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Sora ([personal profile] fallingsky) wrote2015-01-04 10:51 am
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Application for [community profile] empatheias


⌈ PLAYER SECTION ⌉

Player: Rox
Contact: [plurk.com profile] starshowers, xLadyRoxanne@AIM and Skype
Age: 22
Current Characters: N/A


⌈ CHARACTER SECTION ⌉

Character: Sora
Age: 16 (possibly 15 - the amount of time that has passed since KH2, where he was 15 officially, is ambiguous, and we haven't received an updated official confirmation on the ages of characters in the series for a long while. However, I'm going to guess that he’s 16 by now, or at least close enough.)
Canon: Kingdom Hearts
Canon Point: Kingdom Hearts 3D: Dream Drop Distance, immediately after the cutscene following the Xemnas battle.

Background:

Once, there was a boy, soon to be named Sora, born with a very big heart and a very strong light. He lived on a small and peaceful island world called Destiny Islands. On the night of his birth, another boy named Ventus, whose heart had been torn in two, was brought to Destiny Islands to live out the last of his moments as his light slipped away. But Sora’s newborn heart, sensed a warm light and followed it to the poor boy’s shattered heart. Sensing that he was in trouble, and wanting to help, Sora gave Ventus some of his light - enough to hold him together until he was strong enough to stand on his own.

Four years later, Sora was living a happy, carefree life on the islands, and he spent much of his time with his best friend, Riku. One day, a visitor came to the island - a woman with blue hair from another world. She told Sora that he had the important job of taking care of Riku if he ever started wandering down the wrong path, and Sora agreed to do this without hesitation, though he had no idea what exactly she was talking about. Eventually, because he was so young at the time, Sora forgot about meeting her.

On a night no more than a week or so after that meeting, Sora found himself crying, sad for some reason that he couldn’t understand. Riku told him that maybe he needed to “open his heart and listen” for someone who needed help, and so he did. It was the boy that he had met four years ago - Ventus - returning again with a weak and shattered heart after a hard battle. He needed to sleep, and sought a safe place to rest. Sora happily let him stay in his own heart, where Ventus would remain for many years to come.

About a year later, Kairi, a little girl from another world, washed up on the beach while Sora and Riku were playing. They helped her as well as they could, and once she settled into life on the island they began to spend a lot of time with her, and their duo of best friends became a trio.

Nine years later, Sora, Riku, and Kairi (who couldn't remember her life before coming to the islands) wanted to leave Destiny Islands and visit worlds beyond their own. To accomplish this, they built a raft that would allow them to cross the ocean. But on the night before they had planned to set out on their adventure, their island home was attacked and destroyed by shadow creatures called Heartless. That same night, a strange weapon appeared to Sora – the Keyblade, a key-shaped weapon made to fight the darkness. Though he tried to fight the creatures, in the end he, his friends, and what remained of the islands were scattered.

When he next awoke, he was in a world he did not recognize. Lost and confused, but also curious about the strange place he had found himself in, he wandered hoping to find his missing friends. Instead he met others, who explained to him what the Keyblade was and told him that his job, as its bearer, was to seal the Keyholes that led to the heart of each world to protect them from the darkness. He also met Donald and Goofy, who were searching for their missing king. The three agreed to travel together, and set off on a journey across the worlds. They traveled from world to world, making friends and sealing keyholes, but they had very little luck finding the people they were searching for. Sora did find Riku, but only managed to accidentally chase him off when talking about his new friends. But Sora hadn’t been too worried at the time - now that he had seen Riku and knew he was okay, Sora continued his search for Kairi, assuming that Riku was probably doing the same and that they would see each other again soon.

