socials: ⚠ ɢɪғᴛ; ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ (024.)
seta souji ([personal profile] socials) wrote2019-04-29 11:05 am

like you're chasing the truth

Player Information
Name: Snow
Age: 02/22/89
Contact: [plurk.com profile] folklores | folklorist#9385
Other Characters: N/A

Character Information
Name: Souji Seta
Canon: Persona 4
Canon Point: True Ending, no romantic routes. His reflection in the train window brought him to Aefenglom.
Age: 17
History: here

Personality:

Souji comes from a series of games where the player is responsible for a Silent Protagonist and their choices. However, there's a number of things that can support his "canon" personality. In the original game series, there are three endings: the True Ending, which is exactly what it says on the tin and is considered the canon ending; the Normal Ending, which is the True Ending except you don't face the final boss that is required to get the True Ending; and, of course, the Bad Ending, where your cousin/pseudo-sister dies and you decide to pursue the wrong culprit. (And by pursue, we mean push him into a TV so that he'll inevitably die when pitted against Shadows.)

Persona 4 itself has both an anime and a manga, but in this case the focus of Souji's more in-depth characterization (and name) comes from the manga, which came before the anime and is akin to supplemental material for the game.

One would think that, as a Silent Protagonist, Souji wouldn't have much of a concrete personality. However, there is a baseline to all of the responses you can select for him throughout the game, which the manga supports: despite most choices that the player will make for him, it is implied that while quiet and withdrawn, he is a calm, kind teen. The manga and some portions of the anime adaption support this: he is somewhat bitter due to his parents constantly moving because of their jobs, and is something of a detached loner. He is polite and smiles, and often knows exactly what to say to please others. This is an effective ability when you don't stay in a place long enough to make friends beyond acquaintances. He is, however, friendly and kind to those he meets.

Despite being so calm and quiet, Souji is just a laidback and observant individual. While overall detached (moreso at the beginning of the series), he's understanding and kind, a good listener and a supportive friend. If his opinion is needed, or he thinks it's needed, he'll give it when necessary. He does joke around with his friends, teasing them and becoming a little more talkative when with them. His sense of humor is... unique, however, and it's likely he'll say something with a straight face just to get a rise out of some of his friends. He's a person that often causes double-takes or brief sputtering, with some of those things he says. Truly, he's a precarious balance between foolish and dignified. His younger cousin, Nanako, also causes him to become more open, showing a caring and brotherly side as he takes care of her and keeps her entertained. After all, he knows what it's like to be a latchkey child, and, in Nanako, he sees himself when he was her age.

However, like previously stated, Souji can be detached and withdrawn. This is used to sort out his emotions and thoughts on occasion, and tends to be amplified when in Leader Mode. He has to be the responsible one his friends look up to and follow, after all, so he has to keep his cool. At times this can become a little twisted: as a teenager, the most effective way to address negative emotions may be to simply bottle them up and attempt to shut them out, or to lash out and regret it later if pushed hard enough.

This of course leads to problems when he's suffering, himself. He doesn't think to go to anyone else until they make themselves known or offer their support, because he's so used to having to do things alone. It's easy for him to support his friends, to give them the shoulder to lean on and somewhere safe for them to vent their fears and frustrations to, but being by himself for so long makes it so that he takes on the weight of their troubles on top of his own instead of sharing them as they share with him. This is, actually, one of the few things that the anime does right in regards to believable characterization.

Overall though, he's capable of staying levelheaded and in control of situations, making him an effective leader. He's responsible and reliable, and supports his friends as much as they support him. He looks out for them as often as possible, trying to make sure they don't get themselves into trouble or wear themselves out.

It's because he believes in and trusts them, and Souji's strong in his beliefs. His firm resolve helps him in decisions, and practically assures that he'll see something through to the end. It can be assumed that through this conviction, Souji has a solid sense of his own self and was able to fully establish his Persona after the initial nudge he received, not needing to face a Shadow like his friends. His only real fear, another instance of the anime Doing It Right, is that he'll be left behind again, that he's replaceable and unnecessary. But, the stronger the bonds with his friends, the less power that fear has over him.


