Username: TheEvilMurasame
Character name: Murasame So'Val Shenlong
Race: Half Human, Half Lavoid
Age: 14,000 Lavoid years, 28 Human years.
Height: 5'8"
Weight: 175 lbs
Appearance:
History:I was born the year 12,000 B.C., Born and raised the prince of the Ice Age, the Prince of the human race. My mother was our queen, and my father, the demonlord Lavos. Who is Lavos, your pitiful brains might wonder? Fine. I'll tell you.
The meteorite that struck the Earth and destroyed the dinosaurs. There, happy? Well, of course you're not, now I've got you curious. Burrowing deep in the planet, Lavos fed off our mother Earth's energy for millions of years, until he found that, circa 12,000 B.C., my people, the Leethsians, yes, my people, were sapping his already stolen energy. While he wasn't too pleased about this, he temporarily awoke from his cold slumber to meet with the current ruler, my mother, and my step father. Like the morons they both were, they hailed him as a god, and that night, I was concieved... That was somewhere around 12,010 B.C.
I was nine when Lavos struck our kingdom and murdered both of my parental figures in front of my eyes. I stole his own weapon, The Murasame, and escaped through a dimensional warp gate, a 'tear' in the space-time continuum, if you will.
Floating through the endless reaches of space-time but an instant is a very gratifying experience... It's almost as if you're back in the womb again. But anyway, but to me, because that, in the end, is all that really matters in the end, when I'd landed in your era, I'd failed to realize that The Murasame had jogged my memory. The only words remaining in this intelligent mind of mine were the words 'So'Val,' which I later adopted as my name. First, last, and only.
Being of half-demon blood, I had extraordinary talents. I couldn't be bested in a fight, not with the power of magic and demonic strength at my side. Yet, I was a calm, cool, outgoing individual. As a teenager, I met my first lover, Trixie the Elf. She worked some of the upper jails as the Warden. When I say upper jails, moron, I don't mean your classic murder/rape cases, I mean some of the toughest, most demonic sorcerers, chaotic fighters... People who had their gluttonous fingers wrapped around magic powerful enough to mass slaughter. She was a fighter, much like me.
So, one particular night, there was a jail break, of course. How damned convenient. You should know the rest, I was the one powerful enough to subdue those maniacs. Sure, I had to kill a few, but hey, if you think about it, we could all have done better without them. So I invited Trixie out to dinner, and blah blah blah...
So the years passed in relative peace. The demonic weapon, Murasame, I still carried became slightly more... How do I put it? Erratic, strange? Voices spoke to me. It was then, Lavos found me. He'd been searching throughout the years for his would-be lost 'servant,' and soon, I'd become an instrument of evil by his hand.
He took control. You don't know how it feels to not be one with your body and mind, every move you make, every word you speak, everything you do is for a greater whole. In this case, it was Lavos bidding. I, with the aid of Murasame, travelled to the past and future, and guess what, having been bred for the single purpose of death, I did just that. I was no longer the good-hearted young man I once was... You could think of it was an Anakin Skywalker turned Darth Vader kind of thing. Lavos was the Emperor of the entire planet, and I was his most powerful underling.
I can't begin to tell you the gratification of causing so much death I experienced. I was an unstoppable machine, I was... I was 'Murasame Shenlong' now, and I had the power of Darkness at my side. None could escape my wrath. If Lavos wanted you caught, you were caught. If Lavos wanted you dead, you were dead. Pure and simple. Years passed. I'd long since murdered the one I'd loved, Trixie, by Lavos' order. I constructed The Tower of Geddon, and began massing an army against the entire planet in preparation for the sleeping beast within the core of the Earth.
Wannabes and heroes alike challenged my might, but... None were as great as The Arbiter, his real name escapes me. But I, on another mission from Lavos, went back in time to 1,000 A.D., and faced Him. I had never encountered an opponent of his power before, it was far greater than mine, and yet... I still won. Somehow. It could have been my transformation into my demon form that saved my life, and yet, I believe he gave himself up that day. It's tormenting to think that there's one out there with greater power than you. None are greater than I am.
