Characters go here!
Post Reply
User avatar
Jr. Member
Posts: 245
Joined: Sat May 26, 2018 2:28 am


Post by Magnetar » Fri Aug 17, 2018 10:16 pm


The Legend Reborn

One stormy day in secluded Appalachia, the clouds were sundered by a bolt of lightning as fate imparted power beyond imagining on a man with nothing left to give. When wearing the magic ring of the World-Forge, Rust Clarke is transformed from unknown construction worker into MAGNETAR, avatar of the primordial god WELTGEIST. Now empowered to live beyond what life seemed to have in store for him, he wages a never-ending battle for justice, truth, and honor. Possessing the build, keen mind, and hammer of Weltgeist in his prime, his human half must struggle with the challenge of becoming Earth's champion! In the end, will he save the world - or doom it?


Full name: Rust Francis Clarke
Superhero Alias: Magnetar
Identity: Secret
Occupation: Previously construction worker; quit job
Education: High school graduate
Age: 20
Height: 5'8
Weight: 180 lbs.
Hair: Sandy
Eyes: Blue
Family relationships: Francis Clarke (Father, deceased), Angela Luis-Clarke (Mother, deceased)
Relationship status: Currently single (Has dated in past)
Base of Operations: Formerly Appalachia; now mobile


High school: Two instances of disciplinary action (fighting - two two-week suspensions). Graduated with honors.
Employed by Hillcroft Construction Co. in hometown of Greenport, Pennsylvania (age 18).
Father (Francis Clarke) died when Rust was 15 years old (workplace accident).
Mother (Angela Luis-Clarke) died when Rust was 19 years old (terminal illness).
Certified owner of one (1) house in Greenport and one (1) Chevy Colorado pickup truck. Registered revolver.
Closest family lives three states away in Tennessee.


Rust Clarke is a serious man. He's needed to be, for all life's thrown his way. With both parents gone from this world by the time he turned 20, he's had to grow up quick, both for his sake, and that of his late mother, for whom he helped provide during her time of extended illness. Clarke's early challenges have molded him into a man who perseveres, though he harbors a fair amount of aimless resentment for his situation. Though raised in a highly religious environment, the challenges of feeding a household solo combined with pushing himself through school have led to something of a decline in Rust's spiritual leanings, which have been further tested upon discovery of the Ring.

Though sociable, Rust has been pushed to isolation, initially as a result of his need to work overtime, and later due to the responsibilities he inherited from finding the Ring. He's harsher than most men his age, and though he holds his anger close to his chest, it's not hard to bait him into a brawl if he feels an injustice has been committed. He got in trouble during his school years for the same thing, and though it makes him an ideal candidate for facing down the forces of cosmic evil, it has rendered him something of a polarizing figure when it comes to social situations. He firmly believes in both personal responsibility and punishing bad deeds. Something of a traditionalist, he is frank when dealing with those he works with, and unremittingly harsh on the forces of evil.

That isn't to say that he's an automaton. His sense of humor is rich (if rather dry), and his heart opens to those he grows close to; he has just as much time for a joke as anyone, and despite the heavy burdens that come with bearing the Forge's Ring, he loves the sense of wonder and adventure it provides. Meeting this more lighthearted Clarke takes time, though - especially if he's transformed when the first encounter happens.


Since accepting the burden of the Ring, Rust has been on the move, first looking to deal with Weltgeist's unfinished business. Unlike the remarkably solitary being who preceded him, Rust seeks to kindle connections with those the Forge met with in the world of mortals before he passed. Knowing that there is strength in numbers, he seeks to engage with similarly-powered individuals in order to forge a new front line against grave threats to human existence.

Currently, he roams the United States, seeking those the Oaken God had formerly been in contact with. His ability to actually locate these people is rather lacking, so he waits for them to appear; at present, he's been wandering through the country on a "patrol" of sorts, paying for room and board with an accumulated stash of gold the Geist left behind. Though still technically employed at his construction company, he understands that bearing the Ring is a full-time commitment, and will soon quit. He has entertained the notion of associating himself with the government as a sanctioned hero, but is hesitant to put the full power of the World-Forge at the disposal of the United States - especially because the spirit of Weltgeist, with whom he still communes, urges him not to.

