Come Sail Away Application
Dec. 9th, 2022 05:18 pmPLAYER
Name: Nat
Age: Old.
Contact:
Ammeschan Discord: Ammeschan#5385
Permission Post: here
Reserve: N/A
CHARACTER
Name: Demyx
True Name: Unknown - so for now - Demyx
Canon: Kingdom Hearts (post III)
Age: 21
History: Wiki Link
Powers/Abilities:
Dark Corridors: Demyx can move about in unseen corridors that work like something of a teleportation system. This works throughout wherever place he is, and moving from world to world. Obviously he wouldn't be permitted to get away from the ship/port of call.
Weapon: His weapon is named Arpeggio, a sitar that's as big as he is. It lives in hammerspace and can be summoned at will.
Magic Hammerspace: Arpeggio lives there and usually any potions or things he's carrying on him at the time. Connected to his element, pulling his sitar out involves using water to make it materialize.
Water summoning/manipulation/control: Demyx can create water out of nothing, and he can shape it into whatever he wants. Notably he's used it to make water clones of himself, as well as giant musical notes. He can summon enough water to create 99 clones of himself, more than once. He is on the upper end of characters with magical potential and pure magical power in the KH universe. The more water he tries to channel, he uses his sitar as a conduit but he can achieve some level of water manipulation without it, especially to summon his sitar which appears to be shrouded in water. This manipulation can give water a somewhat solid form.
Water Dash: He dashes forward quickly on a series of geysers, leaving them in his wake and upon landing at his chosen point, sends several geysers up around him for protection.
Water Walls: He can summon walls of water to offer quick-draw protection and harm his opponent.
Water Balls: He can shoot large balls of water at a target, or drop them on top of them from above.
Water Finish: He uses a water jet to bring someone close to them and then a series of geysers to send them flying.
Geysers: He can target them so they shoot up beneath an opponent.
Limit Break: Demyx has two limit breaks - Wave Gigs - the first an escalating set of geysers 1-4, that last seven attacks with the last three being four geysers and end in a watery explosion. The final limit break has water balls instead of geysers and their intensity is ramped up through the strum of his sitar. It also ends in a water explosion.
Cura: A restorative spell that has a regeneration effect over time, as used in Days.
Inventory: An Organization standard outfit: heavy duty looking black boots, a pair of black leather pants, a black tank top, a long black overcoat with a double zip, black gloves; one gummiphone.
Hammerspace: Arpeggio.
Job History:
Turncoat (Kingdom Hearts III)
*Subterfuge and espionage
*Sneaking around in the shadows
*Staying under the radar
*Replica delivery service
*Avoiding association with those he's representing for the time being
*Avoiding the main conflict with everything he's got
Organization XIII Redux (Kingdom Hearts III)
*Be reinstated against his will
*Be a vessel for Xehanort's plans to create 13 darknesses
*Get replaced with a replica, making him a reserve member
*Benchwarming
Organization XIII (365/2 Days - Kingdom Hearts II)
*Be instated as member IX
*Execute various missions in the name of Organization XIII
*Mission specialty: Reconnaissance
*Scouting, subterfuge and espionage
*Negotiating with unhinged gods of the underworld
*Stealing from the gods of Olympus
*Fly under the radar while digging up dirt on fellow members
*Annoy the rest of them with his sitar music
*Bully teenage heroes when they won't just drop it and leave him alone
The Past Life (sometime in the past who knows)
*Maintain some kind of connection to the ancient keyblade wielders
Suppressions: Demyx seems to be successful in repressing any concern about the fact his memory has been manipulated more than once, even though what he might or might not remember from his past life is entirely unclear. He also was attempting to suppress his contempt for the other Organization members, something he was far more successful with in the first iteration of the Organization. His return has been punctuated with a lot of snark and frustration on his end. He has great success in suppressing his intelligence and blending into the background to the point that almost everyone around him assumes he's incredibly stupid, when in fact he may have been the smartest one in the lot considering how things turned out, and he demonstrates more than once he knows what everyone else is up to because they've let their guard down around him.
Greatest Fear: Being an empty vessel for Xehanort. He likes who he is.
Greatest Desire: Demyx would like his heart back. Preferably without dying in the process. Been there done that.
Greatest Regret: Getting involved with the Organization at all. It might not have been his choice, or perhaps he was manipulated into it, but he regrets pretty much all of it.
