best friends with the resident weird girl, Akane Kurashiki, and acts as her hero and protector until she moves away at the end of elementary school.
✗ (999): On November 1st, 2027, a kidnapped Junpei awakens aboard what seems to be an early 20th-century ocean liner not unlike the Titanic with eight other people and is forced by a mysterious figure named Zero to participate in what is called the Nonary Game. He solves puzzles, learns about strange scientific theories from fellow players, and works to discover Zero's motives in holding the deadly game.
999 features branching timelines according to the player's choices. In most of these timelines, at least some of the participants die--often including Junpei. In the True Ending, Junpei discovers that he "knows" information from these other timelines and uses his mysterious knowledge to get everyone to the final room alive. They find out that Zero is Akane and that this Nonary Game has been set up to accomplish two goals: 1) to wreak her revenge on the organizers of a previous Nonary Game in which she and seventeen other children were participants, and 2) to awaken Junpei's ability to access the morphogenetic field (i.e. become a telepath) so that he could save nine-years-ago!Akane's life.
✗ (post-999; pre-Zero Time Dilemma): After the Nonary Game, Junpei drops out of college and joins a private detective agency so that he can use their resources to search for Akane, who has dropped off the grid. For a while, nothing turns up, and exposure to the twisted underbelly of humanity erodes his faith in people. About a year after the events of 999, he hears that Akane will be participating in a "mission to Mars" simulation called Dcom; he threatens his way into participating as well.
✗ (Zero Time Dilemma): On December 31st, 2028, Junpei finds himself once again an unwilling participant in a "Decision Game" run by someone calling themselves Zero. The participants are split into three teams; Junpei's team includes Akane and an American firefighter named Carlos. The gimmick of this game is that each team is only conscious for ninety minutes at a time, during which they have to, you guessed it, solve puzzles, try to escape, and unearth the mysteries behind the game. They are also often prompted to decide whether to kill one, both, or neither of the other teams with a simple push of a button, as the deaths of six people will open the exit. At the end of each ninety-minute interval, they are injected with both a sedative and a drug that erases their memory of the last hour and a half.
Junpei consistently urges Carlos to kill the other teams, to his teammates' great disapproval, and in general acts like a gosh darn little shit. He also gets murdered a couple times, but again, branching timelines are in play along with the fragmented memories, making the whole thing a huge confusing mess.
Ultimately, Junpei, Carlos, and Akane pull themselves together enough to realize all three of them are SHIFTers--that is, ESPers who can use the morphogenetic field to transfer their consciousnesses to other timelines--and take advantage of this, with great difficulty and fatal trial and error, to jump to a timeline where they and the other participants all survive. Junpei also proposes marriage to Akane after revealing that he still cares deeply for her, despite his piece of shit attitude at the beginning of the game.
AIRLOCKED CRAU HISTORY:
I'm glossing over Airlocked's overarching plot, since I know both mods are well-versed in it. If players unfamiliar with Airlocked need more information, I can try to put something together, but good god, that was a year-long experience.
✗ Airlocked R2: The instant Junpei escapes the Decision Game--in fact, the last thing he remembers is ZTD's cliffhanger ending--InterGal7 grabs him for his third (chronologically, at least) death game. Since his memories are rewound to a pre-ZTD point, he makes every effort to be an asshole to his fellow Champions so he won't rekindle his belief in people and subsequently be disappointed. Despite his misanthropic principles, though, most of the people trapped in the Fantasy Sweet slip right through his guard and Junpei steadily grows closer to the friendly, heroic guy he's always been. Due to circumstance and shared trauma, he ends up particularly devoted to Ardyn Izunia, Leonard Church, and Wakasa Yuuri, and formalizes that four-way bond by becoming part of Ardyn's "you weren't supposed to take this seriously but here you are" Kingsglaive.
As a detective, Junpei takes a proactive investigative role in murders and trials, but his reckless nature often sidelines him due to injuries. Even as, in some ways, R2 takes him back to his heroic roots, he also starts to experience serious lasting consequences to his leap-first actions, not least of which is the loss of his arm. Yuuri is perhaps the strongest influence in his development here, as the romantic relationship that blooms between them leads to a deeper examination on both their parts of the structured roles that control their lives. Yuuri tells Junpei she wants to save him, and it turns his whole worldview upside down.
Somehow, Junpei and the rest of the Kingsglaive make it to the survivor pool and get outta town.