Vitally important, too, is that he retrieve Erujaorn, Weltgeist's legendary axe.



The Ring of the World-Forge stores the very spirit of Weltgeist, his very idea concentrated in a single holy artifact. It was built to ensure that his legacy would live on, embodied by the wearer; said wearer was to be chosen by fate, the Ring proclaimed to be drawn to one worthy to bear it. When the Ring is placed upon any one of the bearer's fingers, his form replaces theirs in an instant, a perfect transformation occurring the instant the connection is made. As mass and energy are instantly transferred to the bearer (as he grows immensely in size and power), an accompanying flash of esoteric lightning where the bearer stands. This primordial energy is not like terrestrial lightning; it merely courses harmlessly through conventional matter, and the light, while surprising, will not damage the retinas if witnessed.

The Ring itself is physically unremarkable, being utterly utilitarian in its design. It is a simple band of pure mithril, though its mystical properties make it far more potent than an average Eldest trinket. Its soul-bound nature to the World-Forge renders it indestructible, the concentrated power insurmountable by physical or mystical means lest it is returned to the Celestial Forge where it was built and disassembled there. It appears to be impossible to transmute by chemical or occult means.

Upon separation from the bearer, it can be called back as any soul-bound artifact can be. It is akin to an extension of the bearer itself, and can be cast through the air as though it has a mind of its own, without laying a finger upon it. In this way, if it were to be dropped, lost, or seized from the bearer, it will merely propel itself towards them, inexorably coming to rest on his finger. The Ring has been known to change its size to slip through cracks, rolling on its way to wherever it needs to be; whether driven by Fate or something more tangible, it is fundamentally attached to its bearer.

Presently, Rust keeps the Ring on a chain around his neck. When he transforms, however, it is replaced in his hand with his natural tool of choice - a hammer. He appears to be able to remain transformed indefinitely.


The Ring contains far more information than a human could ever hope to decipher, with computerized aid, or otherwise. Its very subatomic structure has been arranged with an array of symbols forming a quadruple helix not altogether dissimilar to a genetic code. However, this array holds information on everything from cosmic languages to sciences to the eulogies of those who fought by Weltgeist's side during the War of the Eldest.

With regards to usefulness to the bearer, the Ring may only impart from this depository the necessary instincts it takes to navigate environments otherwise incomprehensible to a standard mortal mind. It is through this natural bank of unconscious knowledge, for example, that the bearer may find their way to a destination in deep space by natural aptitude alone; it enables the bearer to fly at superluminal speeds without risk of collision with planetary bodies, or passing starships; it bestows upon the bearer the ability to understand and speak a variety of alien tongues. Though these valued skills barely scratch the surface of what one could do with the Ring, they are nonetheless deserving of note, and indispensable to any who seeks to fill the Oaken God's enormous boots.


The Ring stores more than just the World-Forge's power. He poured his very soul into the work, containing within it a fully-conscious memetic copy of himself which could interact with the world around it. By binding their consciousness to the Ring, the bearer may commune with this ghost of Weltgeist as though they were in a dream, activating the connection through a simple invocation along with focus. This mind-temple can be used to seek wisdom from past bearers of the Ring, whose own consciousnesses are imprinted upon it as well.

The existence of such a temple also interferes with attempts to directly influence the mind of the Ringbearer so long as they are transformed. Given enough time, the Ring will negate outside efforts to exert control over Magnetar, engaging with psychics on the Astral Plane while he faces threats in the physical dimension. This can produce heavy strain on his own mind, however, particularly because he has not been trained in any sort of defensive meditations or techniques. Even so, it provides a failsafe of sorts against mind-control; if all else fails, he will simply transform back into Rust Clarke, powerless, to deny any sinister forces the ability to wrest control of Magnetar's power away from he who was fated to wield it.



As the walking avatar of an Eldest in his prime, Magnetar possesses a profound amount of power, which can be channeled in a variety of ways. His natural strength is amplified immensely; he has the strength to lift mountains, his ability to apply force comparable to that of a Vaxian or a Judgement. His muscles surge with vitality, the dense fibers unlocking within him the capacity for untamed might. He can casually trade blows with the strongest of combatants, an ability furthered by the use of his hammer in battle. His striking power is conventionally immeasurable.

