Name:
Rucks Kennithson
Military codename:
He wishes he had a code name
Gender:
Male
Age:
20
Military Division:
KMC
Appearance:
Rucks is a tall man, standing at around six foot three, this height, however, is hardly complemented by his skinny, although somewhat muscular build.
His face is long and angular, however it rounds off towards his chin. His lips are of a slim variant and are topped by a somewhat pathetic moustache as if it hadn't fully grown. He claims an average nose and a pair of light green eyes. All topped off by a set of shaggy, collar length white hair.
Dress wise he typical clads himself in lighter weight garments, typically a military issue overcoat with a lightweight cotton shirt and trousers and practical shoes.
Personality:
Rucks likes to think of himself as somewhat of a free spirit, at peace with the world and all that. He's wrong, because he, like all people, gets angry over the little things. He himself has no patience for those who rush head first into things without first thinking them through.
Otherwise he tends to look out for his teammates, unless he has a high level of disdain for them, which isn't too rare because every one needs enemies. It's healthy and promotes hardworking to beat them - or so Rucks claims.
Biography:
"Have you heard the stories? Of men who make demons run? Of mage armies falling, or of farmers in armour leading the siege? That's what happens, when dire tides draw near. That's what happens my friends, when good men go to war."
- Verik, great hobo of Erenduil
Rucks was one of these so called "Good Men", a sorcerer of the Somatic variant. His life wasn't greatly interesting, his father a blacksmith and his mother a blacksmiths wife. They forged farming equipment mostly, sickles and scythes and hoes etcetera. Rucks himself though, was a Mage as previously mentioned. One that could meld air to his will, the very skies themselves! His parents as you could imagine were ecstatic to say the least.
But for years he stayed, helping them. Using magic to cut metal and timber, of whatever else he could apply it too. At that point in time it was all about the simple life, until he was old enough to move away.
He was eighteen when he decided to travel, a year round trip seeing the kingdom, master his magic and all that. And so he did. He saw mountain ranges which touched the heavens, Great Lakes and wondrous cities which you couldn't believe had been built by mete men. But all too soon his travelling was over and Rucks was home. With his parents, despite him loving them very much, still lead a drab old lifestyle in comparison.
But then, demons attacked. Rucks was conscripted into the army as a rookie, went through a rushed training and was quickly prepared for his first field mission, alongside a host of other greenies mostly in their new, hulking armours. Now they would find out for themselves what happen when good men go to war.
Magic:
Somatic: Air Manipulation
Offensive
Gale Thrusts:
Rucks is able to push and pull lighter enemies at will - like a cat or something. This can be used on larger enemies with some greater effort and channeling. Typically cast using a motion not unlike pulling in a rope or throwing a dagger.
Zephyr Strikes
Rucks is able to wallop his enemies with swathes of wind, typically they are unable to penetrate skin. Typically cast by using simple swiping motions with either the hands or feet.
Zephyr Blades
A far more aggressive version of the Zephyr Strikes, these are able to physically cut through enemies and the terrain. Typically cast using far more complex and aggressive swiping motions with the hands or feet.
Air Punches and kicks
The most effective combat spell at Rucks' disposal, it involves hurling highly compressed balls of spiralling air - kind of like a fireball but without the top class incineration. Much like the name suggests, cast by punching or kicking at the air and looking like a clown.
Defensive
Air wall
Rucks is able to expel a sphere of air from around him, allowing for defence from projectile weaponry and knocking back enemies. Typically cast by Rucks dropping to one knee and flinging his arms outwards.
Air Cushion
Super useful for falling long distances, it effectively breaks the users fall using a cushion of air. Typically cast by simply falling a long enough distance.
Hurricane Shield
A more stable version of the Air Wall, Rucks can hold it for an extended period of time to protect himself and others. Typically cast through adopting a brace position.
Utility/Support
Twister Spout
Rucks is able to propel himself into the air and sustain himself for extended periods of time which scale with height. This is done by melding the air underneath him into a small twister. Typically cast by jumping with a little spin - like a majestic ballerina.
Tempest Attunement
Rucks coats a weapon of choice with his element, artificially sharpening it with fast flowing wind. It makes the weapon particularly effective at piercing targets and can be used to extend a blades length. Typically cast by Rucks running his hand along an edge.
Air Surf
The user of this technique is able to manipulate the air directly underneath them in order to travel at great speeds, it gets it's name from the way that Rucks sort of looks like he's surfing. Typically cast by initially by skidding after sprinting for a run up.
Limitations and weaknesses
Rucks is sadly unable to simply create air, despite their being a lot of air in the world this sometimes produces issues. If for example, Rucks was trapped under water he would have no means with which to attack. There are probably more situations like this but that is the most likely.
There is also a limitation which naturally comes with altitude, as air thins itself out creating much faster winds with far less of a punch. This can however be used to Rucks' advantage if he has the high ground, as when his attacks flow down a slope they bundle back together giving them a bit more kick.
Extra:
Rucks fancied that if he ever had a mech he would call it "Steel Salvation" but he later decided it was a dumb name.