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    1. clanjos 12 yrs ago

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10 yrs ago
Sometimes, even an adventurer needs a backrub.
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Name: Shousei Kougami
Age: 108
Alias: Lord Death Man
Appearance: "EEEEYYY."

Skills/Abilities: A master contortionist and criminal mastermind, king of Japan's criminal underground. Through his mastery of the yoga arts, Lord Death Man has ceased to age and transcended death itself. He returns from death shortly after the fact, fully healed and raring to go. He has an eidetic memory. He doesn't sleep, and his brain cells never die.

Weaknesses: He's pretty noticeable, and has a very different idea of how a criminal enterprise should run from most Gothamites. While he revives fully healed, he must heal damage he survives normally. However, obsessing about vengeance for a decade has left him a bit... unhinged.

History: Ever since the 1940's, one name has been synonymous with Japanese crime: the immortal supervillain, Death Man. Generations of superheroes have risen to face him, and withered in the face of father time. This is because Death Man can afford to play the long game. No one is sure where this skull-faced marauder comes from, who he really is, or what allows him a level of mastery the most dedicated of yoga mystics can only dream of.

The answers are surprisingly simple. Shousei Kougami was born in 1908 to a fisherman and a prostitute, and was left at an orphanage. At the age of nine, he was sent to live with Buddhist monks. These monks were the keepers of one of eight scrolls, each holding a portion of the true knowledge the first yoga mystics discovered. Contemplation of these secrets, detachment from the world, allowed the monks to recover from nearly injury. For eight years, he was raised in the strict environment of the monastery, watching as they performed amazing feats, forever told that he would receive the mystical power when he was spiritually ready. Well, that just made him mad, so he broke into the main building one night and stole the sacred scrolls containing the teachings of the monastery's founder. Thus, at the age of 13, Shousei committed his first theft and joined the yakuza. He worked loyally, serving as a lookout and decoy for years and slowly working his way up to an actual member of the family. Things began looking up for him during a heist in 1941, when he stole one of the remaining scrolls from a museum. This allowed a breakthrough in his practice of the scrolls, and began noticing his body was more flexible than ever. Over the coming days, more and more secrets revealed themselves- all the secret yoga powers of the mystics, his to command. It wasn't long before he challenged the heads of the families, using his newfound immortality to kill them off one by one.

It wasn't long before the police began talking. Calling him "Death Man," describing him as a twisted version of the American Mystery Men. Death Man took his new mantle, becoming the head of organized crime in a large section of Japan, using his yoga powers to maintain his position and gather followers- thugs, spiritualists, ninja, genius investors, the indigenous monsters of Japan. Lord Death Man's syndicate was unstoppable... but never moved beyond organized crime. After all, while he had a powerful criminal empire, there was no sense risking it by getting greedy. No, he had a clear goal in mind: to maintain his power in Japan's criminal underworld and use that power to track down the remaining six scrolls, as well as any mystical artifacts or discarded superhero gear he can get his hands on. His search for the remaining scrolls didn't really pan out, but he's spent 75 years on the effort so he's not stopping now.

Over the years, his criminal empire has brought him into conflict with the Bat Family a few times. However, his final confrontation with Batman involved the caped crusader shoving him in a safe and launching him into orbit. He spent over a decade in absolute darkness, dying and reviving in the cold, harsh vacuum of space. Lord Death Man believes that this was entirely unmerited torture. He wasn't a metahuman, he had no special powers other than his immortality- why was normal prison not enough? Ten years later, he came down after the safe imprisoning him crashed into a telecommunications satellite over Japan, sending him hurtling to Earth. Ten years, he spent formulating his plot for revenge. He returned to the underworld, killing those who tried to take his place, and declaring his intent to have revenge upon the Batman... only to discover that Batman was gone. He gathered the remnants of his splintered empire, leaving his lieutenants to handle things. If Lord Death Man can't kill Batman, he'll settle for bleeding Gotham dry.
Archmage wants to use some vaguely defined "toon force" thing, take a shot.
Name: Shousei Kougami
Age: 108
Alias: Lord Death Man
Appearance: "EEEEYYY."

Skills/Abilities: A master contortionist and criminal mastermind, king of Japan's criminal underground. Through his mastery of the yoga arts, Lord Death Man has ceased to age and transcended death itself. He returns from death shortly after the fact, fully healed and raring to go. He has an eidetic memory. He doesn't sleep, and his brain cells never die.

Weaknesses: He's pretty noticeable, and has a very different idea of how a criminal enterprise should run from most Gothamites. While he revives fully healed, he must heal damage he survives normally. However, obsessing about vengeance for a decade has left him a bit... unhinged.

History: Ever since the 1940's, one name has been synonymous with Japanese crime: the immortal supervillain, Death Man. Generations of superheroes have risen to face him, and withered in the face of father time. This is because Death Man can afford to play the long game. No one is sure where this skull-faced marauder comes from, who he really is, or what allows him a level of mastery the most dedicated of yoga mystics can only dream of.