Just as these innate energies have blessed his physical output, so too can they be channeled into supraphysical feats, such as flight, or hurling bolts of lightning. Like the World-Forge before him, he commands the fundamental energies of reality, connected to the world around him on an intrinsic level. Thus, he may call forth storms from the sky, whip up great winds on a whim, quake the ground he stands on with a stomp, ignite the air to conjure firestorms, and even accelerate the growth of plantlife with a blow from his hammer. Though still an amateur who refrains from world-molding, he nonetheless possesses great power to influence his surroundings through will alone, a trait shared by his predecessor, Weltgeist. Naturally, these powers can be used to wreak havoc on his foes.

The World-Forge's amazing energies can be harnessed to grant the user a speed beyond speed, enough to travel the gaps between worlds at will. Though his potential is instinctively restrained on Earth, Magnetar can use the power of Weltgeist to convert his very form to an energized state capable of breaching the light-speed barrier, enabling him to enter the parallel state known as hyperspace. As such, he is fully capable of visiting distant planets, navigating the unknowable distances with ease so long as he retains consciousness. He lacks the grace, however, to do anything other than simply travel at such speed.


When transformed into Magnetar, Rust is utterly invulnerable. As befitting a being who engages threats on a cosmic scale, his resilience is the envy of gods, for to permanently destroy him is a near-impossible feat. The power of his Soul-Bind is such that to truly eliminate him without the chance for a resurrection one would need to destroy his very essence. When transformed, Rust's body thickens and becomes more dense, wrapped in layer after layer of the eucatastrophic weave that forms an Eldest's flesh. Layered upon that is the Weltgeist's armor, which varies in composition based on his surroundings at the time of transformation; in arid environments, for instance, it may be sleeveless, while in the vacuum of space, it would cover all of his body save for his face.

His capacity to resist force is immense. Bullets cannot penetrate his skin, and explosives are easily shrugged off. He pays no heed to extremes of temperature, and attacks which may disrupt his senses can eventually be powered through. Conventional bladed weapons are of no concern to him, and even mystical attacks can be tanked through provided he has enough stamina to endure them.

Biologically, an Eldest is an extraordinarily complex being, though internally, not all too dissimilar from a human. His anatomy when transformed may be amplified, but the baseline functionality is the same; he has organs, tissues, and nerves, as well as blood vessels which pump oxygen throughout his body. What is different, however, is the capacity for these components to sustain damage. Though he may be made to bleed by a sufficiently powerful force, for example, he appears to be able to continue functioning regardless of the amount lost; in fact, Magnetar appears to be able to lose the equivalent of what should be all of the blood his body can contain, yet still persist. The issue lies more within his mind's capacity to endure such punishment, which can affect his ability to maintain his transformed state.

Though he possesses godlike endurance and resistance to harm, it is by no means impossible to injure or even kill the World-Forge through sufficient application of force. The primordial energies his body generates fight off poisons and even alleviate hunger, but these issues can still pain him; he can hold his breath nearly indefinitely, but issues of choking or drowning can persist if he is caught off-guard. Despite this, he is easily capable of operating within the most hostile environments on the planet, or even the vacuum of space; he can endure radiation that would kill any normal man in an instant. Wounds heal rapidly so long as he is able to rest and recover, and doubly so if he elects to transform back into an ordinary man. This transformation is not without stresses of its own, however, particularly if he suffers from pain or injury at the time of change.


A soul-bound tool is a staple of any powerful Eldest, and Magnetar is no different. His hammer, which he dubbed Big Iron, is bound to his essence, connected to his very soul. He can hurl it with unimaginable force and return it to his outstretched palm in an instant, the weapon flying through the air as though it has a mind of its own. The meta-material it was constructed from makes it as resilient as Erujaorn, and though it lacks the cutting power of the axe, it makes up for it in its ability to channel and direct potent energy blasts. He can also spin it by the strap to produce gale-force winds, or strike in an unconventional manner. His tendency to throw the weapon and guide it towards his foes has earned it the nickname hammer-missile.