With the Arbiter destroyed, I came to a new realization. I must harness this vast, infinate power for my own, but how? Travelling back to the future, I sought a place of solace, a place of temporary rest. Little had I known the Arbiter had weakened Lavos' hold on my mind, and, in a scuffle with a bird-woman by the name of Quothe The Raven, I'd lost my first battle. I was a freed slave, Lavos' grip on my head and body had vanished.
So, perhaps, I thought, I'd travel with her and these new companions. Ryudo the Pyro, Biggs the dragon king, Queelez the Adept, Nazlord Ender the Rogue, Bearfrog the Paladin... Several others I won't bother mentioning, their roles are insignificant in the grand scheme of it all. I battled Chaos itself, and came out supreme victor. They couldn't have done it without me, without the half-demon Prince Murasame. Without me, they'd have ended up with a fate worse than death. Worse than hell. Thanks to me. Psch, they don't know what proper thanks nor respect is.
After the aforementioned battle, I thought, perhaps, it'd be a good idea to seek out new adversaries... Little had I known that was not MY will, but the will of Lavos. He'd seized his chance against my honor, and once again, taken hold of me. Whoo hoo. Once again a slave to his power, I conquered The Dozen, twelve warriors who, in their own right, were powerful enough to contend with me. A man named Zero was number twelve, after I'd crushed his honor and kidnapped a woman by the name of VK-Mist. Her lover, Kami, rushed to her rescue.
Little had I known he too, like Quothe and the first Arbiter before him, had harnessed the power of the Arbiter. After having my honor crushed for a second time and my life having been spared, I vowed that, one day, I'd kill Kami for insulting me even further. For sparing my life as if I were some helpless child. He'd stolen my honor, his debts must be paid. Better I were dead.
As the months passed, I came across his newest lover and Kami's current wife, Alexara. Oh, and yes... Having learned that it takes death and reincarnation in a certain way to become the Arbiter, I decided that, with the help of Queelez and VK-Mist, I'd finally become the Arbiter. Forcing Alexara to kill me against her own will, I became an insubstantial ghost, waiting, hungrily, for the power looming just over the horizon.
Reincarnated by VK-Mist through the Egg of Time, I... Was the newborn Arbiter. No longer in the grasp of Lavos, he'd thought and still believes me to be dead. I'll wreak my vengeance on Lavos and Kami, for stealing my honor and my pride, and for the murder of my people and my entire future.
Magical Abilities
Murasame is a physical fighter and doesn't posess many offensive spells, but rather, but spells are built to detriment and hinder while buffing himself.
Shadow MagicTotal Mana Points in Pool: 4,000Curse of Suffering:
Mana Cost: 250
Use Limitations: One curse may be adhered to one target at a time. If another curse is used, the second curse will override and replace the first curse, or if the first curse wears off, a second may be cast.
Inflicts pain over the course of time; pain builds in first round, climaxes in second. This spell leaves the target crippled with pain as it attacks him/her from the inside; the magic was weaved with the mind to attach to nerves and deal damage from that method. Spell travels invisibly. Can be resisted.
Curse of Weakening:
Mana Cost: 250
Use Limitations: One curse may be adhered to one target at a time. If another curse is used, the second curse will override and replace the first curse, or if the first curse wears off, a second may be cast.
Physically weakens the target. Lasts until the next round is over; the target loses an amount of muscular strength and will find it increasingly difficult to attack and defend from physical attacks. Spell travels invisibly. Can be resisted.
Curse of Berserk:
Mana Cost: 250
Use Limitations: One curse may be adhered to one target at a time. If another curse is used, the second curse will override and replace the first curse, or if the first curse wears off, a second may be cast.
Inundates the target in ravenous rage, this curse forces the target to mindlessly and heedlessly charge the caster to brutally and endlessly physically strike him until the curse has worn off. This curse lasts until advancing round is over. Spell travels invisibly. Can be resisted.
Curse of Exhaustion:
Mana Cost: 250
Use Limitations: One curse may be adhered to one target at a time. If another curse is used, the second curse will override and replace the first curse, or if the first curse wears off, a second may be cast.
This curse causes a build-up of the lactic acid worn muscles produce, which in turn causes the opponent to temporarily lose a portion of their stamina and endurance. Lasts until advancing round is over. Spell travels invisibly. Can be resisted.
Curse of Silence:
Mana Cost: 250
Use Limitations: One curse may be adhered to one target at a time. If another curse is used, the second curse will override and replace the first curse, or if the first curse wears off, a second may be cast.