Abilities & Skills:

Used to being constantly uprooted and pushed into new situations/environments, it can be said that Souji is fairly adaptive. He's quick to think on his feet, when necessary, and can strategize easily under pressure. That isn't to say that he can't work out a plan when given time beforehand, but when faced with something new and unexpected he can keep a level head.

In combat, he uses two-handed weapons, such as golf clubs, bats, and swords. He takes to these weapons like a duck to water, and his skills with them only increase over the year he spends in Inaba. It helps that he's also quick - perhaps not as agile as Yosuke or Chie, but he trained with Chie in martial arts over the course of their Social Link and that year spent investigating the Midnight Channel has made him much quicker than a simple athlete.

He also has an absurd amount of miscellaneous skills. He can fish, he's good with animals and children, he's an excellent counselor for a person in need, he can fold origami like no one's business, make envelopes, translate (Japanese, English, and possibly Korean considering he has various books in his room that are written in Hangeul), cook, build models, play soccer and some basketball, knows some minor martial arts... He just has far too much time on his hands and too much of a life.

As the Wild Card - in his case, a Persona user with the Fool Arcana that signed a contract, granting him the ability to utilize multiple Personae as opposed to only one like his teammates - Souji can equip up to twelve Personae at once. This makes it so that he can act as necessary in battle, whether it be as a physical attacker, a spell caster, or the healer of the party depending on what's needed. Via his Social Links - which fuel his powers, strengthening them as he strengthens bonds - he has access to a wide variety of Personae that are kept in a Compendium when not in use, meaning he can trade out as necessary.

The only Personae unique to Souji, which his predecessor(s) didn't have, is Izanagi (and Izanagi-no-Okami, his ultimate form).

The recommended strategy is to have a balanced team, both in regards to his Personae and to his teammates, and Souji has the mind to actively utilize this concept.

As such, the team he utilized during the final dungeon and battle was comprised of:

🎥 Izanagi-no-Okami of the World Arcana. Level 95, resists physical, fire, ice, electricity, wind.
    Megidolaon - Deals severe Almighty damage to all foes.
    Victory Cry - Recover full HP and SP after a successful battle. (Passive)
    Angelic Grace - Doubles evasion rate against all attacks but Light/Darkness/Almighty. (Passive)
    Mind Charge - Next magical attack will be 250% greater in power.
    Agidyne - Deals heavy Fire damage to 1 foe.
    Bufudyne - Deals heavy Ice damage to 1 foe.
    Ziodyne - Deals heavy Elec damage to 1 foe.
    Garudyne - Deals heavy Wind damage to 1 foe.

🎥 Mada of the Magician Arcana. Level 84, absorbs fire and weak to ice.
    Agidyne - Deals heavy Fire damage to 1 foe.
    Maragidyne - Deals heavy Fire damage to all foes.
    Ailment Boost - All status ailment attacks are 1.5 times more effective. (Passive)
    Foolish Whisper - Silences all foes (30% chance).
    Tentafaroo - Confuses all foes (30% chance).
    Fire Boost - Strengthens Fire attacks by 25%. (Passive, stacks)
    Fire Amp - Strengthens Fire attacks by 50%. (Passive, stacks)
    Evade Ice - Triples evasion rate against Ice attacks. (Passive)

🎥 Isis of the Empress Arcana. Level 83, reflects ice and weak to electricity.
    Bufudyne - Deals heavy Ice damage to 1 foe.
    Mabufudyne - Deals heavy Ice damage to all foes.
    Diarahan - Fully restores 1 ally's HP.
    Mediarahan - Fully restores party's HP.
    Tetrakarn - Barrier that reflects phys dmg once. (1 ally)
    Cool Breeze - Recover 8% HP and SP after a successful battle. (Passive)
    Absorb Ice - Absorbs damage from Ice attacks. (Passive)
    Marakukaja - Increases party's Defense for 3 turns.