Instead, the next few times the boys met put them on less-than-friendly terms. Riku had decided to work with Maleficent, a witch who was using the Heartless and the powers of darkness to destroy worlds and gain power, for reasons Sora didn’t yet understand. Worse, Riku had started using the powers of darkness himself. Sora couldn’t convince him to change his mind and stop, leaving him no choice but to fight against his friend, who he felt he could barely recognize as Riku anymore, on various occasions. They continued this battle until Sora reached a world called Hollow Bastion. There, a while after losing the Keyblade to Riku - who was originally supposed to manifest the Keyblade on the night Sora gained his, but didn’t because he gave into darkness - and then regaining it before a fight shortly thereafter, he found that his friend had let in too much darkness and that his body had been taken over by the Heartless of Ansem (really Xehanort, though Sora does not know this at the time). Ansem was the man responsible for releasing the Heartless on the worlds in the first place. It is here that Sora also found Kairi for the second time (the first being when he sees Riku in Neverland, where he learns that Riku was using darkness to find Kairi because he had been tricked into believing Sora had abandoned them), along with six other sleeping girls. Ansem told Sora that these seven girls, with hearts of pure light, were the key to revealing Hollow Bastion’s Keyhole and unlocking the path to the door to darkness – Kingdom Hearts. But Kairi was without her heart; she had lost it the day the islands were destroyed, and it had taken safe refuge within Sora. Ansem intended attack Sora and release Kairi’s heart to complete the Keyhole. But Sora, determined to keep Kairi’s heart safe, fought back and chased him off. Still, though he won the battle, he couldn’t stand to see Kairi asleep. Her heart had to be freed, or she would never awaken. Even if the cost was his own heart, it was a price he was willing to pay – and so he does.

As a Heartless, Sora retained some limited sense of self-awareness. The first thing he did was search for his friends, who he eventually found just as they were headed out of the castle. Though Donald and Goofy were unaware, Kairi recognized him for who he truly was and, through whatever powers her heart and their bond gave her, returned his body to him and pulled his heart out of the darkness. Now returned to normal, Sora took Kairi to Traverse Town, then left again, determined to save Riku. He then traveled to a place called The End of the World, where he finally defeated Ansem. He and his friends found both Riku and King Mickey, but in order to close the Door to Darkness that was opened by Ansem, the two had to stay behind in the Realm of Darkness. Sora had no choice but to leave them there when the door was locked. The worlds destroyed by the Heartless were brought back after the door was closed, including Destiny Islands. But instead of going home, Sora continued his journey to find Riku, determined to reunite all of his friends.

Sora, Donald, and Goofy found themselves in a world they knew nothing about, with no clues as to how to find the people they were searching for – not even a letter sent by King Mickey himself gave them any good hints. In that world they found a hooded man, who led them to a castle with a cryptic message – “Along the road ahead lies something you need. However, in order to claim it, you must lose something that is dear to you.” They entered this place, called Castle Oblivion, only to realize soon enough that bit by bit their memories were disappearing. But as he lost memories, Sora began to remember things about a childhood friend of his named Namine. He learned that she was in the castle, held captive by a group called the Organization – the people in the black cloaks that led him there in the first place. He met and fought many of the Organization’s members while he was in the castle as well, including Larxene, Vexen, and perhaps most importantly Axel. Slowly, unbeknownst to Sora, this girl started to replace Kairi in his memories, and the more determined he was to find her, the more apparent it became to his friends that something was wrong. However he pushed on, eventually even getting angry enough to leave Donald and Goofy behind. It was only when Namine herself interfered, apologizing to Sora and telling him that she had altered his memories, that Sora learned what was really going on. The entire castle was a setup – Marluxia, the leader of Castle Oblivion, was using Namine to alter Sora’s memories so he could be used as a pawn in Marluxia’s coup of the Organization XIII, a group led by someone else altogether. He made it to the top of the castle, where he finally defeated Marluxia. But his memories still needed to be restored, and the only way to do that, Namine told him, was for him to lose all of his memories of Castle Oblivion. Though Sora didn’t want to forget Namine, he wanted to have his true memories back as well, and eventually he agreed. But first he had Jiminy write one last note in his journal:

‘Thank Namine’


It was a year before Sora’s memories were completely restored. During that entire time, he was asleep in an old mansion in a world called Twilight Town. When he awoke, he remembered none of his adventure in Castle Oblivion, and had no idea where he was or why he had been asleep. But with no answer in sight, he and his friends resumed their journey to find Riku and King Mickey. It was only a short walk around the city before, surprisingly, they did see the king. He stayed only for a moment and told them to go visit a wizard named Yen Sid. Yen Sid told the trio about certain problems that had cropped up in their absence – namely, that a group known as Organization XIII was on the move, destroying worlds and stealing hearts. They were Nobodies – emotionless beings made of what was left behind of a person when a heartless was born. Now not only did Sora have to find Riku, but he had to defeat a new threat to the worlds.

Once again he journeyed across the worlds, helping old friends again and making new ones. As he unlocked the paths between worlds, he little by little began to unravel the pieces of the puzzle he was faced with. He also learned about the true identity of the "Ansem" he met on his last quest. He was actually the Heartless of Xehanort, one of Ansem's apprentices, who betrayed his master and stole his name. The leader of Organization XIII was Xehanort's Nobody, Xemnas.

One by one, Sora met and defeated several of the remaining Organization members, and thanks to clues from both them and others, it was clear that Riku was in the Realm of Light somewhere, though some of what they said made Sora worry about whether or not he was okay. Eventually he also learns that the Organization managed to kidnap Kairi, meaning that both of his friends were missing once again. All of this eventually led him to a place called The World that Never Was. There he was reunited once again with Kairi and, finally, Riku. He also found someone else - Roxas, his own Nobody, who had been born when he freed Kairi's heart in Hollow Bastion over a year before. Roxas had once been the thirteenth member of the Organization, but he was eventually led back to Sora, whose heart he returned to, allowing him to wake up from his long sleep - though Roxas didn't vanish entirely. Sora had been hearing Roxas' name periodically throughout his journey - more than one Organization member had insisted on calling him "Roxas" in fact, much to his annoyance. Sora finally learned who Roxas was and even got to see him briefly. He also got to see Namine, though in the midst of all the activity he forgot to thank her, something that he regretted later.

Together Sora and his friends found Xemnas, and finally (or so they thought) defeated him. Kairi, Donald, Goofy, and the King all got home safely, but before Sora and Riku could follow, the portal that Namine had opened for everyone closed. Xemnas, who was still alive, attacked the two boys with everything he had, but they still managed to beat him. They wandered for a short time in The Realm Between, which soon gave way to the Realm of Darkness, where Sora and Riku found themselves at a dead end. They weren't sure if they would be able to find a way out...but as long as their friends and the worlds were safe, Sora decided that he could accept whatever happened. But after a few hours, a message in a bottle from Kairi, written before Sora's awakening, arrived.

“Thinking of you, wherever you are. We pray for our sorrows to end, and hope that our hearts will blend. Now I will step forward to realize this wish. And who knows? Starting a new journey may not be so hard, or maybe it has already begun. There are many worlds, but they all share the same sky – one sky, one destiny.”


When Sora finished reading the letter, a door opened in front of the boys. They were led back to the realm of light and, at long last, reunited with Kairi and all their other friends on Destiny Islands.

An unspecified amount of time later (I would guess anywhere from a few months to a year, but nothing official has cleared up the timeline yet) a letter from King Mickey arrived on the islands. It said that people were hurting - people who had made Sora who he was, even though he couldn't quite remember all of them - and that he and his friends were the only ones who could save them. To prepare them for the task ahead, Sora and Riku were both called to Yen Sid's tower. Kairi, meanwhile, stayed on the islands for the time being.

Yen Sid started by explaining many things about the past that they were both either completely or partially unaware of. He told them about the Keyblade War, which had occurred in the time of fairy tales. People had created Keyblades in the image of the χ-Blade, the key to Kingdom Hearts, which was thought of as the source of all light in the world. They used these Keyblades to try to conquer that light for themselves. By greedily fighting for the light, people allowed darkness to enter their hearts, and soon the world was lost to that darkness. But the light in the hearts of children couldn't be extinguished, and that light allowed the world to be reborn in it's current, fractured form. The Keyblade wielders of this newly salvaged world decided that from now on they would use the weapon to defend the light rather than to conquer it. A very long time after that, a Keyblade Master named Xehanort - who, while avoiding going on a tangent to explain the hows in detail, is the same Xehanort Sora has been dealing with since he got his own Keyblade - wanted to recreate the X-Blade, which had been shattered into seven pieces of light and thirteen pieces of darkness in the Keyblade War, so that he could make history repeat itself and see if world would be found worthy of the light again. His attempts to do this, though all ending in failure, resulted in much pain and grief and caused countless problems for the defenders of the light.