This spell is used against spell casters who use the spoken word to power their magic. This spell effectively ‘silences’ the caster, preventing them from speaking in their tongue and casting their magic in that particular school. ((Examples of schools: Wind, Fire, Shadow.)) Lasts until advancing round is over. Spell travels invisibly. Can be resisted.
Curse of Counterspell:
Mana Cost: 250
Use Limitations: One curse may be adhered to one target at a time. If another curse is used, the second curse will override and replace the first curse, or if the first curse wears off, a second may be cast.
This spell is used against enemy casters who don’t require the spoken word to power their magic. This spell is cast against a target that is ‘casting’ or ‘weaving’ their spell into existence and is beginning to show signs of their spell’s power; from there on, the target can’t cast any spell in that school until the advancing round is over. ((Examples of schools: Wind, Fire, Shadow.)) Spell travels invisibly. Can be resisted.
Curse of the Demon Tongue:
Mana Cost: 250
Use Limitations: One curse may be adhered to one target at a time. If another curse is used, the second curse will override and replace the first curse, or if the first curse wears off, a second may be cast.
Yet another spell used against enemy casters, this spell dramatically slows the mental flow of the target’s native tongue and replaces it with foreign Lavoid, effectively slowing the words used to power the spell and increasing casting time. Lasts until advancing round is over. Spell travels invisibly. Can be resisted.
The Unbalance:
Mana cost: 500
Used as a corrupting and tainting agent, The Unbalance swaggers the Balance of Light and Darkness every person’s soul has, tilting it towards Darkness. Much like Curse of Suffering, this spell causes damage over a period of time. Characteristics of the spell include darkening of a person’s skin tone, fel speech, and often times, in the advanced stages of the spell, uncontrolled motor skills. Spell travels invisibly. Can be resisted.
Psychic Scream:
Mana cost: 300
This enmity-filled shriek of terror instills just that into the mentality of the opponent. Forcing his voice up in decibel and pitch, Mura harnesses the innate fear-inspiring power of Shadow Magic. Once the Scream reaches the enemy’s ears, it bestows upon his or her mind their most terrifying of hallucinations, which effectively paralyzes or sends him or her fleeing in fear in an attempt to rake the images from his or her mind.
Forever Zero:
Mana cost: 2,500.
Use Limitations: Once per battle.
This is Murasame’s most potent attack, and it is so for a very good reason. Focusing the purest form of Chaos energy into his fist, which quickly becomes enveloped in violet, glowing darkness magic, Murasame proceeds to bring his fist to the ground. Like a plague, the spells rages outward in a massive circle around him, casting all who touch Forever Zero into the darkest abyss. But that’s just the beginning of the most advanced spell regarding Murasame’s destructive prowess. The core appears several feet in front of the caster, as opposed to laying invisible within his palm.
Focusing the very essence of darkness into the core, the Earth itself vanishes from the victim’s view as gleaming stars replace and erase the last of this person’s memory of the planet Earth. As the core’s energy begins to wildly fluctuate and lash out tentacles of purple thunder, there’s a sudden explosion of light… A mind numbing noise afterwards, and all is over. The abyss has completely consumed all it has come in contact with.
Shadow Beam:
Mana cost: 500.
Quite possibly Murasame’s most coveted attack, this is an attack of condensed darkness molded into a beam. One or two hands, depending on the amount of control and power Mura decides to enforce upon this prized spell, may be required. Focus, while required for all attacks to enhance strength and speed, allows for a wide variance of just what Shadow Beam will become based on concentration and focus.
Shadow Slay:
Mana Cost: 500.
Use Limitations: Requires blood obtained from himself.
Shadow Slay is essentially a poison. Lavoid blood is innately poisonous, and if required, Murasame would draw his own blood and mix it with a hint of shadow magic, which reduces the blood to a thin powder. Proceeding to hurl it high into the air for his opponents to intake as it’s carried with the wind, and once inside, it binds to their innards, and slowly squeezes them, causing massive internal problems, accompanied with the whole idea of being envenomed with temporary poison.
Apathetic Chains:
Mana Cost: 200
Bound and gagged, as some would say. To be bound by the chains of apathy is like being shackled from head to toe in invisible chains, with cast iron balls that force you down, down, down to the earth. Used primarily to keep his opponent down or to, say, kidnap targets of specific or relative importance.
