Songerein Application
Dec. 27th, 2022 11:46 pmPlayer: Nat
Age: 39
Contact: Discord: Ammeschan#5385,
Ammeschan
Character: Demyx
Canon: Kingdom Hearts, End of Kingdom Hearts III
Age: 21
Background Information: One Wiki Link
Personality: As far as Nobodies go, Demyx is considered fairly eccentric. His demeanor is deceptively open and friendly, his tone is often cheerful and soothing even if he's trying to antagonize someone. He uses exaggerated hand gestures to make his points, and like his element he tends to be fairly calm and even, regardless of the subject matter. At the same time, he lets minor insults roll off of his back and he always plays the long game.
Demyx goes a long way to presenting an image of him that he wants people to see, to the point he will outright tell them. He encourages people to think he's stupid, just a dumb guy who knows nothing - he also encourages them to think he's weak and a chicken, completely incapable of fighting which has led to people questioning how he even got in the Organization in the first place. He has a deep well of calm that he draws upon but when that well runs dry and he loses his temper or is drawn into serious combat, the result is nothing short of a tsunami. Demyx is not to be underestimated, no matter what he says, he has the capacity to be very dangerous.
Despite this fact, Demyx is not naturally antagonistic. He doesn't want to be drawn into arguments or fights - it seems like a lot of work for little payoff, and only when he's cornered does he let the veil drop and taps into his darker nature.
This façade in place with supposedly no one the wiser has led him to leading a very lone wolf kind of life, mainly because he doesn't trust anyone. Nor should he. The Organization bred contempt and a backstabbing environment and out of self-preservation he did his best to fly under the radar for the absolute longest he could have. To that end, Demyx was also not a trusted member of anyone's inner circle.
His acting is so good that fellow members like Larxene treat him like background furniture and everyone seems to forget that his specialty is subterfuge and espionage, as well as reconnaissance. Despite this lack of trust from everyone around him, he may in fact have been the person who knew the most about what was going on. He's the one to reveal to Roxas what happened at Castle Oblivion, he's the one who knows the details about Larxene and Marluxia's failed coup. He's the one to tell Sora they have hearts, even though there's seemingly no way he could know that despite the fact it was true.
Often called lazy, the third mainline installment suggests it's rather a lack of motivation over true disinterest. He complained and whined endlessly about his missions, especially after the Castle Oblivion debacle that saw his work increase significantly as they were running out of junior members. To that end it may have been more surprising that he was irritated and angry at being benched, his time wasted. Demyx is not a risk taker, and he does not make moves without thinking. It's only when he believes his safety is temporarily assured that he agrees to become a turncoat. Then he's all too willing to set fire to the Organization from the shadows, demonstrating just how irritated he is by them jerking him around.
On a fundamental level, Demyx is looking for some degree of respect. He didn't feel as though he got that the first time around, he met his end when he didn't want to and remained loyal. He had nothing to show for it. His return to the Organization he drops some of that friendly cheer and allows his sarcasm to drip through, his contempt for those around him barely veiled. The Light gave him some importance and he did those tasks without complaint, demonstrating that when there's room to grow, he's willing to step into the role.
Demyx is fun-loving and given the opportunity to have free time he would like nothing more than to sit around and play sitar. His nature seems completely antithetical to the war between Light and Dark, and yet his presence is owed to some connection to the ancient keyblade wielders, a connection he's not entirely clear on in his present state. He may not remember much of his old life, but it doesn't seem to bother him. He's in no hurry to go off, die and recomplete.
Everyone else seems to be able to make friends, and he can't seem to and this bothers him to some degree. In supplemental information, his entry was all about how he noticed everyone around him seemed to have someone they cared about and who cared about them and he was envious.
This envy and anger demonstrate that Demyx not only has feelings, but fairly intense ones. He lets people see the ones he wants them to see and in doing so is actively building a wall between him and those around him. He can be manipulative if the situation calls for it and he sees an opportunity. No matter how dumb he plays it, he's always considering his moves. He might not be book smart, but he's and incredibly calculating person.
These calculated moves and sneaking around have likely made him the last Nobody standing.
Abilities & Inventory:
Inventory: Demyx will be wearing his Organization uniform which consists of a long black leather coat, black leather gloves, black leather pants, black boots, a black t-shirt. In his pocket he has a gummiphone. The only thing he has in his dark hammerspace is his sitar Arpeggio, a weapon that's tied to his heart.
Water Summoning/Manipulation/Hydrokinesis: Demyx can summon water out of thin air. Not only can he summon water out of thin air, he can summon a lot of water out of thin air. Without his sitar as a conduit, he can summon enough water to form his sitar in the first place, which might be impressive enough but with his sitar as a conduit his magic potential for summoning water increases exponentially. His magic potential is such that he can summon enough water to make life-sized clones of himself, 100 at a time, multiple times, on top of his other attacks. He can form water into shapes he desires, his favourites being clones of himself and musical notes. He can move water wherever he likes it to be.