(And yes, that long infodump was absolutely necessary - nothing else that happens after this point makes much sense without it and I am very sorry.)

Yen Sid then revealed that because Sora had defeated both Xehanort's Heartless and Nobody, the man himself would be returning soon, and would likely resume his schemes. Therefore, he felt that Sora and Riku both needed to be tested for the Mark of Mastery, the proof that they were true Keyblade Masters (which is why Kairi wasn't called with them - she wasn't experienced enough as a wielder to be tested and, really, hanging around Yen Sid’s office waiting would probably be painfully boring). At first Sora protested, not seeing the point of starting all over with his training just to earn a title when he was confident that he could handle anything as long as his friends were by his side. But Riku, who had allowed darkness into his heart, still wasn't confident that he was worthy of wielding his Keyblade. So, for the sake of proving to his best friend that he was worthy, Sora agreed to take the test, confident that they would both pass with flying colors.

Their test had another purpose, however. Instead of taking a more traditional Mark of Mastery examination, they would be sent into the Realm of Sleep, where they would need to unlock the seven Sleeping Keyholes and gain the power to awaken someone from a deep slumber. They would need this power to save the people mentioned in the letter the trio had received. The Realm of Sleep was made up of dreams, but specifically the dreams of worlds - worlds that Sora had saved in his first adventure that had never entirely "awoken" back into the Realm of Light. In addition to gaining a new power in their journey, they would also be restoring the worlds in question by unlocking their Keyholes.

To enter the Realm of Sleep, Yen Sid sent them back in time to right before their world was cast into Darkness. This was the only way to lead them into the Realm of Sleep, as otherwise it is inaccessible to anyone, even the Heartless. Sora and Riku take the raft and sail out into the ocean to find their way. The storm hit before too long, however, throwing the boys off their path in more ways than they could have ever realized at the time. They end up facing one of Sora's old enemies, the sea witch Ursula, before being tossed into the ocean. Sora saw only two things after the battle ended and their raft was destroyed - a Keyhole (which he and Riku unlock) and a familiar man in a brown cloak - before blacking out completely.

Sora “woke up” in the Sleeping Worlds, but he was alone. He searched for Riku, but eventually discovered that the world had somehow been split into two and that they were trapped on different sides of it, with no way to cross the gap. But though they were a world apart, Sora still knew that they were in some way still by each other's side, helping each other - their hearts were connected. So, confident of this, he was able to move forward, and traveled through the Realm of Sleep on his own.

But he met with many unexpected complications along the way. He was pursued and taunted by a young man with silver hair, who seemed somehow familiar, and Xemnas, who had returned for reasons that Sora didn't understand. He found himself followed not only by them, however, but by a lingering sense of doubt about himself, his heart, and the path that he was walking brought on both by cryptic conversations with the two of them, and by the unusually dark tone some of his world visits took. He tried to push aside those feelings, never quite voicing them out loud, but there was one thing he couldn't ignore - something just wasn't right about his journey through the Realm of Sleep. Traveling alone wasn’t helping, either, nor was repeatedly running into the dreams of friends who could not recognize him. Still, he knew that he had to see this journey through to the end, and so he pushed forward.

When he unlocked the last Sleeping Keyhole, he finally learned what had gone wrong. He awoke not in Yen Sid's tower, but in The World that Never Was, where he was forced back into dreams - his own dreams. In fact, he soon learned that he had been falling deeper and deeper into his own dreams ever since he had set foot in the Realm of Sleep. His entire journey had been hijacked and manipulated by Xehanort for that exact purpose. Sora was trapped and still confused, but he pressed on further to try to figure out what was going on and how to get out - and because of an ache in his heart that he could not ignore, urging him to go further and find the source. Sora found himself trapped in a nightmare of sorts, though not all of what he saw was false. He encountered memories of Ventus and his friends, and people who sleep in his own heart; a black-haired girl and Roxas, the latter of whom shared the memories of his life with Sora. Knowing that their stories ended in sadness, Sora was unable to answer Riku's call to awaken from the dream. He knew that, even if the cost was high, that there was more he had to see; he couldn't ignore the hearts that were hurting.