Wall of Darkness:
Mana Cost: 50
To face up against the Wall of Darkness is to walk straight into a solid wall. This spells serves multiple purposes: To shield Murasame from onslaughts, to silence sound and block out most physical contact, in combat or out of combat. There are hundreds of these walls both within and without The Tower of Geddon, the stronger Walls the guards of some of Murasame’s darkest treasures, artifacts, and objects of magical property.
Barrier:
Mana Cost: 100
Murasame’s foundation for defense rests in the strangest of methods; a shadowy mixture builds up in his lips and is then drooled to the floor, where it forms its own consciousness and snakes its way up his body to form a basic Barrier, which is capable of deflecting and turning away physical attacks and protecting Mura from minor spells.
Flame MagicTotal Mana Points in Pool: 3,000Blast Wave:
Mana Cost: 400
Used as a sort of ‘clearing’ agent, Blast Wave erupts in an arc-like motion around the caster, burning and vehemently knocking back opponents.
Flame:
Mana Cost: 350
A basic fireball. A tiny source of fire is all that’s required for the Flame spell to ignite into physical reality, it can be cast quickly but at a great cost of mana.
Flame Wall:
Mana Cost: 500
A greater manifestation of fire than the Flame spell, Flame Wall holds true to its name as it, in a wall-like structure, this spell scourges the Earth and fiercely conflagrates all but the most resilient of targets.
Tears of the Sun:
Mana cost: 500
Molten flame condensed into a hundred burning crystals, Tears of the Sun is as beautiful a name as it is dangerous. Focusing the essence of flame into his palm, Murasame shape shifts that very essence into crystallized spines. Opening his palm to unleash those spines with a gentle breathing notion, the crystal conglomeration instantly shatters, then cruises down towards the enemy and, should one strike; it would embed itself into their skin before bursting into heated shards of glass, thereby injecting super heat straight into that specific point in their body.
Strengthen:
Mana Cost: 200
This spell calls upon the inherent strength of flame and offers Murasame a temporary, extensive boost to his physical offence, which, upon striking, allows for added Fire damage.
Nimble:
Mana Cost: 200
Calling upon the speed of a Firestorm and channeling the energy throughout his body, Murasame temporarily increases his agility and ability to dodge and maneuver, making himself an even more slippery character than he already is.
Numble:
Mana Cost: 200
As he calls on the spirit of a Firestorm to bend to his will and make him a faster and more agile being, he also summons the agony of the Firestorm to strike at the limbs of the opponent, thereupon which making them less agile and more sluggish.
LoRes:
Mana Cost: 200
Calling upon the sheer ferocity and destructive fury of a firestorm, Murasame tears the physical defense from his enemy, making the strongest of plated armor debilitate to a cloth; the hardiness and endurance of his foe suffers as well, they’ll find it increasingly painful and difficult to block Mura’s terrifying offensive capabilities.
Dimensional Magic:Total Mana Points in Pool: 5,000Straight from the heart of all Lavoids and most high class demons comes the knowledge of the very time and space continuum in which we dwell in. Manipulating that space and time takes even greater effort than it would to conjure any other type of magic, including the Light and Shadow magic many are familiar with. But success in producing such force and power results in startling offensive and defensive capabilities, and, as is the case with most magic, Dimensional powers are entirely flexible depending on the user’s needs and wants. On top of being extremely powerful, it’s virtually impossible for a person to consider touching any of the attacks listed below. The horrific thing about Dimensional magic is, they are not of this dimension, they are little more than ghosts. Insubstantial, ethereal nothings until Murasame calls them into this dimension via his extraordinary power.
Crying Heavens: Hidden Blow
Mana Cost: 1,000
As if the name wasn’t enough to send chills down your spine, this attack is quick as lightning and can deal damage at any range. That’s precisely what this attack is, a dimensional thunderbolt. Very few, if any, see this coming before being crushed by agony.
Grand Stone:
Mana Cost: 500
Down deep in the eternal abyss are massive boulders; boulders that have crushed the souls of mankind for generations before and generations to come. Summoning those boulders into physical reality, Murasame deploys their great weight to crush his foes underneath tons of rock before sending the gargantuan stone back to the abyss.
