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1 mo ago
Current Now running: World of Light: The Tale of the Dark Itself
5 mos ago
Forever and ever, amen
8 mos ago
Calling out from Scatman's world
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11 mos ago
Called into action - by threats that seem harmonized
1 yr ago
Tomorrow comes

Bio

Current GM of World of Light. When it comes to writing, there's nothing I love more than imagination, engagement, and commitment. I'm always open to talk, suggestion, criticism, and collaboration. While I try to be as obliging, helpful, and courteous as possible, I have very little sympathy for ghosts, and anyone who'd like to string me along. Straightforwardness is all I ask for.

Looking for more personal details? I'm just some dude from the American south; software development is my job but games, writing, and trying to help others enjoy life are my passions. Been RPing for over a decade, starting waaaay back with humble beginnings on the Spore forum, so I know a thing or two, though I won't pretend to be an expert. If you're down for some fun, let's make something spectacular together.

Most Recent Posts

Name: Clotho

Physical Form: Clotho is a foot taller than most men, with long arms and legs, and has a chitinous exoskeleton that is a dull brown-maroon in color. Four gossamer rounded wings, transparent green with orange edges, form into a cloak when not in use. Her shell forms into a barbaric-style armor around her shoulders, knees and thighs, gauntlets, and chest. Small spikes line many of the edges of her shell. Her face is crossed with seams, her nose is inhumanly sharp, and her wide mouth is lined with razor-sharp teeth. A shock of black hair more like spines protrudes from the top of her head. Additionally, her eyes are a bright, luminescent green, with layered pupil rings. Instead of hair, two membranous mini-wings protruding from her upper back form into a hood.


Abilities: Clotho's wings grant her the power of flight, which she can perform with almost ludicrous speed and agility. Her insect carapace functions like armor, affording her ample protections. Hidden inside her left forearm is the Stinger, which she can project from her palm for stabbing. The Stinger can inject a variety of toxins into a target, all of which are manufactured chemically within Clotho's own glands. Such toxins include 'poison', 'paralysis', 'mutation', 'subordination', 'blindness', and 'calcification'.

Cloth also has the ability to command bugs and parasites. Aside from conjuring flies, hornets, leeches, worms, and flesh-eating beetles, sometimes in vast swarms, she also controls her own minions in the form of Myrmidons, Lambent, and Antlions. These she orders around via chirp-calls, and she has no true leadership ability.

The true combat ability of Clotho, however, lies in her rapier. With a barbed tip, it can slide into flesh cleanly and eviscerate it on the way out. Its flexible blade allows Clotho to lash the tip around when fighting, cutting and gashing opponents as she opens them up for a thrust. Its deceptive deadliness, couple with Clotho's uncanny speed and notable strength, make it a lethal tool of destruction.

Personality: A certain conflict underlies Clotho's convincing exterior. Deep inside she is still Nona, confused and reticent and immature. This directly disparages with the aged experience of the that melded its soul with hers, whose bloodthirsty monstrosity has guided her thus far as a Keeper. The union of the two distinct spirits produced Clotho, a cunning, intelligent imperialist. Clotho is without conscious barring the distant, faint murmurs of the suppressed girl within her, and will kill without question, though good judgment keeps her from exercising this often. Though self-centered, she is more than willing to make alliances and deals for mutual gain, and will even adhere to them—an behavior unheard of among most such creatures.

Wants/Needs: Clotho lusts for power and control. She wants nothing more than to rise through the ranks of her master and become both his most powerful warrior and most trusted ally. Eventually, Clotho wishes to gain the ability to become a Dungeon Keeper herself, though she does not plan whatsoever on betraying her current master.

Relationships: None

Backstory: Clotho was once human, an urchin of Virens. This premier logging town, situated in the Oerwood Forest north of the Saploya river, was home to over two hundred thousand, but never truly to a girl called Nona. Surviving by her wits and her knack for finding odd jobs, she later became reliant on the family of Theo Rosenstern. Theo, playing the nobleman as well as the romantic, sought to feel better about his own clan's success and gain a girlfriend in the process by hanging out with Nona and helping her get by. Ever in need of aid, Nona accepted, forming an uneasy relationship with the boy while trying to make ends meet. From a young age, the Biomancer's Guild of Virens, responsible for the magical acceleration of conditioning of the city's saplings and crops, had fascinated her, but her own lowly beginnings and ineptitude for magic estranged her from the organization.