That decision was a lot more costly than he thought it would be. The reason for the setup had to do with the true goal of the Organization XIII. In order to forge the χ-Blade, Xehanort planned to assemble the missing pieces - 7 of Light, 13 of Darkness. The 7 of Light he was entrusting to destiny, but the 13 Darknesses were all going to be vessels carrying his own heart and mind. Soon, at an appointed place and time, his twelve selves from the past and present would gather to welcome their chosen Thirteenth - Sora. Xehanort had wanted Sora's heart to fall into the darkness of sleep to create room for his own.

Sora fought back, of course, facing Xemnas in battle alone, but the fight was only a trick to work him into an exhausted state. He collapsed, unable to stop himself from, as young Xehanort informed him, falling into the deepest pit of sleep. It is at this point that he comes to Empatheias.

Personality:

Sora is most easily described as a simple child who grew up on a peaceful island world that never changes. At first glance, nothing seems special about Sora. At the most basic level, nothing really is. Until he was fourteen, he lived an easy and largely uneventful life, and he has the simple, good-hearted nature one would expect to see from a boy raised in those conditions. Of course, like most young boys, he's also equipped with energy, an adventurous spirit, and a healthy amount of curiosity. He's also always loved being around people, and likes it best when everyone around him is happy - and if they aren’t, he likes trying to find ways to fix that. He’s a normal kid thrust into extraordinary circumstances, who manages to make the best out of everything that comes his way. In 3D, Master Xehanort calls him a “dull, ordinary boy” and though he is ordinary, he is far from dull - and being ordinary is anything but a strike against him.

Generally, Sora is a very cheerful kid. He's the sort of boy who's always expressive, often curious, and likes to find reasons to smile. He isn't always the smartest, often missing the forest for the trees or even vice versa, but he's far from dumb. He also isn't the type who's automatically the best at everything, but he tries hard. When Sora wants to learn and understand something, he will - if he has anything, it's determination. More than that, in a lot of ways he is surprisingly clever, creative, and resourceful (he has to be, to get through all the fights and messy situations that he’s found himself in) and once he learns something, it stays with him.

Sora has a very big heart, both in the literal (where his spiritual heart is concerned) and figurative sense. More than anything, he wants the world to be a good place. Most importantly, he wants his friends to be happy. Speaking of friends, he has an easy time making them, and for very good reason - when meeting people, he's generally friendly. He doesn't have trouble talking to others, most of the time, and tends to be very outgoing and confident. If he needs help, or has a question, he'll ask someone. If he sees someone who needs help, he'll help them, no questions asked, even if he has no idea who they are. He's social by nature, and prefers spending time with others to being alone. His friends are his power - he draws strength from the bonds he has formed. In that sense, he’s a textbook extrovert.

But even though he's the sort to make lots of friends wherever he goes, he also values all of his friends individually - each and every one is important to him. He holds his friends close to his heart; remembering them gives him a reason to move forward, no matter what obstacles stand in his way. Sora would do anything for the sake of the people who are important to him - he would (and does) travel to the end of the world and back, again and again, to make sure his best friends are safe. He would even be willing to sacrifice himself, in any way, if it meant that they would be okay (and he does that, too). His friends are what keep him going, and he's more proud of those connections than he is of anything else. After all, having the Keyblade and traveling the worlds would mean nothing were it not for the friends he makes and the people who fight by his side.

Sora is also incredibly forgiving; he would rather see the good in people then hold a grudge over the bad. If someone has wronged him before, or hurt his friends, then he won't just forget what happened - he'll be suspicious and cautious - but he would still be willing to give them another chance, if they proved that they really wanted one. He’s especially forgiving of friends who simply make mistakes or go down the wrong path for a little while, like Riku did.