🎥 Kohryu of the Hierophant Arcana. Level 83, repels electricity and blocks light.
    Ziodyne - Deals heavy Elec damage to 1 foe.
    Maziodyne - Deals heavy Elec damage to all foes.
    Elec Amp - Strengthens Elec attacks by 50%. (Passive)
    Mind Charge - Next magical attack will be 250% greater in power.
    Spell Master - Halves SP cost for magic skills. (Passive)
    Salvation - Fully restores party's HP. Cures ailments.
    Samarecarm - Revives 1 ally with full HP.
    Matarunda - Decreases all foes' Attack for 3 turns.

🎥 Ishtar of the Lovers Arcana. Level 78, blocks electricity and weak to wind.
    Diarahan - Fully restores 1 ally's HP.
    Salvation - Fully restores party's HP. Cures ailments.
    Samarecarm - Revives 1 ally with full HP.
    Spell Master - Halves SP cost for magic skills. (Passive)
    Absorb Wind - Absorbs damage from Wind attacks. (Passive, nulls weakness)
    Amrita - Cures all ailments except Down and KO (party).
    Maziodyne - Deals heavy Elec damage to all foes.

🎥 Norn of the Fortune Arcana. Level 79, absorbs wind, blocks dark, repels ice, weak to elec.
    Garudyne - Deals heavy Wind damage to 1 foe.
    Magarudyne - Deals heavy Wind damage to all foes.
    Wind Boost - Strengthens Wind attacks by 25%. (Passive, stacks)
    Wind Amp - Strengthens Wind attacks by 50%. (Passive, stacks)
    Makarakarn - Barrier that reflects magic dmg once. (1 ally; excludes Almighty attacks)
    Auto-Masuku - Party begins the battle with Masukukaja. (Increases Hit/Evasion rates for 3 turns.)
    Insta-Heal - Recovers from ailments in 1 turn. (Passive)
    Debilitate - Decreases 1 foe's Attack, Defense and Hit/Evasion rate for 3 turns.


Inventory/Companions: Thankfully, Souji was already packed.

🎥 his casual winter clothes
🎥 one (1) key to the Velvet Room
🎥 one (1) pair of grey-framed glasses, capable of seeing through fog
🎥 one (1) flip phone
🎥 one (1) photo of the Investigation Team
🎥 one (1) large travel bag containing:
    🎥 multiple changes of clothes
    🎥 mementos from his Social Links:
      🎥 an unused bandage (Yosuke)
      🎥 a shrine charm (Yukiko)
      🎥 a spiral brooch (Margaret)
      🎥 a cute strap (Kanji)
      🎥 a signed photo (Rise)
      🎥 a pair of wristbands (Chie)
      🎥 a family photo (Nanako)
      🎥 an ema (the Fox)
      🎥 a (fake) detective badge (Naoto)
      🎥 an orphanage letter (Kou)
      🎥 a Junes receipt (Naoki)
      🎥 an old fountain pen (Hisano)
      🎥 a hospital ID (Sayoko)
      🎥 a report card (Shu)
      🎥 a compact mirror (Ai)


Choice: Witch
Reason:

Souji is shown to be intuitive and adaptive, and full of potential. This makes it so that Witch and any sort of Monster might be an appropriate choice for him, both to challenge him initially and due to traits and personality. He is the Wild Card, after all.

However, in this case, I'd like to explore him as a Witch. He's accustomed to summoning magic, in a sense, rather than the typical variety, since he used his Personae and their skills as opposed to actual magic. Adjusting to the setting's magic will be interesting, because he'll likely expect one thing, and then get the other, until he acclimates. He'd also support Monsters much like he did his Social Links, looking to help them in a society that obviously looks at them in a more judgmental light. The risk that he'd spread himself too thin is very real, but as is him going supernova if he accumulates too much magic in these Bonds and exploration of the setting.


Sample: here, here

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