Dimensional Recall:
Mana Cost: 100
An innate power of Lavos is the ability to summon crackling gates, or tears in the time-space continuum. This is Murasame’s prime mode of transportation, other than the ability to hover in the air and even propel him forward. Upon opening the gate with the power of Lavos, he’ll enter it and travel behind the curtain of the time-space continuum. Here, he can behold anything and everything, and pop out as any era or time he so chooses.
Drain Ray:
Mana Cost: 500
A skill picked up when he used to travel with the Mario Brothers, Drain Ray is a modified version of the skill Drain used by the masked invaders of the Mushroom kingdom. Channeling the monstrous vacuum of space, a violet beam unlocks the key to the person’s power, draws it right from them, and deposits it in the infinite reaches of space, where it’s thereby consumed and utterly destroyed. This is capable of drawing ki, mana, the spirit of the individual, and even the person’s physical health from them.
Weak minded:
Mana Cost: 250
Most foes have a magical offense and defense; this spell strikes at the magical defense of the enemy. Invisible shards claw and stab into the mentality of the enemy, breaking down their defense against further magical assaults.
Imbecile:
Mana Cost: 250
Stupidity is a crime; after this spell has taken root within the foe’s mental capabilities, the effects of his or her casting abilities has been severely hindered, without the mental capacity to form complete thoughts, to weave magic into being, the effect of a spell has lost a great deal of its potency to this spell.
Artifacts and Weapons:
When not engaging in magical combat, what Murasame totally excels in is physical, man-to-man combat. Whether using his short wrist blades, the calculating Scouter, or the Demon blade Murasame itself, he’s fully equipped to handle any opponent he comes across with. He himself trains under intense gravity simulations within the Tower of Geddon, thereby increasing his already potent strength and speed each time he undergoes a session.
Scouter:Murasame’s Journal, onboard computer, tracker, scanner, and oh so much more. This is the machine he relies on for tracking ‘jobs,’ people, Power Levels and opponents, also how he can listen in to conversations, and important messages are forwarded to this contraption from other computers and the like. Comprised of a small computer attached and totally covering his left ear, a metal-piece stretches a red glass eyepiece over his left eye. All he’d have to do is press the key and give a directive shortly afterwards, and the secrets he seeks are known to him.
Scouter Functions:Journal, Vision Aid, Hearing Aid, Audio/video recorder, Power seeker/monitor/reader, Comlink, Internal Health Monitor, External Health Monitor, Opposing Force Health Monitor, Tracker, Heartbeat/Pulse Rate Monitor, Radar, Medicomputer.
The Wicked Murasame
The Murasame:Total Mana Pool: 5,000Forged in 12,000 B.C. by the guru and blacksmith Melchior, The Murasame is one of two brothers, Masamune and Murasame, Masamune the Holy, and Murasame the Bloodthirsty. The demon Lavos, when he saw that the separate entities Mura and Same despaired over the fact their twin brothers were loved more than they, Lavos made a dark pact with them both, and transformed them into the devil blade of destruction Lavos himself came to wield, before it was stolen by the young So’Val and carried through time and space itself.
Murasame lost contact with its master for long, long human years, until Lavos had finally tracked it down and, for retribution of the theft of his weapon, transformed So’Val into the Evil Murasame we knew at one point. Being granted enormous powers, the new Murasame used Lavos’ blade against the planet, wringing destruction upon it all.
The Murasame is a blade, a Japanese style katana literally crackling with raw power; the blade itself is an unholy black, and ekes inky darkness. This weapon is the foundation for the Lavoid's power; it carries powers, a mind, and abilities of its own.
Powers of Murasame:Time Shred:
Mana Cost: 500
In addition to his power of physically ripping apart the dimensions, which stems directly from The Murasame itself, the blade finds itself an even wider doorway by focusing its internal magic into an even more dangerous portal. This, in addition to granting Murasame the power of swimming through the time and space continuum, draws in nearly life-forms and swallows them up into its gaping maw, forever losing them into the depths of time.
Turbo:
Mana Cost: 200
Focusing his magic and the weapon’s magic into the blade, Murasame supercharges his most coveted weapon, creating a thick aura of plasma and energy around both hilt and blade. For weapons or armor of unnatural power, Murasame would turn to this method of attack.