But Sora is only human, and no matter how determined he is to keep a smile on his face, even he has moments of doubt, fear, and hesitation. There was more than one instance on his journey where he needed his friends to remind him to smile...and he always does, because he doesn't know how to give up, especially when there are people around to encourage him. But that doubt, that little bit of darkness, is there. There are times when he doesn't know what to do, when he wonders about whether or not things will turn out alright, or what he would do if they weren't. Times when he realizes that's he's just a kid, and that maybe, just maybe, he doesn't really understand anything.

These worries don't just vanish, but much of Sora's strength lies in his ability to press forward regardless of those fears. He focuses on the positive, refusing to dwell on more negative alternatives - which, as Kingdom Hearts 3D proves, can be both good and bad.

Also, being so positive and confident opens Sora up to a tendency to constantly be in over his head. He's usually willing to jump into any situation where he thinks he even might be able to help, regardless of how well he understands it, and sometimes that can get him into serious trouble. He has a tendency not to think before he acts when the situation seems straightforward, and it's only through luck and creativity that he's able to pull himself out of some of the situations he winds up in. It's also good to note that, while he's not rude, he does sometimes speak to authority figures too casually (unless it's someone who he has known for awhile and respects, such as King Mickey, who he has a difficult time not calling “Your Majesty”) and occasionally loses his temper when he shouldn't, though no more so than most teenage boys do. Especially now that his confidence has taken a bit of a hit in light of what happened in the Realm of Sleep, he’s more cautious and self-aware than he used to be.

Everything Sora does, he does with all his heart, which can be both his greatest strength and his greatest weakness. Once he decides to do something, he'll throw every part of himself into it. On the one hand, this means that his determination will drive him to see everything through to the end - he never gives up, not when his heart tells him something is right. But that little instinct can just as easily lead him into trouble, and because he puts all of himself into everything, when he falls, he falls hard. This is why he needs his friends so much - sometimes, when his heart steers him towards something he can't handle, he needs the people who care about him to pull him out of a tight spot; and, when it comes down to it, he will always do the same for them.

Abilities:

Sora has the power to wield a weapon called a Keyblade, which is exactly what it says on the tin - a weapon shaped like a giant key. This weapon has the power to unlock or lock any keyhole, from a lock on a treasure chest to the giant locks that protect the heart of a world in his canon. Its powers can be customized with various ‘keychains’ Sora has collected over time. He also has the potential to use any new trinkets he may receive from his friends during his time in Empatheias as keychains.

The Keyblades currently in his possession are -

Kingdom Key - The Keyblade Sora began his journey with. It provides a balanced boost in Strength and Magic.
Skull Noise - A Keyblade that provides a balanced boost in Strength and Magic.
Guardian Bell - A Keyblade with long reach that provides an extra boost in Magic.
Ferris Gear - A Keyblade that triggers fewer Reality Shifts which only happen in the Dream Worlds anyway so, but compensates with an extra boost in Strength and Magic.
Dual Disc - A Keyblade that provides an extra boost in Strength and makes it easier to land critical hits.
Knockout Punch - A Keyblade that lands fewer critical hits, but compensates with a Strength boost and more frequent Reality Shifts except, again, those only happen in the Realm of Sleep.
All for One - A Keyblade that triggers fewer Reality Shifts see previous strikethroughs, but compensates with a boost in Magic and more frequent critical hits.
Counterpoint - A Keyblade with long reach that provides an extra boost in Magic and makes it easier to trigger Reality Shifts.
Sweet Dreams - A Keyblade with long reach that provides an extra boost in Strength and makes it easier to land critical hits.
Divewing - A Keyblade that provides an extra boost in Magic and makes it easier to land critical hits.
End of Pain - A Keyblade that triggers fewer Reality Shifts, but compensates with a boost in Magic and more frequent critical hits.

*These are the weapon descriptions from Kingdom Hearts 3D, and not my own writing, save for the strikethrough commentary.

Sora has access to a variety of abilities from his world, including magic (learned initially from Merlin, though he's at a point where he can experiment and figure out more powerful spells on his own), physical skills (mostly discovered through trial and error), and light-based abilities.

