[hider=Lt. Arthur Harker] [center][IMG]http://i65.tinypic.com/b4yyj7.jpg[/IMG][/center] [b]Name:[/b] Arthur Harker [b]Age:[/b] 37 [b]Race:[/b] Human [b]Profession:[/b] Mage [b]Personality:[/b] [i]"Every man is guilty of the good he did not do."[/i] If you had to come up with a word to capture Arthur, it would be dedicated. Arthur believes firmly in the precept that one should never ask of another what one wouldn't do oneself--if you need to press the advantage, you press. If you need to hold the line, you hold. Not one to be concerned with popularity or pride, his pragmatic and joyless disposition hide a rare kindness--the mage would give you the jacket off his back if he thought it would help you make it through the night. It is this kindness and willingness to take on the job himself that prevents him from being overly disliked by the young-bucks who find him a grueling and merciless taskmaster. Arthur doesn't expect people to work as hard as he does only because he knows betters. Instead, he expects them to work harder than they ever have in their lives because he wants them to survive to live them. Patient to a fault, Arthur is a conservative defender and a believer in defense as the best offense. Never one to rush into a situation without understanding it, Arthur preaches luck as the moment when opportunity meets preparation and teaches those he works with to think similarly. Dying for what you believe in is easy--waking up tomorrow to fight again is harder, and Arthur has never been one for the easy road. [b]Backstory: [/b] Maer is a small nation compared to the powerhouses of Ilyra or the Ironhoff Dominion, but it survives because it plays to its strengths. Such was the nature of the Harker family who for generations capitalized on the magic that threaded its way through their bloodlines. While not all members of the family have the gift there are enough of them that any given generation can be expected to produce a few mages of quality; Arthur is one of them, as was his father. Professor Isaac Harker was a talented mage in his own right, but his sons were brighter and more talented than he could imagine. His first son, Dorien, was a veritable genius in a way that few men are. Magic was a gift to him and came naturally, spontaneously, and inflated his ego in much the same vein. It was dour young Arthur who took to it with effort and force of will, but through his studies and his works he acquired a mastery of barrier magic and defensive tactics second to none. Dorien jokes even now that his brother's 'turtle-shell' was an early innovation to prevent any number of pranks that might have been played upon him as a child, in truth Arthur has simply always been a young man with an instinctive knowledge that the world is not a kind place and that if one is to survive it, one must be able to endure it. Both brothers were accepted to The Academy at young ages and distinguished themselves even outside of their relation to their father (who had for many years been the Dean of Projections and the foremost authority on energy distribution). Dorien's theories on magical density and the manipulation of the coiled-energy projectile were instrumental in developing a more efficient network of basic defense spells, while Arthur's application of Deghast's Fourth Theory of Binding quickly became worthy of more advanced study. While Dorien jumped eagerly at an early acceptance to a doctorate program and the promise of a Professor's position within a few scant years, both he and Arthur were instead proposed as research assistants to a particularly prestigious program geared towards the New Frontier and the understanding of its' Shamans' nature magic. In tow of a proper professor and a few other prospective students, they made the journey across eleven years ago. Of them, only Arthur and Dorien lived to regret it. Not even a year after they arrived the calamity occurred and monstrous creatures descended on the town they pursued their studies in. As magical adepts they fared better than most and managed to make their way back to the ships, surviving side by side to make their way onto the only ship to return from that awful endeavor. Arriving at port and quickly drawn away to the Academy to report their findings, it was there that the two finally parted ways as Arthur... got back on the ship. Having seen what was there, having watched it tear through villagers and soldiers and friends, he could not in good conscience allow others to go where he himself would not. If they were to stand a chance against the threat they would need all the help they could get, and with so few of the survivors of that lone ship willing or able to return... Well. Some things are best done oneself. The first years were a learning experience for Arthur. Though his magical arts had always included combat applications it was the day in, day out maneuvers and life of a soldier that took getting used to. Unwilling to simply advise, he preferred instead to put himself through the paces any other soldier would be expected to. He hadn't returned to research, he had come back to save lives. He didn't cut corners and he didn't rush through it, and when the time came to step into a leadership role there was no question that he had earned it. Lieutenant Arthur Harker now serves as a squadron commander in the New Frontier. His mages, known as the Wallmakers (or, more colloquially, Wallers) are well renowned for their dedication under fire and their grim but resolute nature. They have higher mortality rates than most thanks to dangerous relief operations and a position that frequently places them under fire, but more than once a Waller has made the difference between a position overrun and a line held. Though there have been attempts made to promote him to a larger commanding position Lt. Harker has refused them all--his mind, he says, works best in small unit tactics and he has no desire to be taken out of the field. [b]Skills and Abilities: [/b] [i]The Wall[/i] Arthur's primary expertise lies in his arcane magic and the creation of energy barriers of various shapes, forms, and sizes. As the foremost practitioner of his art Arthur can create sizeable barriers capable of withstanding tremendous punishment for an impressively long time. These range from defensive ramparts of pure energy to screaming barriers of lightning or fire to personal defense spells that outpace even the strongest armor. The larger the barrier the more energy and concentration it requires to maintain, as one might imagine, and so Arthur is careful to measure his magics. [i]Battlefield Manipulation[/i] Arthur's secondary expertise is in the use of magic to manipulate an environment. A believer that magic should be used to support cheaper, more mundane methods of victory, Arthur has a gamut of abilities that most would consider supportive in nature--from stasis fields that can slow or stop an advancing force in its tracks to accelerant schemas that empower etherbolts that pass through them to greater effect, Arthur is a team player and tries to use magic as a force multiplier rather than a show-stopper. [i]Soldiery Most Fine[/i] Unlike most mages, Arthur believes that magic should be relied upon to do what strength of arm can't rather than replace it entirely. As such he is well practiced with a rifle and bayonet, a capable swordsman, and a proficient tactician favoring defensive tactics and counterattacks. He's neither a marksman nor a duelist, but his level-head and dedication to competence puts him cleanly above your average rank-and-file. His technique is clean and practical, with heavy favor towards middle-ranged engagements. [b]Equipment: [/b] Arthur's equipment is largely standard issue--able to provide much of his own armor, he prefers to demonstrate and master the weaponry that any given soldier can be expected to have rather than rely on fancy or enchanted equipment. That being said, one of the first things he teaches new mages is how to make waterproof, fireproof jackets and boots, and so he sports a pair of both. His primary weapon is a New Rune Pattern Ethergun. He carries a short, heavy back sword at his waist alongside a dagger in case an engagement pushes to close range. [/hider]