Isaac is a Wizard and the Record Keeper aboard the HTML Wanderpus.
- Age
- 27 years
- Date of Birth
- May 10th
- Gender
- Male
- Eyes
- Light Grey
- Hair
- Dark brown
- Skin Tone/Pigmentation
- Milk Chocolate Brown
- Height
- 5'9" (175 cm)
- Weight
- 152lbs (68.9kg)
Appearance
Physical Description
Lean Average build, human male. 5' 9" (175 cm). 152 lbs
Body Features
Short, dark brown curly hair. Chocolate brown skin
Facial Features
Light grey eyes, Well trimmed goatee.
Apparel & Accessories
Rounded, square glasses
Lockstitch Uniform customizations:
-Small pocket inside jacket for notebook (left side)
-Gun holster inside jacket (right side)
-small external pocket for pocket watch
Normal attire: casual suits (neutral colors, bright ties)
Special abilities
1. Magic Strike (0-2): You must be holding a pointed object like a wand, staff, or sword to use this spell. You use it to shoot a shimmering missile of force in a straight line at a target you see, dealing 2 damage. Roll the Die
You overload the missile, increasing its damage to 4 damage and hitting the target automatically. You do not need to roll the die if you overload the spell.
2. Sense Magic (0-2): You get a gentle tingling feeling in your bones whenever you are near a powerful source of magic. You're aware that magic is in the area, but not its location or nature.
You discern the location of nearby magic and its general nature. For instance, the Guide may reveal that you sense a magic sword, a cursed door, or an illusion.
You study the precise nature of nearby magic, learning its specific effects. If you use this ability to study a mysterious magic item, its name and effects are revealed.
3. No (2): By uttering the word "no," you attempt to neutralize a spell that you see an NPC casting nearby. You must declare you are using this ability before the Guide describes the consequences of the spell.
20: The spell is violently canceled and
its caster is hit for 1 HP.
11-19: The spell is stopped before it's
cast.
6-10: The spell misses and hits another
nearby creature or target.
2-5: The spell takes effect normally.
1: You accidentally amplify the spell.
If it is a harmful spell, the damage is
doubled.
4. Reflect (3): You produce a counterspell, reflecting a spell that targets you. You must declare that you are reflecting the spell as soon as the Guide says that you are being targeted by a spell.
11-20: The caster is hit by their own
spell, instead of you.
6-10: The spell reflects off of you but
misses its caster.
1-5: The spell reflects off of you but hits
a nearby party member instead.
5. Enscroll (2): You create a Spell Scroll (p. 145) that can be used to produce a spell that you know. You must add the AP cost of the spell you are inscribing to the cost of Enscroll. For example, if you create a magic scroll that can produce your Teleport spell, you must spend 7 AP. You must spend a short time in a safe and quiet place to prepare the scroll. You decide what is written on it. The user of the scroll must read the words aloud to activate the spell it contains.
6. Spellsteal (3): After you observe a creature nearby casting a spell, you may briefly enter their mind to glimpse its nature. You learn the spell and can produce it
once. Your theft gives you the minimum know-how to produce the spell, but you have not mastered it. The Guide may not fully reveal the effects or potential consequences of some stolen spells. Once you cast or Enscroll the stolen spell, you forget the spell and cannot use it again.
7. Farshot (1): You briefly sharpen your senses, surpassing your normal limits. You can make a ranged attack on a faraway target that you can see, even if it is out of range
8. Blink (1): You teleport to a location of your choice nearby. You vanish, leaving behind a gentle gust of wind and then instantaneously reappear nearby.
9. Kindle : You rub your hands together, causing a flammable object you can see nearby to ignite in flame. The spell can ignite textiles, wood, paper, and other combustible material. This spell cannot be used directly on creatures, but it can be used to ignite flammable things they are wearing or carrying. Igniting something on a creature deals 1 damage to them.
10. Clap (2): You clap your hands, creating a thunderous wave of force in the direction you are facing. The wave hits up to 3 nearby creatures for 2 HP. If affected creatures are the size of a horse or smaller, they are also knocked to the ground.
11. Track (0-1): When you find tracks, you can instantly identify the type of creature that left them. If it is an animal, the Guide will share a fact that you know about them, like their habits or personality traits.
(1) You can pick up on the trail of an animal of your choice even if there are no tracks nearby, as long as it is native to the environment you're currently in. You must choose a type of animal to find, like a boar or a squirrel. (You can't use this to find a specific creature.) You find the creature after a short search
12. Deadeye (0-3): (1) Whenever you roll a 20 with a ranged weapon, you can name a specific limb on a creature to hit with your projectile. The limb becomes disabled and cannot be used until it is restored by a healer.
(3) You take aim and focus your senses, automatically scoring a triumph with a ranged weapon on a nearby creature or object that you target. The hit disables the targeted limb.
13. Mentor Card: Sigil (2): You draw a magic sigil on an object. The spell lasts until you cancel it or cast Sigil again. You can only cast the spell if no enemies are currently nearby. Choose a specific creature for the sigil to affect, or a type of creature, like spirits or werewolves. Then draw a circle on a piece of paper at the table. Draw the creature that will be affected by the spell inside of the circle. Choose one of four effects: lure. The sigil attracts creatures to its location, where they linger for a minute. repel. Creatures who come nearby won't move closer to the sigil or may turn back. alert. Receive a signal in your mind when creatures pass by the sigil. message. The sigil telepathically sends a short message of up to 10 words in your language to creatures passing nearby. You may keep your drawing and reuse it later when casting this spell again, and you can choose a new effect each time.
Mentality
Personal history
Isaac is the second son born to Elizabeth C. Cambridge and Johnathan Wicklaw. He was a talented child, showing great interest in learning just about anything but tending towards most history books and literature.
Isaac spent many of his younger years assisting his mother at the local library and spending time with his older brother, Oswald A. Wicklaw. He was eventually allowed to attain an official, proper education due to circumstances surrounding the work his father had done for Yoke's government.
After graduating, Isaac spent 5 years of his life dedicated to assisting the less fortunate youth of his hometown and ensuring that the they had a decent education like him.
On his 22nd birthday, Isaac was given his father's prized service revolver from his time working with Yoke's government as a foreign relations officer. The following year Johnathan passed due to complications related to an unknown disease.
Shortly after his father's death, Isaac chose to travel across Yoke, helping less fortunate towns and educating those who desired to learn. Before long, Isaac had found himself enrolled in the Lockstitch Academy, preparing to join the HTML Wanderpus crew.
Education
Isaac was homeschooled by his mother and older brother for the first 13 years of his life. At 15 years old, he was enrolled at the Mystic Academy for Gifted Individuals and excelled at his studies there while learning more about the different regions of Liminal. After 3 years, Isaac graduated top of his classes and was awarded a Certificate of Mastery in Philosophy.
Employment
Admin Department: Record Keeper
Previous Employment: Librarian and Historian at local library in Hometown, Wandering teacher within 10 Townships of Northern Yoke
Accomplishments & Achievements
Graduated Highest Honors of his classes at M.A.G.I.
Failures & Embarrassments
Isaac often feels like there's something more he could do to be useful to those around him and having a lingering feeling of lacking something.
Intellectual Characteristics
Isaac is a polite and scholarly mind. Often very serious but kindhearted and caring. He finds pleasure in learning and teaching others the various viewpoints of the world, as well as discussing the fundamental flaws of the world's structure and the beauty of such flaws.
Morality & Philosophy
Isaac believes that there is a reason for every person's decision, good or bad, and that regardless of those choices, everyone must suffer the resulting consequences.
Personality
Motivation
Isaac is driven to travel and learn more about the world and worlds separate from our own. Aiding those in need is a plus for him.
Likes & Dislikes
Isaac loves a good drink, card and strategy games, a good book and soft animals.
Isaac dislikes entitled, self centered people and beets
Virtues & Personality perks
Kind hearted and caring, Loves to teach and learn from others whenever the chance arises.
Vices & Personality flaws
Sometimes comes across as cold when he gets annoyed or upset. Though his expression might not change, those that know him can feel the shift of his emotions.
Hygiene
Isaac does his best to look his best whenever and wherever possible but isn't afraid to get his hands dirty.
Social
Birthplace
An Unimportant Town, northern region of Yoke
Current Residence
HTML Wanderpus
Contacts & Relations
Generally friendly with coworkers, sometimes looking to help in other departments when possible/necessary.
Family Ties
Mother: Elizabeth C. Cambridge
Father (deceased): Johnathan Wicklaw
Brother: Oswald A. Wicklaw
Hobbies & Pets
Has an extensive collection of books and literary works
Enjoys drinking and the occasional card game
Speech
Soft-spoken yet stern.
Social
Birthplace
An Unimportant Town, northern region of Yoke
Current Residence
HTML Wanderpus
Contacts & Relations
Generally friendly with coworkers, sometimes looking to help in other departments when possible/necessary.
Family Ties
Mother: Elizabeth C. Cambridge
Father (deceased): Johnathan Wicklaw
Brother: Oswald A. Wicklaw
Hobbies & Pets
Has an extensive collection of books and literary works
Enjoys drinking and the occasional card game
Speech
Soft-spoken yet stern.