Big Iron's capacity for self-propulsion when willed by Magnetar makes it one of the most powerful weapons produced by the Gods. The soul-bind initiated with the bearer of the Ring allows them to control it as though it were an extension of their own body, which grants it its immense power. Its range and top speed are outstanding, enough so that the mallet can feasibly pursue a target across a solar system so long as Magnetar has them within his sight. His ability to recall the hammer extends to nearly any distance; separating the two for any extended period is thought to be impossible, for the weapon can breach just about any surface.

This tool also functions as Magnetar's key to enter the higher realm. Through focus he is able to open a portal to the plane of the Eldest, spinning the hammer so as to influence the very flow of space-time and create a stabilized continuity distortion. Rust has yet to actually accomplish this, and he sees no reason to quarrel with the other Eldest; instead, he focuses on protecting Earth and its people.


By necessity, the Eldest champion cannot be bound to Earth alone, nor limited by the meager sensory apparatus belonging to most standard humans. To operate effectively on a pan-galactic scale, Magnetar's godly form possesses a more powerful primordial-sensory-system geared towards fulfilling his virtuous duties. When not confined to a planet's atmosphere, he can accelerate to superluminal speeds, racing starships through hyperspace without so much as breaking a sweat. This is not true flight, but rather the focusing of both gravitational and antedieluvian energies to produce a self-contained "hyper-tunnel" for him to accelerate through. In doing so, he can travel across star systems with ease, no longer confined to his homeworld, or even his home solar system. He is also instinctively capable of navigating at such spectacular speeds, so as not to collide with stellar bodies or traveling extraterrestrials.

Likewise, on planet Earth, his senses have been astonishingly augmented. His hearing and eyesight have increased range, such that he can pinpoint specific targets from high up in the air; he is capable of flying at high speeds without disorienting himself, and can engage enemies who move too fast for the eye to follow with some measure of difficulty. These senses are primarily for the identification of faraway threats; they do not aid him in the inspection therein. That is to say, he can hear what any ordinary man might were he standing next to something far-off in the distance. Magnetar cannot listen to heartbeats or identify specific sounds from miles away, but he can, for example, become acutely aware of something he is specifically looking for.

This aids him immensely in navigating within the vacuum of space. If he knows where he's going, he can reach it without much of a problem.


Magnetar's power is a curious thing. It is neither purely scientific nor purely occult, drawn instead from a force more primordial than both. The relationship between Man and Eldest locked within his being is ordinarily one of balance, though each of the two are always vying for supremacy by way of their different natures. The longer Rust is transformed into Magnetar, the more his identity is subsumed, his speech becoming more archaic; eventually, after a period of hours, his attitude and personality begins to more closely match the brash Oaken God's in his prime, which offers both virtue and vice. This process is accelerated by combat, as the adrenaline rush and the will to triumph give more power to the godly side of the two.

The drawbacks are clear enough. Magnetar can be baited into a state of bold aggression, disregarding potential threats and dispensing utterly with strategy in his focused state. He also becomes far more emotionally agitated, his pride and wrath increasing along with his grandiosity. He grows vengeant and undisciplined, and will show no mercy to his enemies until they are utterly beaten. There are, however, benefits to allowing this mindset to take effect, if temporarily; his capacity to sustain wounds increases dramatically, as does his skill in combat. His reflexes and senses, already keen, become more synchronized, enabling him to challenge more powerful foes...if the brief sacrifice of his humanity is deemed to be worth it.

Likewise, if his more personable, human side retains control, his actions will be more measured, yet he will also be more vulnerable to conventional attack. The difference between the calm Magnetar and the enraged Magnetar is significant enough to warrant mention, as his power output varies wildly depending on which of the two sides he allows to take control.

User avatar
The Spectre
Posts: 44
Joined: Thu Aug 09, 2018 8:11 am
Gender: Male

Re: Magnetar

Post by The Spectre » Sat Aug 18, 2018 8:49 am


User avatar
Posts: 36
Joined: Fri Jun 01, 2018 9:35 pm

Re: Magnetar

Post by Zeitgeist » Sun Aug 19, 2018 2:18 am

This guy looks familiar

Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests