Entry tags:
Erku Application
Player Info:
Name: Nat
Over 18?: Very much so.
Contact:
Ammeschan Discord: Ammeschan#5385
Characters Currently In Game: Senku Ishigami
Character Info
Name: Demyx
Canon: Kingdom Hearts
Canon Point: Post-Kingdom Hearts 3 (before he's declared missing)
Age: 21
Background:
Little is known about Demyx's life before being a Nobody, including what his name was. Kingdom Hearts III shed a bit of light on his role in the Organization being that he was brought in due to his connection to the ancient keyblade masters, along with Larxene, Marluxia and Luxord. Larxene (Elrena) and Marluxia (Lauriam) are both from the digital copy of Daybreak Town, presumably the same is for the other two. Denizens of Daybreak Town are all keyblade wielders, a selection that were saved from the devastation of the Keyblade War. They have no memory of the Keyblade War, and are overseen by a Chirithy. Demyx does not know what his connection to the ancient wielders is, but he does imply he may know a bit about what his life was like prior to being a Nobody.
The process of bringing hearts to future is unexplained. Whether it was like Ventus where he brought them forward and then potentially fed them to shadows to ensure he had their hearts captive or it was some time travel grabbing method, it's possible it can never be known. It is unclear whether or not the acquisition of members IX-XII involved the consent of the parties, or if it's like when Roxas awakened and they were dazed and confused. What is known, is that Demyx joined the Organization as the ninth member, sometime between Birth By Sleep and Kingdom Hearts 365/2 Days.
From then on, like nearly all Nobodies, Demyx was sent on missions to forward the aims of the Organization. At some point, he was turned into a recon specialist, and his missions were not usually combat-oriented, or the combat was minimized. Despite griping about his laziness and attitude, he performed adequately enough not to be eliminated by the top of the Organization. He was one of many who helped train Roxas, member XIII, by trying to get out of helping him and letting him do the work himself.
The events of Castle Oblivion spelled the beginning of the end of the first Organization XIII. Several members were eliminated there and it sowed the seeds of mistrust between Roxas and Axel. This led to Roxas' and Axel's subsequent departure from Organization XIII. A lot of the work that was being done by others fell to Demyx's shoulders as he was the second most junior member of the Organization. This began to include more combat-oriented missions, culminating in being given the task to seek out Sora, bring out his true potential and recapture Roxas.
Their first encounter ended in something of a draw, and Demyx retreated while he had the chance, but when they met again in Radiant Garden, he was thoroughly defeated, but not without putting up a fight. Despite knowing the outcome, he remained loyal to the Organization as he had no other options at the time.
With the defeat of the original Organization XIII, the true Organization XIII was reformed from the ashes. Demyx was located and 'sweet-talked' into rejoining. He accepted, taking up his role as number IX again, but was subsequently benched when Vexen arrived and offered up appropriate alternatives, to use replicas to fill in the missing members, and to replace some of the ones they didn't really want.
Demyx, truly miffed about the whole thing, was approached by Vexen at a later date for a secret mission, not for the Organization but to assist in the efforts to bring them down. He accepted the opportunity presented and proceeded to deliver a replica to Ienzo, as well as returning Ansem to Radiant Garden. From that moment on, aside from any necessary appearances, he was working for the light side, running missions for Ienzo instead. He did not witness the defeat of Organization XIII. His whereabouts are unknown.
Personality:
Demyx's personality embodies his powers incredibly well. He's usually very calm and relaxed, friendly when engaged and has a bit of a mischievous streak. In an Organization where they were meant to be muted and nothing but heartless husks, Demyx demonstrates a lot of personality. He is fond of music, he is incredibly attached to his sitar, and he actively teases some of the other members. He likes attention, he can be incredibly annoying and that is usually by design. Demyx likes to leave a specific impression - he wants people to think he's weak, annoying and useless. He wants to be dismissed and minimized. There is a lot of evidence this took well, particularly when Larxene asks why he's a member, upon the reformation of Organization XIII.
Demyx wants people to look at the surface and nothing more. Behind his persona, he's cunning and introspective. He's not necessarily inclined to make friends - in fact, he didn't befriend any of the members of the Organization. In Days, he was often seen by himself, which might be unusual for someone so friendly. It's easy to read his actions and motivations as weakness, such as his desire to avoid combat, especially when he will openly tell people he's too scared, or too weak to handle something.