The answers are surprisingly simple. Shousei Kougami was born in 1908 to a fisherman and a prostitute, and was left at an orphanage. At the age of nine, he was sent to live with Buddhist monks. These monks were the keepers of one of eight scrolls, each holding a portion of the true knowledge the first yoga mystics discovered. Contemplation of these secrets, detachment from the world, allowed the monks to recover from nearly injury. For eight years, he was raised in the strict environment of the monastery, watching as they performed amazing feats, forever told that he would receive the mystical power when he was spiritually ready. Well, that just made him mad, so he broke into the main building one night and stole the sacred scrolls containing the teachings of the monastery's founder. Thus, at the age of 13, Shousei committed his first theft and joined the yakuza. He worked loyally, serving as a lookout and decoy for years and slowly working his way up to an actual member of the family. Things began looking up for him during a heist in 1941, when he stole one of the remaining scrolls from a museum. This allowed a breakthrough in his practice of the scrolls, and began noticing his body was more flexible than ever. Over the coming days, more and more secrets revealed themselves- all the secret yoga powers of the mystics, his to command. It wasn't long before he challenged the heads of the families, using his newfound immortality to kill them off one by one.

It wasn't long before the police began talking. Calling him "Death Man," describing him as a twisted version of the American Mystery Men. Death Man took his new mantle, becoming the head of organized crime in a large section of Japan, using his yoga powers to maintain his position and gather followers- thugs, spiritualists, ninja, genius investors, the indigenous monsters of Japan. Lord Death Man's syndicate was unstoppable... but never moved beyond organized crime. After all, while he had a powerful criminal empire, there was no sense risking it by getting greedy. No, he had a clear goal in mind: to maintain his power in Japan's criminal underworld and use that power to track down the remaining six scrolls, as well as any mystical artifacts or discarded superhero gear he can get his hands on. His search for the remaining scrolls didn't really pan out, but he's spent 75 years on the effort so he's not stopping now.

Over the years, his criminal empire has brought him into conflict with the Bat Family a few times. However, his final confrontation with Batman involved the caped crusader shoving him in a safe and launching him into orbit. He spent over a decade in absolute darkness, dying and reviving in the cold, harsh vacuum of space. Lord Death Man believes that this was entirely unmerited torture. He wasn't a metahuman, he had no special powers other than his immortality- why was normal prison not enough? Ten years later, he came down after the safe imprisoning him crashed into a telecommunications satellite over Japan, sending him hurtling to Earth. Ten years, he spent formulating his plot for revenge. He returned to the underworld, killing those who tried to take his place, and declaring his intent to have revenge upon the Batman... only to discover that Batman was gone. He gathered the remnants of his splintered empire, leaving his lieutenants to handle things. If Lord Death Man can't kill Batman, he'll settle for bleeding Gotham dry.
I say this as someone who has played Dungeons and Dragons since he was 10.

If you want freeform combat, run a freeform game. Combat is part and parcel of the D&D rules.
I've had some personal stuff to work through that's kept me from getting anything of substance done. I'll try to have something up by then, but I've got term papers and homework to do in the meantime.
Eh, why not.
Kagatsuchi: A Rushed Post On Easter Weekend


"Now, I'm not too fond of the idea of smackin' humans, but then again..."

Kinji raised his guitar, holding it like a rifle and pulling the trigger. He fired off a few shots at the puppeteer before trying to close the distance.

"Puppets never did sit right with me."
So, magus generations are more than normal ones, given their longevity. The Archibalds' nine generations are regarded as first-rate, for instance. As a rule of thumb, anything above the Archibalds is unreasonable for this.


This is the first I've heard of it- I didn't see anything like that in the artbooks or omnibus. If anything, they just say that the number of generations in a Magus family don't equal power- I mean, just look at the Matous. Even the gap between generations, judging by the stuff I can find, doesn't seem that big. Granted, I've only got points of evidence in Shirou, Kamiya, and Rin in relation to their parents. From what I can see, the generations are about the same length, unless you start including vampires (like Zelretch) and cheaters (like Zouken). Usually an older family just means they have more resources, connections, and a wider knowledge base.

Also, from what I remember, the Archibald magical tradition goes back for OVER nine generations.

Combining the meaning of runes means you're a prodigy that surpasses geniuses by far. You can theoretically app that, but expect everyone to know who you are then. If you're just a "master" of runes, you'll be able to access all the meanings of an individual rune, but can't combine meanings. Combining meanings is high-level stuff.


...Didn't Bazett and Cu Chulainn, a Lancer, know how to make combinations of runes? Neither of them really screamed "Master of the Arcane" to me. I figure if Bazett, a 23-year-old who specializes in punching stuff, and Lancer, whose gimmick was being "Irish Hulk" can do combinations of runes, a man who spent 50 years practicing rune magic can suss it out.
How many generations is the family?


About 44- the general rule for calculating generations is [current year-base year]/25, to simulate 25-year generations. I'd say that the family's been around since about 900 AD, but hasn't really tried to do much in the way of influence.

Whatever this method of getting around the range problem is, add it to the profile.


Will do!

No bows from Yggdrasil wood, that's too high-tier. They can be enchanted to go for long distances/ignore outside influences, but it shouldn't be at the level of literal travel for days. If people could do that then brooms would be useless and Arash would be old and busted.


I have no idea what brooms have to do with archery, but okay.

Runes are fine, but since they're runes, I will ask that you provide a runic alphabet. Ergo, pick something like Elder Futhark or whichever he'll use, and give the effect each rune makes. Since he's experienced and runes are his thing, he'll be able to understand the true meaning of the rune.


I was assuming Elder and/or Younger Futhark, given the whole "viking mage" thing. The thing is, the way runic and heiroglyphic writing systems work involves a lot of contextual interpretation, and combinations of runes do various things with the word. I'm afraid I'd rather not do 12,144 entries detailing every possible permutation of 3 runes.
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