Sunder Armor:
Mana Cost: 700
Not many have the ability to stand up against the ferocity and sharpness of a blade of Murasame’s caliber; it’s so powerful it could rend apart the most powerful of armor, reducing it and, should apply, the enchantments surrounding the armor to wisps of smoke, ash, and rubble. The blade itself takes on a violet hue before the execution of his opponent’s only protection.
Blood thirst:
Being the eviler of two brothers, Murasame is a method of pure chaos and destruction. Only when the sword sates itself in blood is it satisfied; giving it an even more powerful punch. Requiring a source of nourishment to keep itself going, the demonic blade often seeks out victims that will aid in replenishing its life force.
Coveted Treasure:
Mana Cost: 5
The Murasame recognizes and loves one and one only: Murasame So’Val Shenlong himself. All others who attempt to commune or harness the weapon’s power end up at the mercy of horrible burns and shocks. Using the body’s nervous system as a conductor, the spell travels along the body, frying the unrecognized holder from the inside out. The more these people persist in holding the weapon, the further their pain increases.
Arc of the Murasame:
Mana Cost: 3,000
Raising the weapon high into the air, Murasame summons the deepest, darkest powers within his sword’s vast well of destruction, and hurls it in a great arc of energy down upon his opponents. Capable of wiping out an entire army, clearing miles of land, and annihilating some of his toughest opponents, this disc of power is truly a testament to the skill and power of The Murasame.
Claws:
Mura’s own fingernails can outstretch to an inch and a half past the tip of his finger. Each nail can rake into most opponents’ flesh and still hold without breaking.
Tail:
An extra limb provides as an excellent defensive and offensive mechanism, Mura’s 5’5” extension of his spinal cord appears as thick, virtually indestructible, fully maneuverable bone in the appearance and likeness of the human spine. The barb at the tip is highly poisonous and contains potent venom; his tail is also used as a stabbing and crushing weapon and is resilient.
Natural AbilitiesBeing he of both human and Lavoid blood, Murasame’s flexibility to adapt stems from his human blood, while his ‘unnatural’ natural abilities come from his Lavoid counterpart. His abilities range anywhere from smelling old blood, to visual enhancements such as infra red vision; also super heightened strength and speed, the like. Lavoids are, and Murasame is no disparity, the perfectly equipped warriors and hunters. Siring the human race itself, shaping them into Lavos’ own image and likeness, they were and became the perfect beings after rigorous transformation after transformation, they were evolution at its finest work. Here are some examples of one of the most sensitively aware humans on the planet.
Heightened Strength:
Due to the gravitational chambers within Geddon’s Tower and his physical toning as a child, as well as his bloodline, Murasame has been bestowed with an unnatural strength for a man of his stature and his age. This is only magnified by his transformations.
Heightened Speed:
Due to the gravitational chambers within Geddon’s Tower and his physical toning as a child, as well as his bloodline, Murasame has been bestowed with an unnatural speed for a man of his stature and his age. This is only magnified by his transformations.
Heightened Physical Senses:
Characteristic of all Lavoid kind, the Five Senses, sight, smell, hearing, tasting, and touch are constantly magnified, which allows the predators to track, seek, and destroy targets.
Ritual:
This hour long practice, consisting of specific gestures and circles of power, is a mana restoring process for Murasame. Calling upon the inherent properties of Shadow, Flame, and Dimensional magic and pulling them unto himself, he’s able to restore his mana pools and keep them fresh for his battles.
Turbo:
A quick upward thrust of power, Turbo allows Mura to momentarily exceed his physical and mental limits. This move is characterized by a writhing aura of Black Shadow; it’s good for a quick, powerful blow before it dissipates and must be activated again.
Flight:
An ability characteristic of the Lavoid race and Shadow Magic, Murasame harnesses the gravitational power of Shadow magic and is able to fly faster than super sonic speeds. The Lavoid ability allows for simple hovering, basic evasive maneuvers, and place-to-place transportation.
Infra red vision:
Apart from the natural spectrums of light human eyes have adjusted themselves to as a consequence of evolution, Mura has the ability to see in another spectrum: Infra Red. Infrared allows him to ‘see’ heat in dark and cloudy scenarios. Limitations include objects that do not exude heat.