He fades into the background easily, and that's likely how he knew that Larxene and Marluxia were planning an overthrow of the original Organization XIII. They likely spoke when they thought he wasn't listening. He confirms in Kingdom Hearts III that he knew all along by taunting them that it 'didn't work the first time'. It's incredibly easy to forget that he's a recon specialist for a reason. He performed well as a scout, he gathered information, and he was even sent to make a deal with Hades.
Even outside of combat, Demyx avoids conflict. When being teased by Larxene, he shrugs it off with a sarcastic quip, and she essentially leaves him alone since she can't get a rise out of him. In fighting Sora, he had to get serious and that serious leads to a drop in the sense of humour he often engages in and instead led to some anger, and a demonstration that calm waters can become a tsunami very easily. He may tell people he's weak, but he is anything but.
He's marked as an incredibly lazy person, but he plays a very complex musical instrument and there is clearly the capacity for diligence in his character. He wants you to think he's lazy, and in fact, when properly motivated he will do things without complaint, as he voiced no objections to the tasks Ienzo set out for him. What could be read as loyalty the first time around may have just been a lack of options, as he didn't think much of Marluxia and Larxene's plan to overthrow the head of the Organization.
His acceptance of being a turncoat came on the heels of a very attractive proposition in a way that he couldn't be caught. Demyx likes to play dumb a lot more than he actually is, but he's also not terribly intelligent. He's probably somewhere around average, but because of his cunning and his cleverness, it allows him to make moves that will ensure the most self-preservation. At the time he lost to Sora and found himself eliminated, he knew his time had run out. Embracing the side of the light would ensure at least, through Ienzo, that he was protected from potential retaliation which made it safe enough to switch sides.
Demyx's alliance with the light side is almost as tenuous as his alliance with the dark side. He doesn't seem to be motivated through a desire to do good - he tells Vexen he doesn't have anything to atone for - but also isn't motivated to do bad. He is looking for the best place to be so he doesn't get eliminated in the end. Playing both sides of the fence has left Demyx paranoid that either side should want retribution if he should come across them. His experiences in the Organization have also left him with a healthy mistrust of those around him which is unfortunate because it's said that Demyx's personal motivations in the Organization in the first place were to make friends, and somehow he ended up as the only one who didn't.
Powers:
Weapon: Arpeggio, a blue sitar as big as Demyx is.
Cura: A regeneration spell that heals health over time, as operated in Days, not typically used when he's an antagonist.
Weapon summoning: Demyx summons water, collects it above his head as it forms a sitar and he catches it in his hands.
Water summoning/manipulation/control: Demyx can make water appear out of nowhere, and then he can shape that water into whatever he wants, most notably he has used it to make clones of himself and musical notes. He can summon enough water to make 99 life-size clones. The more work he has to put in, he uses his weapon to help control the water. Small amounts of water, like the amount used to summon his sitar, he doesn't need the sitar to control.
Water Dash: Demyx dashes forward quickly leaving a string of geysers in his wake and upon landing ends up with a circle of water geysers to protect himself for a moment.
Water Balls: Shoots balls of water at the target, or drops a ball of water on them.
Water Walls: He can summon walls of water to hide behind and do damage to his opponent.
Water Finish: He uses a water pillar to bring the target closer to him and then shoots a string of geysers to launch them away in one direction.
Geysers: He can summon localized geyers beneath his target.
Wave Gigs: Demyx's normal Limit Break. He can summon an escalating number of geysers 1 until 4, for a total of seven rounds (the last three being four geysers), that ends in a water explosion.
Final Limit Break: Instead of geysers, he's shooting balls of water that explode on impact to the target that get stronger with each strum of his sitar and end in a water explosion.
Dark Corridors: Demyx can use corridors found in the darkness to get around, essentially a teleportation device. This can typically go from world to world through an unseen network.
Hammerspace: Demyx can keep items and his weapon in an unseen pocket.
Physical Strength: At least in his upper body, Demyx is quite strong considering how heavy his sitar is and he swings it around like it's nothing. He also uses it in a melee context, whacking opponents if they get too close. His magic attacks are more powerful than his physical ones though as he is a magic based character.
Inventory:
His sitar, his gummiphone, a music composition book with black pens, a set of armor/accessories (cosmic belt, royal ribbon, sorcerer's ring and water cufflink) to fill his slots, a real outfit - black torn jeans, a dark purple t-shirt and a blue plaid vest, hiking boots - like all the cool kids in KH 3, an ipod with headphones loaded with all the Disney classics.
Samples:
Combat Quips and Music Puns
Second Verse, Same As The First
Erku Test Drive
Name: Nat
Over 18?: Very much so.
Contact:
Characters Currently In Game: Senku Ishigami
Character Info
Name: Demyx
Canon: Kingdom Hearts
Canon Point: Post-Kingdom Hearts 3 (before he's declared missing)
Age: 21
Background:
Little is known about Demyx's life before being a Nobody, including what his name was. Kingdom Hearts III shed a bit of light on his role in the Organization being that he was brought in due to his connection to the ancient keyblade masters, along with Larxene, Marluxia and Luxord. Larxene (Elrena) and Marluxia (Lauriam) are both from the digital copy of Daybreak Town, presumably the same is for the other two. Denizens of Daybreak Town are all keyblade wielders, a selection that were saved from the devastation of the Keyblade War. They have no memory of the Keyblade War, and are overseen by a Chirithy. Demyx does not know what his connection to the ancient wielders is, but he does imply he may know a bit about what his life was like prior to being a Nobody.
The process of bringing hearts to future is unexplained. Whether it was like Ventus where he brought them forward and then potentially fed them to shadows to ensure he had their hearts captive or it was some time travel grabbing method, it's possible it can never be known. It is unclear whether or not the acquisition of members IX-XII involved the consent of the parties, or if it's like when Roxas awakened and they were dazed and confused. What is known, is that Demyx joined the Organization as the ninth member, sometime between Birth By Sleep and Kingdom Hearts 365/2 Days.
From then on, like nearly all Nobodies, Demyx was sent on missions to forward the aims of the Organization. At some point, he was turned into a recon specialist, and his missions were not usually combat-oriented, or the combat was minimized. Despite griping about his laziness and attitude, he performed adequately enough not to be eliminated by the top of the Organization. He was one of many who helped train Roxas, member XIII, by trying to get out of helping him and letting him do the work himself.
The events of Castle Oblivion spelled the beginning of the end of the first Organization XIII. Several members were eliminated there and it sowed the seeds of mistrust between Roxas and Axel. This led to Roxas' and Axel's subsequent departure from Organization XIII. A lot of the work that was being done by others fell to Demyx's shoulders as he was the second most junior member of the Organization. This began to include more combat-oriented missions, culminating in being given the task to seek out Sora, bring out his true potential and recapture Roxas.
Their first encounter ended in something of a draw, and Demyx retreated while he had the chance, but when they met again in Radiant Garden, he was thoroughly defeated, but not without putting up a fight. Despite knowing the outcome, he remained loyal to the Organization as he had no other options at the time.
With the defeat of the original Organization XIII, the true Organization XIII was reformed from the ashes. Demyx was located and 'sweet-talked' into rejoining. He accepted, taking up his role as number IX again, but was subsequently benched when Vexen arrived and offered up appropriate alternatives, to use replicas to fill in the missing members, and to replace some of the ones they didn't really want.
Demyx, truly miffed about the whole thing, was approached by Vexen at a later date for a secret mission, not for the Organization but to assist in the efforts to bring them down. He accepted the opportunity presented and proceeded to deliver a replica to Ienzo, as well as returning Ansem to Radiant Garden. From that moment on, aside from any necessary appearances, he was working for the light side, running missions for Ienzo instead. He did not witness the defeat of Organization XIII. His whereabouts are unknown.
Personality:
Demyx's personality embodies his powers incredibly well. He's usually very calm and relaxed, friendly when engaged and has a bit of a mischievous streak. In an Organization where they were meant to be muted and nothing but heartless husks, Demyx demonstrates a lot of personality. He is fond of music, he is incredibly attached to his sitar, and he actively teases some of the other members. He likes attention, he can be incredibly annoying and that is usually by design. Demyx likes to leave a specific impression - he wants people to think he's weak, annoying and useless. He wants to be dismissed and minimized. There is a lot of evidence this took well, particularly when Larxene asks why he's a member, upon the reformation of Organization XIII.
Demyx wants people to look at the surface and nothing more. Behind his persona, he's cunning and introspective. He's not necessarily inclined to make friends - in fact, he didn't befriend any of the members of the Organization. In Days, he was often seen by himself, which might be unusual for someone so friendly. It's easy to read his actions and motivations as weakness, such as his desire to avoid combat, especially when he will openly tell people he's too scared, or too weak to handle something.
He fades into the background easily, and that's likely how he knew that Larxene and Marluxia were planning an overthrow of the original Organization XIII. They likely spoke when they thought he wasn't listening. He confirms in Kingdom Hearts III that he knew all along by taunting them that it 'didn't work the first time'. It's incredibly easy to forget that he's a recon specialist for a reason. He performed well as a scout, he gathered information, and he was even sent to make a deal with Hades.
Even outside of combat, Demyx avoids conflict. When being teased by Larxene, he shrugs it off with a sarcastic quip, and she essentially leaves him alone since she can't get a rise out of him. In fighting Sora, he had to get serious and that serious leads to a drop in the sense of humour he often engages in and instead led to some anger, and a demonstration that calm waters can become a tsunami very easily. He may tell people he's weak, but he is anything but.
He's marked as an incredibly lazy person, but he plays a very complex musical instrument and there is clearly the capacity for diligence in his character. He wants you to think he's lazy, and in fact, when properly motivated he will do things without complaint, as he voiced no objections to the tasks Ienzo set out for him. What could be read as loyalty the first time around may have just been a lack of options, as he didn't think much of Marluxia and Larxene's plan to overthrow the head of the Organization.
His acceptance of being a turncoat came on the heels of a very attractive proposition in a way that he couldn't be caught. Demyx likes to play dumb a lot more than he actually is, but he's also not terribly intelligent. He's probably somewhere around average, but because of his cunning and his cleverness, it allows him to make moves that will ensure the most self-preservation. At the time he lost to Sora and found himself eliminated, he knew his time had run out. Embracing the side of the light would ensure at least, through Ienzo, that he was protected from potential retaliation which made it safe enough to switch sides.
Demyx's alliance with the light side is almost as tenuous as his alliance with the dark side. He doesn't seem to be motivated through a desire to do good - he tells Vexen he doesn't have anything to atone for - but also isn't motivated to do bad. He is looking for the best place to be so he doesn't get eliminated in the end. Playing both sides of the fence has left Demyx paranoid that either side should want retribution if he should come across them. His experiences in the Organization have also left him with a healthy mistrust of those around him which is unfortunate because it's said that Demyx's personal motivations in the Organization in the first place were to make friends, and somehow he ended up as the only one who didn't.
Powers:
Weapon: Arpeggio, a blue sitar as big as Demyx is.
Cura: A regeneration spell that heals health over time, as operated in Days, not typically used when he's an antagonist.
Weapon summoning: Demyx summons water, collects it above his head as it forms a sitar and he catches it in his hands.
Water summoning/manipulation/control: Demyx can make water appear out of nowhere, and then he can shape that water into whatever he wants, most notably he has used it to make clones of himself and musical notes. He can summon enough water to make 99 life-size clones. The more work he has to put in, he uses his weapon to help control the water. Small amounts of water, like the amount used to summon his sitar, he doesn't need the sitar to control.
Water Dash: Demyx dashes forward quickly leaving a string of geysers in his wake and upon landing ends up with a circle of water geysers to protect himself for a moment.
Water Balls: Shoots balls of water at the target, or drops a ball of water on them.
Water Walls: He can summon walls of water to hide behind and do damage to his opponent.
Water Finish: He uses a water pillar to bring the target closer to him and then shoots a string of geysers to launch them away in one direction.
Geysers: He can summon localized geyers beneath his target.
Wave Gigs: Demyx's normal Limit Break. He can summon an escalating number of geysers 1 until 4, for a total of seven rounds (the last three being four geysers), that ends in a water explosion.
Final Limit Break: Instead of geysers, he's shooting balls of water that explode on impact to the target that get stronger with each strum of his sitar and end in a water explosion.
Dark Corridors: Demyx can use corridors found in the darkness to get around, essentially a teleportation device. This can typically go from world to world through an unseen network.
Hammerspace: Demyx can keep items and his weapon in an unseen pocket.
Physical Strength: At least in his upper body, Demyx is quite strong considering how heavy his sitar is and he swings it around like it's nothing. He also uses it in a melee context, whacking opponents if they get too close. His magic attacks are more powerful than his physical ones though as he is a magic based character.
Inventory:
His sitar, his gummiphone, a music composition book with black pens, a set of armor/accessories (cosmic belt, royal ribbon, sorcerer's ring and water cufflink) to fill his slots, a real outfit - black torn jeans, a dark purple t-shirt and a blue plaid vest, hiking boots - like all the cool kids in KH 3, an ipod with headphones loaded with all the Disney classics.
Samples:
Combat Quips and Music Puns
Second Verse, Same As The First
Erku Test Drive