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May. 4th, 2018 12:45 pm
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[personal profile] imsorey
OOC INFO;

NAME: Ellie
AGE: 27
CONTACT: shoujofeelings@gmail.com, thelibrarian @ plurk
CHARACTERS IN GAME: N/A

IC INFO;

CHARACTER NAME: Sorey
AGE: 17
CANON: Tales of Zestiria the X
CANON POINT: The end of episode 25, "The Legend", but before the many-years-later epilogue that is after the credits. Essentially, a few months after Sorey dives into to the earthpulse to purify Heldalf!
HISTORY: Tales of Zestiria the X is an anime adaptation of the game Tales of Zestiria. While there are some similarities between the game and the anime, the two are mostly largely divergent with regards to the plot, timeline, and a few aspects of character development. There is a wiki for the anime that is lacking in detail, so I am also providing an episode summary writeup as a comprehensive history!
PERSONALITY:
As the pure-hearted protagonist of the Zestiria party, Sorey is cheerful, friendly, and eager to learn all that there is to know about the world he lives in. His outgoing personality suits his love of exploration, and he never passes up an opportunity to see a new sight or make a new friend. This is almost immediately shown in his first appearance when he and his childhood friend Mikleo push the boundaries of where they're allowed to go by climbing around the side of a mountain in order to explore a massive sprawl of ruins. Despite the danger and Mikleo's warnings to be careful, Sorey's enthusiasm is never dampened when it comes to making a new discovery. Once inside of the ruins they find Alisha, and without hesitation Sorey offers to help her out. Although she is reluctant to tell him about her situation and even her name, Sorey shows her only kindness and the two quickly become friends. Most of the people that he meets on his journey, human and seraphim alike, find themselves at least mildly endeared by his honest and straightforward nature. His honesty is another defining trait, so he's bad at lying his way out of situations. His friend Edna teases him from time to time for being too honest, joking that it's possible he's never told a lie in his life. It isn't far from the truth: he always clearly states his intentions to the person in front of him, regardless of whether they are friend or foe.

Sorey is also compassionate, kind, and selfless, although all of those qualities can get him into trouble just as much as they help him out. He is chided on occasion for being too ready to jump into situations where he will be taken advantage of. His adoptive grandfather Zenrus scolds him soundly for allowing Alisha to enter their village without knowing the first thing about her. Much later on his friend Lailah tries to dissuade him from getting involved in a war, worried that the harshness of war and human malevolence will wear him down. But it is because his friends are willing to look out for him that Sorey can throw his trust onto others; he is able to listen to their guidance and step back to reassess the situation if it's necessary. Although his rash behavior can be a source of exasperation to those around him, it usually works out for the better: because Sorey puts his faith in people, they put their faith in him in return.

Because he grew up with Mikleo and the other seraphim in his village, Sorey's dream is for a world where humans and seraphim can live in harmony together. He tells Lailah before he makes a pact with her that he is willing to become the Shepherd in order to achieve that goal, and it is one of the reasons that she accepts him—though he's also just someone who can't turn his back on people in need. He stubbornly tries his hardest to protect others from harm or worry, sometimes even to his own detriment. It takes his friends poking and prying before he lets them shoulder any burdens; when Rose wishes to become Sorey's squire in order to help him purify the malevolence in the world, he initially turns her down because he doesn't want her to carry such a heavy burden. It takes prodding from both Lailah and Rose before he relents on the matter. But once Rose is his squire he puts his faith in her that she can handle everything that it entails and thanks her for being there to help him.

Sorey’s a bit of a dreamer, because his other stated dream is to go off and explore all of the ruins around the world. History and archaeology are his passion, and he'll comb through every book that he can get his hands on if left alone. He even has passages of his favorite book, the Celestial Record, completely memorized. He's always mindful of his duties as the Shepherd, but if there's no life-threatening danger he has no problem inspecting relics brought by a traveling or debating the origins of certain ruins with Mikleo and Alisha. Though not all of his friends share his passion for history he is able to share his enthusiasm with them without feeling out of place, and in turn he doesn't mind encouraging them to share their own passions.