The following is a list of attacks and support abilities he has learned (using descriptions directly from Kingdom Hearts 3D, hence all the "yous"):

Quick Blitz - Perform a high, leaping slash.
Blizzard Edge - Perform a high, leaping slash that causes ice to burst from the ground for additional damage.
Blitz - Perform a triple jump attack.
Spark Dive - Create an electric shockwave that may stun some surrounding ground-based foes.
Poison Dive - Create a toxic shockwave that may poison some surrounding ground-based foes.
Drain Dive - Create a shockwave that will drain HP from surrounding ground-based foes.
Sliding Dash - Punish faraway enemies with a charging attack.
Thunder Dash - Shroud yourself in electricity and punish enemies with a charging attack.
Sonic Blade - Rush the enemy multiple times.
Strike Raid - Throw the Keyblade at the enemy. Stuns some foes.
Circle Raid - Orbit your Keyblade around you, causing it to strike and bind surrounding foes.
Aerial Slam - Knock a foe into the air, then slash it again as you rocket downward and launch even more foes with the resulting shockwave.
Ars Arcanum - Unleash a blinding flurry of attacks.
Gravity Strike - Perform a spin attack that puts some enemies into zero gravity.
Confusing Strike - Perform a spin attack that confuses some enemies.
Tornado Strike - Perform a spin attack and create a vortex that lifts enemies into the air.
Prism Windmill - Spin the Keyblade like a windmill as you rush the enemy, landing multiple hits.
Timestorm - Spin the Keyblade like a windmill as you rush the enemy, landing multiple hits and inflicting Slow or Stop.
Fire Windmill - Spin the Keyblade like a windmill as you rush the enemy, landing multiple hits and possibly igniting targets.
Icebreaker - Unleash an icy attack that freezes some enemies, then follow with a fire attack that can potentially ignite them.
Shadowbreaker - Assail enemies with two spin attacks in a row: one of darkness, then one of light.
Magnet Spiral - Use magnetic force to pull in nearby enemies, then send them all flying with a spin attack.
Salvation - Create a vortex of light that lifts enemies, restoring some of your HP in the process.
Collision Magnet - Use magnetic force to pull in enemies, then launch them toward other foes.
Break Time - Strike a slick pose. Results may vary. this is his best attack don't deny it
Fire - Launch a small ball of fire toward enemies.
Fira - Launch a large ball of fire toward enemies.
Firaga - Launch a huge ball of fire toward enemies.
Firaga Burst - Create an orb of fire overhead that shoots a burst of smaller fireballs toward foes.
Mega Flare - Launch a deadly fireball that triggers a blast no enemy can escape. Ignites foes.
Blizzard - Blast enemies head-on with a small chunk of ice that cuts right through and potentially deals multiple hits.
Blizzara - Blast enemies head-on with a large chunk of ice that cuts right through and potentially deals multiple hits.
Blizzaga - Blast enemies head-on with a huge chunk of ice that cuts right through and potentially deals multiple hits.
Icicle Splitter - Launch a chunk of ice, then smash through it, damaging surrounding foes with the shards.
Deep Freeze - Perform a spin attack that chills the air around you and freezes enemies you touch.
Ice Barrage - Knock enemies into the air by creating chunks of ice directly beneath them.
Thunder - Strike nearby enemies with lightning. The lightning will jump to other nearby foes if it connects.
Thundara - Strike a larger radius of enemies with lightning. The lightning will jump to other nearby foes if it connects.
Thundaga - Strike enemies in a wide radius with lightning. The lightning will jump to other nearby foes if it connects.
Triple Plasma - Launch three blots of electricity toward enemies.
Cure - Restore a small amount of health to yourself and party members.
Cura - Restore a large amount of health to yourself and party members.
Curaga - Restore a huge amount of health to yourself and party members.
Esuna - Eliminate all negative status effects from yourself and party members.
Zero Gravity - Create a small anti-gravity field and send foes into a drift for continual damage. Hit floating enemies to confuse them.
Zero Gravira - Create a large anti-gravity field and send foes into a drift for continual damage. Hit floating enemies to confuse them.
Zero Graviga - Create a huge anti-gravity field and send foes into a drift for continual damage. Hit floating enemies to confuse them.
Zero Graviza - Create an anti-gravity field and pull drifting foes toward you for continual damage.
Balloon - Conjure up a ring of balloons that burst on contact, bouncing enemies into the air and stunning them.
Balloonra - Conjure up multiple balloons and knock them toward enemies, stunning foes on impact.
Balloonga - Conjure up a huge balloon that bursts on contact, stunning foes and releasing more balloons for additional damage.
Spark - Summon a ring of revolving light crystals that deal damage to enemies.
Sparkra - Summon a two rings of revolving light crystals that deal damage to enemies.
Sparkga - Summon three rings of revolving light crystals that deal damage to enemies.
Faith - Unleash a colonnade of light that deals damage to enemies while restoring your health.
Tornado - A whirlwind flies around, dragging in foes for continual damage.
Mini - Temporarilly reduce the size of enemies, halving their Strength and Defense. Just touching mini-foes will deal damage.
Blackout - Blind surrounding enemies and stop them from attacking you.
Time Bomb - Turn nearby foes into ticking time bombs. When they go off, they will damage surrounding enemies.
Confuse - Confuse surrounding enemies and cause them to attack each other.
Bind - Bind any enemies grouped around your lock-on target, forcing them to stay in one place.
Poison - Launch a glob of poison at enemies. Poisoned foes will take continual damage for a limited time.
Slow - Manipulate time to slow down the movement of any enemies grouped around your lock-on target.
Sleep - Put nearby enemies to sleep for a short time.
Sleepra - Put enemies in a larger radius to sleep.
Sleepga - Put enemies within a wide radius to sleep for a long time.
Stop - Manipulate time to bring surrounding enemies movement to a complete halt.
Vanish - Make yourself invisible to foes and harder to hit.
Air Slide - Slide forward quickly in midair.
Sonic Impact - Charging attack performed during an air slide that sends enemies flying. Can be followed up by a second attack if Sora's timing is good.
Superglide - Exactly what it says on the tin - Sora glides through the air at high speeds, though he will eventually have to come to a stop.
Sliding Sidewinder - Spin attack performed while moving.
Sleep Climb - After launching a foe into the air, Sora performs a spin attack and launches them higher with a vortex.
Combo Plus x3 - Adds one stoke to your ground combos.
Air Combo Plus x3 - Adds one stroke to your aerial combos.
Combo Master - Allows you to continue a combo unbroken even if one of your attacks fails to hit the enemy.
Second Chance - Ensures you always retain a little health after an attack that would otherwise finish you off, unless you are already down to a small amount of health.
Once More - Ensures you always retain a little health throughout a combo that would otherwise finish you off, unless you only have one health to start with.
Leaf Bracer - Prevents you from taking damage while using Cure commands.