Water Columns: Demyx can spout geysers of water from the ground, launching people and things into the air, including himself, his water dash involves using those water columns to put distance between him and a target, or to close a gap.
Water Balls: He can summon large balls of water to throw at people or drop on them in battle.
Water Wall: He can erect a wall of water for protection.
Water Finish: Demyx uses a water geyser to launch an opponent towards him and then uses a string of geysers to shoot them away again.
Limit Break: Demyx's basic limit break is Wave Gigs, which allows for seven rounds of geysers, beginning with one and maxing out at four - the last three rounds with four pillars that ends in a water explosion. His 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.
Cura: A regen spell used in Days that typically doesn't appear when he's an antagonist.
Darkness: Like all Nobodies, he can travel through dark corridors to get from one place to another, blending into unseen pathways found everywhere. This typically allows for moving from world to world, something clearly not permitted in the game, but he can also use it to move around a world. The dark version of teleporting for lazy Nobodies.
Hammerspace: Demyx has access to hammerspace that is not likely limited to his dark side but at present the only thing he's carrying in there is his sitar, Arpeggio. His pockets aren't very big, the Organization coats are more style over practical use.
Suitability & Plans: The reason I play Demyx and enjoy him in games is because of the character arc potential. Demyx is a character who is full of contradictions, a savvy, calculating guy who wants to be underestimated for the element of surprise. He's built up walls around himself for his own protection and he primarily acts within in his own interests and self-preservation. At the same time, he longs for more - he longs for connections to others because at heart he's kind of a lonely guy. He's a somewhat sympathetic character who fell in with a wrong crowd with no way out until he managed to find one, tapping into his unseen potential and capacity to be good. The unspecified connection to ancient keyblade wielders likely means he even has the potential to be heroic - if only he remembered his past, or perhaps if he found something worth protecting in the future.
Demyx's likely contribution to Songerein will be musical. He doesn't enjoy any of this villainy business, it's a lot of work for no real payoff, but what he really wants to do is play music, and appreciate artistic pursuits. He doesn't require any specific kind of characters around him, but if he could just get the chance to be himself with someone, make some kind of connection, he'll be so much better off. His other hidden talent is magic and that could be another avenue to tap into. He naturally has an immense well of magical power at his disposal, and he might actually be interested in working with dreamotion energy and possibly unlocking new skills over time.
Also, exploring new worlds is nothing new and that was always his favourite part of the Organization. He has a bit of wanderlust that could probably be satiated through being a dreamwalker. He's a Nobody without a home, it'd be nice if he had somewhere to belong.
Test Drive Sample: Sample
Questions: None!
Age: 39
Contact: Discord: Ammeschan#5385,
Character: Demyx
Canon: Kingdom Hearts, End of Kingdom Hearts III
Age: 21
Background Information: One Wiki Link
Personality: As far as Nobodies go, Demyx is considered fairly eccentric. His demeanor is deceptively open and friendly, his tone is often cheerful and soothing even if he's trying to antagonize someone. He uses exaggerated hand gestures to make his points, and like his element he tends to be fairly calm and even, regardless of the subject matter. At the same time, he lets minor insults roll off of his back and he always plays the long game.
Demyx goes a long way to presenting an image of him that he wants people to see, to the point he will outright tell them. He encourages people to think he's stupid, just a dumb guy who knows nothing - he also encourages them to think he's weak and a chicken, completely incapable of fighting which has led to people questioning how he even got in the Organization in the first place. He has a deep well of calm that he draws upon but when that well runs dry and he loses his temper or is drawn into serious combat, the result is nothing short of a tsunami. Demyx is not to be underestimated, no matter what he says, he has the capacity to be very dangerous.
Despite this fact, Demyx is not naturally antagonistic. He doesn't want to be drawn into arguments or fights - it seems like a lot of work for little payoff, and only when he's cornered does he let the veil drop and taps into his darker nature.
This façade in place with supposedly no one the wiser has led him to leading a very lone wolf kind of life, mainly because he doesn't trust anyone. Nor should he. The Organization bred contempt and a backstabbing environment and out of self-preservation he did his best to fly under the radar for the absolute longest he could have. To that end, Demyx was also not a trusted member of anyone's inner circle.
His acting is so good that fellow members like Larxene treat him like background furniture and everyone seems to forget that his specialty is subterfuge and espionage, as well as reconnaissance. Despite this lack of trust from everyone around him, he may in fact have been the person who knew the most about what was going on. He's the one to reveal to Roxas what happened at Castle Oblivion, he's the one who knows the details about Larxene and Marluxia's failed coup. He's the one to tell Sora they have hearts, even though there's seemingly no way he could know that despite the fact it was true.
Often called lazy, the third mainline installment suggests it's rather a lack of motivation over true disinterest. He complained and whined endlessly about his missions, especially after the Castle Oblivion debacle that saw his work increase significantly as they were running out of junior members. To that end it may have been more surprising that he was irritated and angry at being benched, his time wasted. Demyx is not a risk taker, and he does not make moves without thinking. It's only when he believes his safety is temporarily assured that he agrees to become a turncoat. Then he's all too willing to set fire to the Organization from the shadows, demonstrating just how irritated he is by them jerking him around.