Being the Shepherd isn't just pure ideals and an optimistic outlook, though. Sorey needs the willpower and determination to back up his words, especially when it comes to dealing with the heavy malevolence that humans have. This is put to the test when he goes with Alisha to try and stop a war between Hyland and Rolance—on the battlefield he must take in all of the malevolence being generated by those soldiers and purify it before it overcomes him. It clearly takes its toll on him, and the longer he fights the more of a struggle it becomes to keep going without resenting the endless sea of malevolence before him. While his seraphim friends can help him in combat, he has to bear the emotional and spiritual burden alone, as well as the knowledge that human actions almost inevitably cause pain and malevolence within other humans. But he knows that if he doesn't help them, then no one will be able to save them from the endless slaughter of war and the pain of being consumed by their fear and hate. When he is faced with General Landon trying to attack Alisha once the war is finished, his struggle to not give in to malevolence and anger is apparent enough that his seraphim friends show concern with his change in demeanor. Even then, he overcomes it in order to purify Landon instead of killing him. More than anything Sorey knows that not all of humanity is lost. Like him, Alisha puts her life on the line in order to stop the war, and her strength is all the proof that he needs to keep faith in humans and keep going regardless of his exhaustion.

Despite his serious mission as a Shepherd, Sorey is still a goofy teenager and it shows. He'll tease his friends, get excited over trying new food with Rose, and fall for Lailah and Edna's jokes. Though they're traveling to save the world, he doesn't let that stop him from enjoying himself in the moment. He has the pure heart of a child and is able to fully embrace hope through all of the hardships they encounter. He won't give up on those who believe in him, and never gives up on himself even in the face of insurmountable odds.

CANON POWERS:
Sorey is a human being with resonance and sensitivity to malevolence, which means he can see seraphim and other elemental spirits or ghosts that wouldn't normally be visible to humans, and can sense spiritual impurity. As the Shepherd he also has a pure spiritual domain, which is something other people would be able to perceive but doesn't actively do anything. As a Shepherd he can purify malevolence in the land, inanimate objects, seraphim, humans, and all creatures. Purifying humans takes an additional step, though: he must take their malevolence into himself and accept it, or be overcome by it if he fails. In this aspect be must shoulder the emotional and spiritual burden alone.

He possesses a few sword skills called artes that help him when fighting, as well as simple general sword fighting. (A note: the artes are not specifically called out in the anime by name, but the fighting styles used in the game and the anime are a close enough comparison to determine that they are used within the anime.)

Sorey's other abilities are dependent on the seraphim he's with; he can do something called armatization and combine with any of his seraphim to gain special elemental abilities. He can also work with his seraphim to tap into their elemental affinities, namely those of fire, water, earth, and wind.
OTHER: N/A

GAME INFO;

CRAU INFO: N/A
MAGIC ABILITY: Soul dives! By making physical contact with a person, Sorey can take their psyche and broadcast it into a contained space, accessed via a magic door that appears when he activates his powers. Because it's a magic door, it doesn't matter how big or small someone is--if they try to go through the door they magically fit!

The character whose psyche is being entered will fall unconscious physically, but their mental self will manifest inside of the space, with it being up to the player's discretion how that happens! For example, the character could show up fully aware of what's happening and freak out, or they could manifest as a version of themselves that "lives" within the space and is meant to act as a guide to characters visiting. Since every character is different, it's flexible. More self-aware characters might have an idea of what's going on, while other characters might not understand even if Sorey tells them before he activates his power. It's up to the player OOCly whether or not they want their character to remember what goes on inside of their psyche or not; my default is that they do remember, but I'd prefer it be up to player discretion if possible.

The space itself has the possibility of containing memories for those who enter to interact with, and those memories are triggered by an object or objects that are within the space! For example, if Character A is really fond of apples and has lots of happy memories of eating apples with a special person, there could be an apple within the room that lets Character B view a memory of eating apples with that special someone. Viewing these memories and interacting with them/the character's psyche has the potential to help ease past traumas and the like--if they have a particularly Bad Memory, for instance, the psyche can work through it with characters inside of the room and potentially help to ease emotional scars. Affecting the space comes from interacting with whatever memories are present within the space and talking to the character's psyche; any memories provided would be from the other player and it's completely up to them what they want to have within the space and what they don't.

The default is that the space is empty with just the person's "psyche/soul" to talk to directly but the specifics of each psyche vary depending upon the person and can have more symbolic items within the space to interact with; this part is up to player discretion. Sorey can also create a door for his own psyche!

He can only use this ability once per day on one person's psyche.

((Two notes: Note 1! Due to the nature of the power, it wouldn't be activated without clearing it OOCly with the other player first. Due to Sorey's personality he would also pretty much always ask ICly before activating it too.

Note 2! The overall the concept for soul dives is loosely based off of the concept for heartgames and calibrations; it's a more simplistic version of those! The links provided for heartgames and calibrations are meant mostly as background reference for the inspiration, if it helps to provide any clarification.))


ANY WEAPONS/MAGICAL ITEMS?: A ceremonial sword is the only weapon on his person and it is non-magical. No magic items to speak of!
ANY PETS?: N/A

SAMPLE;

LINKED SAMPLE: Thread 1, Thread 2, Thread 3.
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