Minor Regeneration:
As Lavoid blood is strong and rich and consists of powerful white blood cells, blood platelets are numerous in number and strong in resolve; within half an hour a gash has congealed and a scab has already formed. Regeneration is limited by the severity of the wound.
Heightened Immune System:
An ability inherited from his Lavoid Father, Mura possesses an impressive immune system that allows for immunity to poisons, diseases, burrowing of organisms, and viruses. Lavoid blood, on the downside, is strong, rich, and is often the target for Vampires.
Hardened Skin:
Some go as far as to call Mura a tank; his flesh is resistant to stunning and bludgeoning blows from maces, feet, and fists. Years of muscular toning as well as his heritage as a Warrior race have evolved him and his kind into hardened fighters.
Transformations:When his human body isn’t enough for the fight, and Murasame finds himself backed into a corner with very few options left, he now has not one, not two, but three wicked transformations up his sleeve, each with its own characteristic appearance, altered personality, and upped magic, offensive capabilities, and defensive capabilities depending on the form he changes into.
Chaos Brother:
The Second brother in Chaos in the Chaos Brotherhood, Murasame, courtesy of the leader Ryudo, had been bestowed the ability to transform into the Claws of Chaos, the powerhouse of the three brothers.
Height: 10’7”
Weight: 550 lbs.
Appearance: The Claws of Chaos is primarily characterized by the twin sets of spider-like tendrils that extend from Murasame’s kidney area. As they erupt from his back and are trembling with gore, the four hairy, needle-venom tipped abominations are fully flexible and can extend up to a range of five feet.
A second attribute of the mutation are multiple, blood-tinted spikes that eject themselves from the arms and legs of Murasame’s flesh. These stand vertically at approximately half of an inch from his skin. From his back, nine monstrous, blood-tinted, jagged spines form a defense from rear attacks and offer a crude method of impaling an opponent.
Mura’s visage has grown more bestial; wicked fangs pierce through his upper mouth.
Impediments: Speed sacrificed for strength. Flight is hindered. Mura is five times stronger in this form than he was in his humanoid form.
King Lavoid:
A transformation granted to all Lavoids, the King Lavoid form is brutal and gigantic. Flight is impossible, but this monstrosity is virtually unstoppable due to sheer size and strength; his tail has lengthened and can catch fleeing opponents.
Height: 30 feet.
Weight: 4,000 lbs.
Appearance: Having grown to a monstrous size, the tactical nature of Murasame has vanished entirely. His roar can flatten mountains. The spider-like tendrils from his Chaosite form are gone, but the spikes from arms, legs, and back have grown to reflect the mass of the beast. The whites of his eyes suggest rage and hate; his visage is jagged and wolf-like, it reveals hundreds of carnivorous teeth. The Murasame itself has merged with the giant, granting him its powers and destructive potentiality. To finish the mortifying appearance, two jet black, metallic wings protrude from his shoulder blades and stretch down to the backs of his knees.
Murasame must sacrifice his Mana and his sanity for this transmogrification to take effect. No spells may be cast in this form.
Arbiter:
The legend of the Arbiter stems back to before the universe began. The powers of Good and Evil fought so desperately, the creation of the universe went up in a super massive explosion, where both sides rested, the signs and scars of the battle are still present in the nighttime sky. However, as time wore on, Good realized that it needed a super race to defeat Evil once and for all: Earth was created to serve as home to that super race: The Arbiters. Good nurtured the new Earth and blessed it with its love, their plans were coming to fruition, all the inhabitants of the planet would strike at Evil and decimate it once and for all.
Evil caught wind of the plan, and sent one of its Original Seven to the planet to devour it. This member was the creature hailed as Lavos. It burrowed deep into the core of the Earth and sewed hatred into it; the Arbiter race was finished before it’d even taken root.
However, after years of research and several enlightening experiences, Murasame has unlocked the power of the Arbiter and taken it for the purpose of destroying his father: Lavos.
Appearance: Visibly, not much has changed. The hair of the Arbiter, both eyebrows and head as well as eyes, have changed to reflect his or her magic power. Blue for Water/Ice, Yellow for Earth/Electricity, Red for Fire, for example. Mura’s turn a deep, beautiful violet; his hair stands upright at a tall pillar which personally symbolizes his status. Murasame is 20 times stronger in this form than in his normal form.