On a fundamental level, Demyx is looking for some degree of respect. He didn't feel as though he got that the first time around, he met his end when he didn't want to and remained loyal. He had nothing to show for it. His return to the Organization he drops some of that friendly cheer and allows his sarcasm to drip through, his contempt for those around him barely veiled. The Light gave him some importance and he did those tasks without complaint, demonstrating that when there's room to grow, he's willing to step into the role.
Demyx is fun-loving and given the opportunity to have free time he would like nothing more than to sit around and play sitar. His nature seems completely antithetical to the war between Light and Dark, and yet his presence is owed to some connection to the ancient keyblade wielders, a connection he's not entirely clear on in his present state. He may not remember much of his old life, but it doesn't seem to bother him. He's in no hurry to go off, die and recomplete.
Everyone else seems to be able to make friends, and he can't seem to and this bothers him to some degree. In supplemental information, his entry was all about how he noticed everyone around him seemed to have someone they cared about and who cared about them and he was envious.
This envy and anger demonstrate that Demyx not only has feelings, but fairly intense ones. He lets people see the ones he wants them to see and in doing so is actively building a wall between him and those around him. He can be manipulative if the situation calls for it and he sees an opportunity. No matter how dumb he plays it, he's always considering his moves. He might not be book smart, but he's and incredibly calculating person.
These calculated moves and sneaking around have likely made him the last Nobody standing.
Abilities & Inventory:
Inventory: Demyx will be wearing his Organization uniform which consists of a long black leather coat, black leather gloves, black leather pants, black boots, a black t-shirt. In his pocket he has a gummiphone. The only thing he has in his dark hammerspace is his sitar Arpeggio, a weapon that's tied to his heart.
Water Summoning/Manipulation/Hydrokinesis: Demyx can summon water out of thin air. Not only can he summon water out of thin air, he can summon a lot of water out of thin air. Without his sitar as a conduit, he can summon enough water to form his sitar in the first place, which might be impressive enough but with his sitar as a conduit his magic potential for summoning water increases exponentially. His magic potential is such that he can summon enough water to make life-sized clones of himself, 100 at a time, multiple times, on top of his other attacks. He can form water into shapes he desires, his favourites being clones of himself and musical notes. He can move water wherever he likes it to be.
Water Columns: Demyx can spout geysers of water from the ground, launching people and things into the air, including himself, his water dash involves using those water columns to put distance between him and a target, or to close a gap.
Water Balls: He can summon large balls of water to throw at people or drop on them in battle.
Water Wall: He can erect a wall of water for protection.
Water Finish: Demyx uses a water geyser to launch an opponent towards him and then uses a string of geysers to shoot them away again.
Limit Break: Demyx's basic limit break is Wave Gigs, which allows for seven rounds of geysers, beginning with one and maxing out at four - the last three rounds with four pillars that ends in a water explosion. His 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.
Cura: A regen spell used in Days that typically doesn't appear when he's an antagonist.
Darkness: Like all Nobodies, he can travel through dark corridors to get from one place to another, blending into unseen pathways found everywhere. This typically allows for moving from world to world, something clearly not permitted in the game, but he can also use it to move around a world. The dark version of teleporting for lazy Nobodies.
Hammerspace: Demyx has access to hammerspace that is not likely limited to his dark side but at present the only thing he's carrying in there is his sitar, Arpeggio. His pockets aren't very big, the Organization coats are more style over practical use.
Suitability & Plans: The reason I play Demyx and enjoy him in games is because of the character arc potential. Demyx is a character who is full of contradictions, a savvy, calculating guy who wants to be underestimated for the element of surprise. He's built up walls around himself for his own protection and he primarily acts within in his own interests and self-preservation. At the same time, he longs for more - he longs for connections to others because at heart he's kind of a lonely guy. He's a somewhat sympathetic character who fell in with a wrong crowd with no way out until he managed to find one, tapping into his unseen potential and capacity to be good. The unspecified connection to ancient keyblade wielders likely means he even has the potential to be heroic - if only he remembered his past, or perhaps if he found something worth protecting in the future.
Demyx's likely contribution to Songerein will be musical. He doesn't enjoy any of this villainy business, it's a lot of work for no real payoff, but what he really wants to do is play music, and appreciate artistic pursuits. He doesn't require any specific kind of characters around him, but if he could just get the chance to be himself with someone, make some kind of connection, he'll be so much better off. His other hidden talent is magic and that could be another avenue to tap into. He naturally has an immense well of magical power at his disposal, and he might actually be interested in working with dreamotion energy and possibly unlocking new skills over time.
Also, exploring new worlds is nothing new and that was always his favourite part of the Organization. He has a bit of wanderlust that could probably be satiated through being a dreamwalker. He's a Nobody without a home, it'd be nice if he had somewhere to belong.
Test Drive Sample: Sample
Questions: None!