Sample: Right here.
Name: Nat
Age: Old.
Contact:
Permission Post: here
Reserve: N/A
CHARACTER
Name: Demyx
True Name: Unknown - so for now - Demyx
Canon: Kingdom Hearts (post III)
Age: 21
History: Wiki Link
Powers/Abilities:
Dark Corridors: Demyx can move about in unseen corridors that work like something of a teleportation system. This works throughout wherever place he is, and moving from world to world. Obviously he wouldn't be permitted to get away from the ship/port of call.
Weapon: His weapon is named Arpeggio, a sitar that's as big as he is. It lives in hammerspace and can be summoned at will.
Magic Hammerspace: Arpeggio lives there and usually any potions or things he's carrying on him at the time. Connected to his element, pulling his sitar out involves using water to make it materialize.
Water summoning/manipulation/control: Demyx can create water out of nothing, and he can shape it into whatever he wants. Notably he's used it to make water clones of himself, as well as giant musical notes. He can summon enough water to create 99 clones of himself, more than once. He is on the upper end of characters with magical potential and pure magical power in the KH universe. The more water he tries to channel, he uses his sitar as a conduit but he can achieve some level of water manipulation without it, especially to summon his sitar which appears to be shrouded in water. This manipulation can give water a somewhat solid form.
Water Dash: He dashes forward quickly on a series of geysers, leaving them in his wake and upon landing at his chosen point, sends several geysers up around him for protection.
Water Walls: He can summon walls of water to offer quick-draw protection and harm his opponent.
Water Balls: He can shoot large balls of water at a target, or drop them on top of them from above.
Water Finish: He uses a water jet to bring someone close to them and then a series of geysers to send them flying.
Geysers: He can target them so they shoot up beneath an opponent.
Limit Break: Demyx has two limit breaks - Wave Gigs - the first an escalating set of geysers 1-4, that last seven attacks with the last three being four geysers and end in a watery explosion. The final limit break has water balls instead of geysers and their intensity is ramped up through the strum of his sitar. It also ends in a water explosion.
Cura: A restorative spell that has a regeneration effect over time, as used in Days.
Inventory: An Organization standard outfit: heavy duty looking black boots, a pair of black leather pants, a black tank top, a long black overcoat with a double zip, black gloves; one gummiphone.
Hammerspace: Arpeggio.
Job History:
Turncoat (Kingdom Hearts III)
*Subterfuge and espionage
*Sneaking around in the shadows
*Staying under the radar
*Replica delivery service
*Avoiding association with those he's representing for the time being
*Avoiding the main conflict with everything he's got
Organization XIII Redux (Kingdom Hearts III)
*Be reinstated against his will
*Be a vessel for Xehanort's plans to create 13 darknesses
*Get replaced with a replica, making him a reserve member
*Benchwarming
Organization XIII (365/2 Days - Kingdom Hearts II)
*Be instated as member IX
*Execute various missions in the name of Organization XIII
*Mission specialty: Reconnaissance
*Scouting, subterfuge and espionage
*Negotiating with unhinged gods of the underworld
*Stealing from the gods of Olympus
*Fly under the radar while digging up dirt on fellow members
*Annoy the rest of them with his sitar music
*Bully teenage heroes when they won't just drop it and leave him alone
The Past Life (sometime in the past who knows)
*Maintain some kind of connection to the ancient keyblade wielders
Suppressions: Demyx seems to be successful in repressing any concern about the fact his memory has been manipulated more than once, even though what he might or might not remember from his past life is entirely unclear. He also was attempting to suppress his contempt for the other Organization members, something he was far more successful with in the first iteration of the Organization. His return has been punctuated with a lot of snark and frustration on his end. He has great success in suppressing his intelligence and blending into the background to the point that almost everyone around him assumes he's incredibly stupid, when in fact he may have been the smartest one in the lot considering how things turned out, and he demonstrates more than once he knows what everyone else is up to because they've let their guard down around him.
Greatest Fear: Being an empty vessel for Xehanort. He likes who he is.
Greatest Desire: Demyx would like his heart back. Preferably without dying in the process. Been there done that.
Greatest Regret: Getting involved with the Organization at all. It might not have been his choice, or perhaps he was manipulated into it, but he regrets pretty much all of it.
Sample: Right here.