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 Kear Dragonstar: Chaos Knight

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Kear Dragonstar

Posts : 5
Join date : 2007-12-22
Age : 30

PostSubject: Kear Dragonstar: Chaos Knight   Thu Jan 10, 2008 2:02 am

~ Basics ~
Name: Kear Dragonstar
Age: Unknown
Gender: Male
Class/Profession: Chaos Knight/ Chronomancer
Rank/ Faction: Head of the Faction of Sigil
Race: Aasimar
Alignment: Chaotic Good
Yahoo ID: eddiezato1theshadow88

~ Appearance ~

~ Personal ~
Weapons:Ysgard-a sword with a single chain hanging off of its hilt that can be used as if it were a flail or simply as a Longsword as it originally was intended. Has the ability to take on the elemental form of any element that can be found on the inner planes at will.

Clothing: Enchanted to act as a suit of armor, though it weighs only as much as regular clothing does. Provides protection from fire, ice, lightning, earth, prismatic, instant death, polymorph, pure energy, and charm effects.

Important Items: An eye patch that gives him the ability of aura sight where he can see the auras of things, being able to tell if they are magical and what kinds of powers they may have. He can also use this to see invisible beings, see teleportation trails and even the presence of inter-planar portal jump areas. In all, it is a very useful ability.

Dialects Spoken: All

~ Self ~
Fear: The creation of a world where everything is bound by law and limited by the lack of true freedom.

Dislike: War lords, laws, pure evil, demons, tieflings

Like: Candy, swordplay, magic, books, adventure, puppies

Quirks: Habitually drums fingers when idle.

Flaws: Hatred of all things completely orderly, depression, alcoholism, wander lust.

Deals with spatial relations, giving the Mage power over space and distances. Correspondence magic allows powers such as teleportation, seeing into distant areas, levitation and flying. At higher levels the Mage may also co-locate himself or even stack different spaces within each-other. Correspondence can be combined with almost any other sphere to create effects that span distances.

This sphere gives the Mage power over randomness, chaos, fate and fortune. At simple levels machines can be made to go haywire or over-heat quite easily; at higher levels biological systems can be infused with chaos. The primary aspect of the Entropy sphere is that all chaotic interventions must work within the general flow of natural entropy.

Deals with the physical forces such as light, electricity, radiation and heat. Negative forces such as darkness, cold and shadow are also treated as real, active forces that magic can rework. Along with Life and Matter, Forces is one of the three 'Pattern Spheres' which together are able to mold all aspects of the physical world.

Deals with biological systems, allowing the mage to heal himself or transform simple life-forms at lower levels, or to create complex life out of nothing at higher levels.

Deals with all inanimate objects, allowing rocks to be transformed, liquids to swell up and so on. One can transmute one material into another, change the state and properties of inert matter, and synthesize nearly indestructible compounds.

At basic levels, Mind allows mind-reading and mental awareness; at higher levels mental states can be transformed and the mage can also project his mind astrally.

This sphere deals directly with Quintessence, the raw material of the tapestry, which is the metaphysical structure of reality. This sphere allows Quintessence to be channeled and/or funneled in any way at higher levels, and it is necessary if the mage ever wants to conjure something out of thin air (as opposed to transforming one pattern into another).

This sphere is a one-stop-shop for interacting with the spirit world, thus allowing basic effects such as stepping into the Near Umbra right up to traveling through outer space. When breaching the gauntlet only light objects can be brought along. This sphere also allows you to communicate with spirits such as your own avatar, or, if you so desire, directly attack another human being's soul.

This sphere deals with dilating, slowing, stopping or traveling through time. It is possible to travel back in time, though, this is only for the very advanced mages. To travel forward, simply requires you to hide and slow down your own time, a lot, for as long as you desire. (For example, if you slow down you time for a year, then when you "come back" everything else will be one year older, while only a few minutes will have passed for you.) To travel back is harder because you can not simply reverse your own time (this would only make yourself younger), you have to reverse the time of the entire world except for you, which is, needless to say, quite an achievement. For the sake of game balance, it is quite limited: Even when time is slowed or stopped, only 1 spell can be cast per turn of 'real time'.

Racial Powers: Kear has the natural ability to shape shift between the form of a completely normal looking human warrior (the form he prefers) and his divine entity, or Avatar. His speed, strength and other characteristics are all enhanced in his Divine form, however he cannot use his weapon or anything else besides his natural weaponry and magic. It is in this form that he is in a battle frenzy, and likely to turn on anything he calls "friend."

~ Family ~
None that he knows of.

~ History ~
Personality: Kear is a free spirit, driven by his need to see and know everything about the multiverse and experience as much of it as possible. He also has a warrior look on the universe, however takes up his weapon to defend true freedom and beating back the forces of darkness at any and all costs.

Character’s History:
Kear Dragonstar was born and raised in the city of Sigil, located in the Outlands; belonging to The Society of Sensation ("Sensates"), who believe that accumulating experiential knowledge through the senses is the only way to achieve enlightenment. An Aasimar, his family caries the ancient and diffused blood of powerful warrior demi-gods and angels that originally kept the two demon blood lines separated before the Blood War broke out. Raised upon such knowledge, Kear was trained in the arts of magic, weaponry, and mental will as forms of combat and showed a special aptitude for magics revolving around time. Very little is known about him other than the simple facts of his bloodline and his past deeds as a noble warrior with little respect for law and order, as such laws inhibit one's ability to gain wisdom through experiencing as much as possible. He is a hero of sorts, however is independent of any crown. Such being the case, many regard him as a vagabond and vigilante.
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