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Status

Recent Statuses

26 days 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
1 like
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

@prince of seraphs I take it that all of the demons I offered are fine then?
What are your thoughts on my demons, Prince?
Echo Marine, Tawne Adagio

@crimmy@krayzikk

Through with his spinning and intent on seeing the results of his very intentional powder shower on the new girls, Tawne paid special attention to both Teàrlag and Umeko when his multicolored haze wafted their way. Immense gratification tickled him into snickering when it not only splashed against the purple-haired chick, making her into a stunning example of abstract expressionism, but got into her mouth at the same time and prevented any immediate rebuke. A good prankster, Tawne mused, always seizes the moment.

Eager to continue the art show, he turned a keen eye to Umeko, but found to his complete consternation that every grain of vibrant powder to drift her way coalesced into a clump that somehow went around her, saving her admittedly stylish clothes from even a single stain. Tawne made no comment, instead shifting his eyes to the nearest speaker as Professor Oobleck’s announcement came through, but in his mind he thought, I wasn’t looking for anything but a little mischief, but it looks like I might have found something. There’s no way that all that powder could have just revolved around her like that—it must have been her semblance, or maybe even dust in her clothes. She’s nothing like me, though, so it can’t be spinning. He glanced at the huntress in question when she introduced herself following the summons. “’I don’t I met you’? I think you mighta forgotten a word or two in there, Kawa. Can I call you Kawa? Thanks.” The next moment, Tawne’s gaze returned instinctively to her rainbow-colored teammate, for the realization that she would be fighting looking like that gave him a sneering grin.

The next moment, the four acquaintances split off to find their respective teams. Tawne returned Umeko’s wave, albeit in the rigid fashion of only turning his wrist slightly. ”Adieu, adieu!” He turned to Echo, regarding him with the same unpleasant smile inspired by the sight of Teàrlag. Acting in subconscious unison, the two most aggressive members of BEAT began toward the floating coliseum, trusting there to be a convenient airship dock in their path to ferry them up, up, and away. ”Havin’ fun getting’ all chummy with the competition, Ech?” With crossed arms, he wondered whether or not his companion’s aim had been pleasantry or espionage.

Echo shrugged, reeking of nonchalance. For the past half minute she’d been manufacturing a message to her absent allies Burgundy and Albus:
Subject Line: Ready for a BEATdown?
Body: Tawne and I are going up to the arena. We’ll stick around the main entrance. Meet you there.


Pressing send, she replied, “Kawaguchi’s kinda full of herself. Seriously, she thinks she’s gonna get merchandise? Pah. The other one, Teàr I think I heard, is the quiet type. They’re like polar opposites. Not bad for only a minute or two of time with ‘em, but it ain’t enough to keep us from smashin’ ‘em flat if we fight ‘em.” Just then, she caught sight of an airship dock taking up civilians and challengers alike to the arena above. Directing Tawne toward it, the two set off.
My apologies for not posting, even though it' my turn and I actually am excited. It's been a stressful week so far and I expect the trend to continue. However, I only failed today because of poor time management. I should definitely be able to get something up tomorrow.

That reminds me, I haven't seen a bunch of the players recently, even Chronothesis. Would you happen to know anything, Pyro?
Red Oath: (type 1)
Demons of crimson smoke drawn to those with affinities for magic, particularly undeveloped sorcerers. A Red Oath disguises itself as the magic or as effects of the magic of such an individual, and once no longer rejected either subconsciously or consciously, possess the magician to whom it’s taken a liking. At that stage, the individual can effectively be considered a member of the Red Brotherhood, a cult of demon-possessed warlocks operating in small groups across the cities of mankind. A Red Brother or Sister’s skin is gradually deformed, causing him or her to wear full-body robes and a mask, and their magical power is augmented but twisted. They act as saboteurs against paladins and clerics, as well as performing summoning rituals of their own. Red Brotherhood cells lie in wait, for the most part, for a demonic uprising to emerge. If the host is killed, the Red Oath is permanently destroyed.

Torment Amalgam: (type 2)
Wherever there is a steady and powerful supply of suffering, the essence of torment begins to attract demonic power. If the suffering continues unabated, and the power is not siphoned off into smaller demons or transformation of humans, the torment coalesces and takes on its own colossal, grotesque form. Torment Amalgams are gigantic, slow, and mindless. They do not aim at destruction –merely to give vent to the suffering that constituted them- but after cause it in their tortures flailing. More horrible than their monstrous, desperate strength are their screams: the voice of every being whose suffering gave it form shrieks out, threefold, in a chorus of ceaseless agony. Torment Amalgams’ malformed limbs mean they can be dismembered without too much trouble if the opportunity presents itself, but unless the suffering ends the behemoths will regenerate.

Abomination: (type 2)
Disgustingly malformed coagulations of different creature parts, including insects, cephalopods, amphibians, and more, Abominations slither from the most violated of dark holes to inhabit noxious, dank places. Though hardly mobile, they quickly become the apex predator of the ecosystem they inhabit, and ruthlessly obliterate both living things and their nonliving constructions.

Carapace Demon: (type 3)
Though possessing great strength and hardy forms, Carapace Demons are better known for their cunning. So-called generals of the demon world, though sworn to no greater authority, they marshal lesser demons into more cohesive and dangerous fighting forces, and lead by example. Their near-human intellects are characterized by a twisted sort of nobility and honor, as if by utilizing semblances of knightly ideals they aim to mock the piteous humans who praise them. Of course, they can also speak, and do so often. Commonly presenting a tranquil and authoritative exterior, they can nevertheless resort to beastly rages when their cruel niceties fail. Lethal skill with both bladed and blunt weapons is practically intrinsic to their kind.

Blossoming Weed: (type 4)

In spirit form, these unique demons manifest as ethereal flowers blooming with deceptive beauty in whatever place they choose. Though destroyable with mere physical force, it merely scatter the petals to fly freely, one of which always forms a new flower if not destroyed via ritual. When in proximity to a human female, the flower exudes the demon spirit in form of a pleasing aroma, infecting the host. The demon then gestates inside the human, imitating pregnancy. Once grown, the Weed then partially sprouts from the human’s belly, creating sunflower-like protrusions to absorb the sun’s energy while planting tendrils to root the host in place, and the Weed’s ‘vulnerable phase’ begins. During this time the host perishes, transforming into wood, and when the Weed is matured it breaks through the wooden shell to emerge, a near-exact replica of the human host recast into a demon of plant matter. These mature Weeds fight with weapons grown and pulled from their own bodies, at about the strength and speed of a human. If wounded but not killed via destruction of their cores, they can regenerate back to normal in minutes.

AND:

Gilt Sentinel: (type 3)
Large, blue-skinned, ornately-armored, and imposing, these guardian demons can most commonly be found inside ruins or citadels, protecting treasures, prisoners, or higher-ranked demons from disturbance. Usually encountered in pairs, one for each side of the door they protect, they fight with calculated thrusts and slashes of their long, golden spears, very rarely resorting to any sort of beasthood save for grunts and snarls during combat. As demons go, Gilt Sentinels are among the least overtly malicious and indefatigably savage, instead exhibiting a certain elegance and finesse, though no less powerful for it. In fact, golden flames dance across their spears, throwing up sparks upon contact.

Blue Lion: (type 2)
Wild and powerful demonic beasts typically found in dry, sunny areas. They crave flesh, be it animal or man, but also go out of their way to attack human settlements. Their strength and viciousness is matched only by their stupidity and primitive pride.

Flayed: (type 4)

Invisible and rare demons that gravitate toward humans with a wanderlust. After possessing a host, they remain intangible essences merely building in power within the individual’s mind. No change of appearance indicates the amassing of demonic energy within the human’s brain until out of the blue the person bursts in a shower of viscera, their skeleton and musculature stretching into a skinless, gruesomely leering monstrosity a little more than seven feet tall. Even during their immaturity, though with far greater frequency and skill in their maturity, Flayed can conjure portals with which to teleport across distances. They move slowly, and rather than striking with their malformed limbs, prefer to summon portals around themselves as defense. Lesser demons, though usually just tentacles, spill through defensive portals to fight on the Flayed’s behalf.

AND:

Smolder Giant: (type 2)
Enormous demons called up from the fumes and cinders of pits on the earth to wreak havoc on the world above. Smolder Giants, though content with the shape of a lumbering, bipedal behemoth, can heat their ashen skin up into freely shapeable lava. Destruction follows in their wake. Smolder Giants are, however, next to mindless, and will single-mindedly focus on a simple directive given to it by its summoner. Its lack of preservation instincts leaves its weak point –its cavernous gullet- vulnerable whenever it opens its mouth to sear the earth with fire.

Twisted Hunter: (type 1)
Vengeful demonic spirits that freely possess their victims. A host gains muscle mass and size, though his or her flesh is malformed in the process, and the spirit controlling them urges them to hunt. Depending on the nature of the individual spirit, the Hunter might pursue helpless humans to slaughter, the bare minimum of prey to keep it alive, specific targets like Stormbringers, or even fellow demons. Though Hunters are strong, agile, and cunning, they can be captured and the demon exorcised, which returns the victim to his or her original state, albeit sickly.

Hateful Flesh: Hunchback Tower Writhe Snatch (type 1)
Hideous, appalling wretches created from corpses defiled by and then filled with evil spirits from the enigmatic and evil beings known only as Malice. Their existence as demons is tortured and repulsive, yet to lurch painfully in duty to the one that raised them. Notably, they require an atmosphere of dampness and darkness to survive, and will disintegrate on contact with the sun. As such, few exist outside of certain ‘dead zones’ across the continent. To make themselves stronger and larger, and ease the agony that is their lives, they consume living things as best they can.

Malice: (type 3)
Tall, dark, and gruesome, the very rare demons called Malice, Black King, or Demon Lich move lethargically, as if in a dream. They appear where large amount of corpses have been left without proper funeral rites, and with black magic transform the cadavers into nightmarish atrocities. Then, from the diabolic slits on their chests, they create evil spirits to fill the awful things and make them into Hateful Flesh. Once the nightmare begins, the Malice casts a curse of darkness over the area, making it into a ‘dead zone’ where the Hateful Flesh can survive. Thereafter, the demon retreats underground, seldom seen again. When combated, Malice exerts an intense psychological effect on those around it while it fights with shadow magic, capable of ripping mind and body both.

Gnoll: (type 2)
A demonic mixture of man and hyena, Gnolls are pack-hunters of terrifying effectiveness, using both numbers and weaponry to overwhelm enemies quickly before tearing them apart. They take pride in their gory trophies. They are stronger, faster, hardier, and more intelligent than orcs, serving sufficiently as their demon analogy.

Harvest Demon: (type 1)
Evil spirits that possess, not man or beast, but plants. Drawn to secluded fields, they inhabit the crops, typically melons, gourds, and other such. Over time the field is transformed from an array of individual plants into an overgrown, bountiful mass, draining the soul of its nutrition. On quiet nights when the moon is out, the Field Haunter arises, a mass of plant matter on any number of legs, jagged orange eyes and mouths glowing from the vegetables covering it. These crop masses seek to engulf solitary humans and use their nutrients to grow further.

A Call Beyond: (type 1)
Mysterious and enigmatic, even to the forces of hell of which this entity is supposedly part, is A Call Beyond. In rare circumstances, and even then only at the edge of one’s vision, at the end of a hallway or tunnel, or partially hidden behind something, do they fleetingly manifest. A person haunted by A Call Beyond is said to be possessed by it, though the entity itself remains outside the victim. Some theorize that A Call Beyond is memetic in nature. Regardless, the victim develops a fascination for the sky, as well as a palpable ‘pull’ to a point in it that alters as the planet rotates. The victim neglects his or her needs more and more, gradually wasting away until one day he or she disappears. If an exorcism is performed on the present victim, A Call Beyond appears, ghostlike. Physical attacks do nothing to it, but once struck with magic, the entity fights back with waves of shadowy light. If its form is mostly obliterated by magic, a sigh can be heard before it vanishes, and the victim is saved. If the attacker fails, A Call Beyond takes it away.
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<Snipped quote by Lugubrious>

I can't tell if that person's being sarcastic. I hope they are...




In other news, I've been thinking about this for a while, and finally I thought, what the heck? Couldn't possibly hurt for it to be an option.
In the conference document I have added an index called 'Skype' and 'Steam'. If anyone wants to add their usernames there, they can chat or play games with others who do.

Also, to any history buffs out there: you're clear to write out your character's history and stick it in your character sheet, though posting it here in the OOC for us to read is fine as well.
Sorry, Lucius. You should grab some popcorn.

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God, when did a mere suggestion ensued such a reply? Furthermore, I typed it without reloading the page, so Windel's post actually "ninja'd" mine, nevertheless what I wrote is still relevant as an answer and even if it wasn't I don't think a complete inoffensive remark would deserve the above reply.

I never said I dislike you, really, when was that?

Try to think again before being this harsh, what I really dislike is offensive people, let's not being another argument, please.

PS: I don't remember any of us ever mentioning that the players can't create their own situations, just look at Kenji for a good example.


It was offensive. You accused me of inflexibility when I had no fault whatsoever in the misunderstanding. If you didn't mean it to be offensive--well, lesson learned. No hard feelings.

You have explicitly said you dislike me, right here:
@Lugubrious
You've earned my dislike not because you have made your opinion known, but because you was trying to push it on us.


That was the second part of your running tally of red marks on my history with this RP. The first one was when

Lugu assumed from what was written that we the players have a fairly free reign with how the story develops, including our characters, who are instrument to that story.
]

All NPCs, monsters, and so forth are completely under GM jurisdiction. I can't do anything but walk somewhere and wait for one of you to make something happen there. @Zeroth walked to the butcher's and waited for something to happen there, and Lucius obliged him. He couldn't make the situation with the butcher on his own. I rather think that's a good example of what I'm talking about, not what you're talking about.

Please note that I don't have a problem with responding to GM-offered situations; it just requires GM involvement frequently.

I had not dreamed that this 'issue' could have been resolved anything but simply. I bear Windel no ill will, and I'm not even upset with you, kol, and am in fact perfectly ready to proceed now that I'm sure of the situation. I don't see why Windel might get ticked off; he's proven himself entirely affable and reasonable. Unfortunately, I also don't know what would happen were that to occur. Would I get kicked?
What? This 'issue' was resolved before you started typing. It doesn't matter about ambiguities in character; the blind man could think there's a whole circus and I wouldn't care. The problem is about ambiguities between writers. According to Windel's post, he approached a 'group'. Highball is not part of a 'group'. He didn't approach 'what he thought was a group'. I can't operate if I'm not given explicit bounds, because I'm not allowed to generate situations and settings for myself. Windel even admitted that he made a small mistake, thereby acknowledging the necessity of an edit to clear up the misunderstanding.

I know you don't like me, but this is unabashed pulling at straws to find ways to rebuke me. If you're so eager to get on my case, I can just leave.

EDIT: what do you mean she's with a group, Lucius? There's been no mention of this. Every other character is still in Iredele.
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Look at my last post.


I can throw up a few lines where she gets scared and looks around, but I've not got anything else to go on. The blind man's actions are directed toward some sort of 'group' of 'travelers', which can't be Highball because she's on her own. I'm not sure what I'm supposed to be doing in this situation; if she's meant to go and confront this 'group' about the blind man, she is certainly not going to do that. I can't really just ignore it and enter the ravine either, since all I know about the ravine is that its entrance is nearby.
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