It was in this stagnation, during her nineteenth year of a woeful life, that a voice first reached out to her through her dreams. Its whispers, low and meaningless at first, grew in strength as she became more desperate, and finally its message became clear: journey into the jungle and find a special insect. After convincing Theo to accompany her, Nona left in the morning to pursue her dream. Hours later, she arrived in an unpeopled lumber camp miles from the city limits. Upon entering the shack at its center, she beheld a nasty-looking metallic green wasp confined in a jar. In a trance, she seized the jar -totally unresponsive to Theo's urges- and smashed it against the ground, freeing the wasp. Immediately it stung her, injecting into her the ancient soul of an insidious being of darkness—Kafka.
The two minds, girl and monster, melded, and in the process her own body transformed into its current state. Long before the modification finished, Theo took to his heels. That day, Clotho came to be.

From there she imposed herself on the forest, thinking to become a force of darkness. Though the self-appointed Vermin Queen stockpiled quite the retinue of mindless insectoid minions, and gave the nearby towns a great deal of trouble, she never quite lived up to the status of an evil overlord. After a botched attempt to obliterate her former hometown caused an army of avenging townsfolk to converge on her lair, she fled south until she happened to find one of the Overlord's bands. After wiping the plains with them, she sought the Overlord's dungeon, and pledged her service to him without question.
<Snipped quote by LokiLeo789>

I know the weakness of Humans and Dyun!

They drown.


I need to do something with Ariel. She's just chilling out at the Phoenix Wing guild hall not paying attention.


Well, Fleo did just bash through the fence and get herself into a sticky situation.
Jump on in then, Xan. Franky's been in the courtyard the whole time.

I'm too distracted with the other two RPs I'm in, and this is clearly moving too fast for me. Sorry, @Lugubrious, but I don't think I can be in this. Clearly I can't handle more than 2 RPs at a time. Sorry.


Rats.
Well I've got a guy from a monastery who volunteered when the news came round so I don't think it's particularly secret. I mean the specifics of what we are doing would of course be kept from the public but the fact that we exist should be public knowledge more or less. I think the ruler put out a royal proclamation asking for fighters and healers.

Also I slotted a Marcus post onto the end of the previous Syrena post if anyone cares to read it.


That's about the shape of it. It's not a big secret.
We're just getting started, Xan, and you're more than welcome to join the party with Franky! Pirate is, unfortunately, not a class, so hopefully Barbarian will serve you just as well. Just so you know, word has only been circulating about the Reclaimers for the past two weeks, so Franky must have gotten there quickly. Plus, they're not really resistance fighters, just trying to find a way to end the war.

I just have one request for you as you post your sheet into the characters' tab: make each section into a new paragraph, and bold the category name for the sake of readability. With that done, it should look like this...

Name: Franky Lonnas

Age: 27

Class: Barbarian

Weapons: Iron Axe, Devil Axe, Hatchet

Fighting Style: "Swing Strong, Swing Swift, Do not stop swinging" Franky appreciates that the world is full of smart, cunning strategists and tacticians, of which he is not one. Instead of picking the right moment to strike, Franky is much more interested in making (read, 'forcing) an opportunity by swinging at an in coming foe and gauging afterwards which one of them is still standing. His impressive stamina, strength and speed would seemingly swing the odds in his favour, but his lack of precision will become quite the obvious drawback when he's faced with something he cannot simply bash to smithereens with the business end of a trusty Axe. Typically Franky will hold two axes, one in each hand, which contributes to his bad accuracy in swings, but also to the frequency of said swings.

Personality: Franky is romantic adventurer. He likes excitement and the experience of new things, to the point of being willing to get into to trouble to reach, claim and witness them, which is why the life of a sea faring pirate took to him so naturally. Franky doesn't have the typical regard for death. He is neither afraid of it, nor fearless of it. Should his live ever come to an end, he will accept it and the life he has lead, being content, but until that dying breath he will fight for each second and each possibility for a new adventure. It's what makes him prone to gambling even at the highest stakes for his next opportunity so quickly.
He is a man of debts, paying those that he owes and being a stickler when he is owed a favour. This even goes as far as to having a personal issue stealing from someone without their knowledge. While Franky, as a pirate, will lay claim to treasure and loot that he or his crew/troop set their eyes on, he will always warn his victim aforetime of his intentions, to give them the opportunity to fight for or concede the loot in question.

On the contrary, Franky finds typical life very boring as it usually constitutes repeating the same thing one did yesterday and the day before that, and the day before that till the last day of your life, whether in a time of peace or war. Whenever he finds himself for one reason or another, living such a life, Franky's attitude is very apathetic, sardonic and sarcastic as if he is emotionally detached from what is happening. No matter how extreme or monumental the situation is, if it's part of a routine, Franky will respond pretty non plussed. When Franky is in his element, however, Franky tends to gets absorbed in his own space. He talks as if he is remarking to himself or even in monologue, instantly assuming that no one else around him will appreciate why this moment is so important to him.
It should be noted that (not surprisingly) Franky is not is true first name.

History: Franky was born in a small village within Bravura near the coast. War was a commonplace, overhanging factor of life, as was farming and trickling of river water round the banks of the village. Before long, Franky got bored of it. All of it. It wasn't just the notion of simply farming in a modest, simple life, but it was the absolution of knowing that by walking in almost any direction he would only find the exact same lifestyle in the next village over. Almost... barring one. Franky would find himself daydreaming glancing at the sea, which held differing features upon its breast dependant on the season of the year and time of day alone. The idea that out there was no system of living, no expectation of tomorrow excited so much that he was ponder the idea of literally walking into the sea with his eyes open just to see how far he could get before drowning and what he might be able to see. When he was 12, his village was visited by a crew of sea-adventurers who docked near-by and traded gold and jewels for fresh crops and materials. They stayed for a little over a week and camped in the plains, stretching their legs on dry ground before going out to another trek across the waves. Every night, Franky would visit the pirate camp to hear stories about their adventures, their scars, their sea-names and all the things they have found. He understood through their laughter and tone that some of the stuff they described was silly and untrue, but the fact they had the freedom and light heartedness to say such things was enough.

Franky stowed away on the pirate ship as it left, leaving a note for his parents apologizing for his escape, but explaining that he wanted a different life. The captain of the ship explained to Franky that he figured the boy would do something like that, and how many pirates enter the seas in a similar fashion. From then on, Franky embraced the life of a pirate until he became a crew captain of his own. On a recent expedition, Franky had his men raid a ship off the Bravuran coast, believing it to be a rival pirate crew who was rumoured to have picked up talisman's of ancient legend. It happened to be a secret military convoy hold the Bravuran Ambassador returning from a secret summit. Franky was arrested, but because of his actions are a rather peaceable pirate to those on the mainland, barring this one incident, the authorities granted him mercy for his lack of a bounty and his Bravuran nationality being given the choice to lend his aid to the Bravuran cause as a secret courier/transporter with the neighboring continents or suffer the gallows.

Rationale: Franky quickly got bored of working for his country just to stave execution. He got wind from one of the officials he couriered across the continent of a group of Bravuran resistance fighters who were looking to end the ongoing conflict once and for all. Seeing an opportunity gamble on a quick way out of his suspended sentence, Franky signed up for the Reclaimers so he could finally get back to his one true love, the open seas.

Appearance:
Franky is stocky, middling height man with dark skin and dreadlockes. His shoulders are broad and his frame muscle-bound. His eyebrows are long and a little thick, being very expressive. He has brown narrow eyes and a broad nose beset by a grand beard. He is typically bare-chested, wearing nothing on top bar a headwrap, whose ends taper far down his back like a headband and tape for his hands and wrists. He wears baggy three-quarter pants and boots.

I always used the header to tell my current location.

@Crimson Raven I have no idea whatsoever of whom you speak. I'll establish a posting rule among the official rules, which is you must wait for at least two people to post before you do again.
The OP of the characters tab already has all of the classes listed by their characters, but I can add what we have enough of.

Hmm I see, well I'm not that skilled at making characters or writing in english, so pardon my mistakes, but thanks for pointing them out, I'll currently remove Elena from the game, perhaps I can bring her out again in the future, but for now she's out, all good?


If you were to adjust her age or physique, and fix a couple of the errors, she'd be accepted. Thank you for being so receptive to our critique.
Use [*center][/center].

Also, I didn't approve Elena's sheet. You post it for my approval before you put it into characters, and way before you start playing. Namely, I have a problem with Elena's age. In the Fire Emblem series, woman aren't treated much differently from men in the realm of physical capabilities, but even still, it is highly unlikely seventeen-year-old girl could bear the weight of full-sized Knight-class armor unless she were rather heavily built. Even Kjelle from Awakening is in her mid-twenties if not older.
Er, Zarkun? Couldn't help but notice your latest post was devoid of response.
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