✗ R3-R4: For the most part, after Round 2 Junpei drives himself crazy compiling as much information about the show, the science, IG7, and the fandom as he can. His mad drive for intelligence leads to some pretty unintelligent choices, like fumbling the group's attempt to infiltrate a meet-and-greet and ding-dong ditching a private prison. That mistake and watching Rounds 3 and 4 get him questioning how his long-held heroic values might actually hurt the people he loves. By the time the pre-R5 intermission rolls around, he might even have started the process of learning how to do things differently. While he still sails straight into the trap, while he still makes reckless choices, Junpei's able to judge the most sensible way to go about their senseless mission--and of recognizing his own comfort and safety as something worth protecting, too. He wants someone to get out and be safe, not just for that person's own sake, but so that he'll know someone's out there. He wants it, and he lets himself want it, and if it comes to nothing plot-wise, it's no less a pivotal shift in Junpei's development.
✗ R5: That development evaporates once more when Junpei's reset back to the end of Zero Time Dilemma and he loses those memories. This season, Junpei starts out comparatively friendly and balanced--but losing Yuuri in the very first case, even though he doesn't remember his relationship with her, is the start of a rapid roller coaster-like decline. Helpless to prevent death after death, useless in freeing the group from Intergal7's clutches, bombarded with memories of people he didn't even know he lost, Junpei swings wildly between compassion, action, and despair. Ultimately, his desperation leads to his literal downfall--down an elevator shaft where he breaks his neck in an accident for which yet another of his friends is culpable.
After dying, Junpei spends a couple weeks in the simulation with the other deceased Champions but doesn't do much there of note, except propose to Yuuri once reunited with her and the full package of his missing memories. After the survivors free the dead from their comas, he goes with Yuuri and the rest of the R2 Kingsglaive to Persona 5's Japan, where he works odd jobs from home and babysits Yuuri's younger sister, Ruu-chan.
CHARACTER SUMMARY
In short, Junpei's what you get when you take a fairly average Japanese boy next door--one with a snarky punster's sensibilities and a heart of at least bronze, if not gold--and throw him into four death games in under two years. While Junpei remains essentially good-natured, a champion of children in particular and the weak in general, he's also seen far too much of humanity's ugliness and copes through cynicism and assholery towards those who can perhaps withstand it but don't usually deserve it. He's strongly oriented towards taking care of his own rather than saving the world, and he doesn't take kindly to anyone airing lofty ideals. Or someone trying to tell him what to do. Or people his people don't like.
That said, he can be weirdly easy to get along with if there's an understanding that he's going to be low-key antagonistic unprovoked, and he's adept at putting aside his pissiness and mistrust in order to get things done. Junpei is madly proactive, needs to be engaged at all times, and isn't afraid of working with people he finds unsavory for the good of his group. However, he can and will go to any lengths, including betrayal and murder, to keep his friends and family safe. While the Kingsglaive have overall had a positive influence on his nihilism, he still tends to place little value on his own health and safety in favor of getting things done and usually leaps before he looks, as trial and error is the name of the Junpei's game, really.
He's cleverer than he is wise, but more level-headed when it comes to interpersonal relationships than he seems. He excels at using his surroundings in creative, often reckless ways, and he can't resist a good challenge. Also, when the chips are down, he will usually do the right thing--as long as the right thing is in his loved ones' favor.
Character abilities:
✗ Morphogenetic Field
The morphogenetic field, a key mechanic of the Zero Escape series, posits that human thought, ideas, and memories are not generated nor stored within the physical brain, but rather comprise a separate plane of existence divorced from both space and time. All human thought takes place in this field or plane and is then relayed to the body that has to work in the physical, time-bound world.
In Airlocked, Church called it something like "cloud storage for psychics," which is a pretty good way of understanding it. Espers like Junpei are those with a higher level of access to the morphogenetic field, meaning they can come in contact with information they themselves--that is, the current iteration of them--did not experience. This special access to the morphogenetic field is boosted when the esper experiences danger and epiphany, thus Zero Escape's emphasis on mortal peril and multiple levels of puzzle-solving. These powers are also boosted by the presence of other espers, so it's beneficial to have more than one around.
Most ZE espers, including Junpei, access the morphogenetic field in one of two ways:
Transmission/reception
More prominent in 999 than in ZTD. Most espers find it easier to either transmit information through the morphogenetic field OR receive it, though they are all capable of both. This coincides neatly with a tendency for espers to come in sibling pairs of one transmitter and one receiver. An esper can't just think really hard at someone to send them a telepathic message; not only does the person they're trying to reach have to have the same ability, but they (usually) have to have a close connection. An esper can also send/receive information to/from themselves across branching timelines.
Though they aren't siblings, Junpei's esper pair partner is Kurashiki Akane. He was able to contact her nine years in the past through the morphogenetic field in order to save her life. He has not been seen to be able to connect with any other esper.
SHIFTing
Vitally important to VLR and ZTD, SHIFTing is the actual mechanism by which Junpei "time travels." It is not true time travel, but rather transferring his consciousness--which is, after all, nothing more than a complex bundle of thoughts, emotions, and memories--through the morphogenetic field to a Junpei in different timeline, effectively switching consciousnesses between two bodies.
*NOTE: Junpei is not a particularly strong esper on his own, but he grows significantly more powerful through the repeated stress of danger and epiphany in 999 and ZTD. While his powers were dampened in Airlocked, the same forces of danger and epiphany were constantly at play over a much longer period of time; it's reasonable to assume his psychic powers have become somewhat more usable, even without Akane or other espers around.
Transmission/reception won't really matter without other closely-bonded espers for him, but given PhanRift's supernatural setting, Junpei may at least be able to SHIFT or transmit information to himself when in mortal danger (i.e., if he died in another timeline).
✗ Kingsglaive: Ardyn
As a member of Ardyn's Kingsglaive, Junpei has access to the following magic powers:
Warping
Junpei's strongest suit, magically speaking. If Junpei throws an object, he can warp himself to it in a burst of magenta light.
Elemancy
In theory, like the Kingsglaive members in Final Fantasy XV: Kingsglaive, Junpei can draw from Ardyn's magic to summon fire, lightning, or ice, offensively; or a colorless wall, defensively. He hasn't experimented much with this and probably can't really do anything yet.
Armiger access
All the cool kids use their dads' magical hammerspace.
✗ Airlocked Nanites
Junpei's chock-full of healing nanites! Yaaay! They'll repair his body even if it dies! Y...aaaay... Generally, these provide him slightly faster than average healing. Also translation, in case whatever handles it in PhanRift ever goes down, I guess.
✗ Puzzles
You'll never guess, but Junpei's just, like, aces at puzzles. He's so good at puzzles, guys. Number puzzles, word puzzles, physical puzzles, puzzling out murders, turning his own death into a murder puzzle, he just. He's seen and solved so many goddamn puzzles, my dudes.
✗ Robotic Arm
His right arm can interface with Irken technology, and also, it vibrates.
no subject
Outfit: Black, long-sleeved Spider-man tee, sleeveless white hoodie, horrible puffy blue vest, black jeans, pumped-up black kicks with red accents. (Wearing on arrival.)
Hardlight projector: It's set to disguise the wearer as a certain black-haired, blue eyed Lucian royal by default, but can be tweaked to mimic anyone as long as said target is larger than the user. (In his pocket.)
Puzzle screen: A tablet containing an apparently unlimited collection of puzzles seen in the Nonary, Ambidex, and Decision Games. Yes, it has sudoku. No, it won't open locked doors. (Probably in the Armiger.)
Promise Bookmark: This bookmark is patterned with diagonal stripes, dark red carnation petals and slightly red lighter cosmos petals alternating down the length of the card. On the back, above a handwritten note, is a little pattern made of marigold petals, carefully fanned out in a circle to look like a bursting firework. (Tucked inside his tablet cover.)
Key and Crown: A chain necklace bearing a crown charm and one half of a pull-apart pendant. (Wearing on arrival.)
Wallet: Inside is his ID, credit cards, and a regular day-to-day amount of Japanese cash and pocket change. (In his pocket.)
Samples: Junpei TDM toplevel | Tagout to Ardyn
ACCEPTED + NOTE
Additionally, if you use a secondary journal for icon space or other purposes, please respond to this comment with it so that we can get it included!
For your participation in the Test Drive, your character also receives the following items of loot;
-> At first glance, this screen display doesn't work. Shifting a slider along the side, however, reveals that it is in fact a tablet computer - just one designed to accomodate a variety of visual light ranges, several of which are invisible to humans. The original owner seems to have mostly used it to play gacha games, which sadly don't work in this universe.
-> A MODERN TENT! It is bright red and it would be a crowded fit for two, but you have a tent. Unfortunately, you find it set up, and there doesn't seem to be a bag to store it in... Don't lose any of the pieces.
Note: Due to his affinity with the morphogenetic field, Junpei does not suffer the "reset to last save point" effect of the revival mechanic. His memories will be whole up to the moment of his death.