Limits - With the help of other people, usually good friends, Sora can use special attacks that vary depending on who he is doing them with.

Dream Eaters - In his journey through the dream worlds, Sora met and allied with creatures called Dream Eaters - specifically “Spirits”, who defend dreamers from their counterparts, the “Nightmares”. Spirits fight off Nightmares in order to spread good dreams, and Nightmares attack Spirits and spread bad dreams. Sora was able to ally with the Spirit friends he collected to aid him in battle.

Basically, think Pokemon. Dream Pokemon.

Each Dream Eater has their own ability set along with five different “dispositions”, which alter their behavior in battle and can be changed by interacting with them in certain ways - you can see a chart of which attacks are available for which dispositions in the wiki links. The ones Sora will be bringing with him are:

Meow Wow
Tatsu Steed
Me Me Bunny
Pegaslick
Sudo Neku

Alignment:
Daimonia. Particularly at this canon point, many of Sora's most significantly emotional moments fall into the range of joy and grief. He feels joy when he's with his friends, exploring new worlds, or helping someone - he loves finding reasons to smile, and help others do the same. But he also carries a heavy weight of grieving and sadness in his heart, caused by the painful experiences of those who rest within it and from memories of his own experiences throughout his journey.

Other: I’m so incredibly sorry for this monster of an application.


⌈ SAMPLE SECTION ⌉

Sample: Here!

Questions: None!

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