Malcolm "Malcer" Spencer
Age: 27
Birthday: July 25th
Height: 6'2"
Body Type: Literal skeleton bulked up by extra layers of cloth (almost always wearing a mask).
Eyes: Dark, fleshless pits that sometimes alight with orbs of blue or crimson energy.
Hair: None
Pronouns: He/Him/His
Orientation: Heterosexual
Voice
Peter Cullen (Optimus Prime)
Musical Theme
Personality
An apathetic realist who hopes for the best but is inclined to prepare for the worst, Malcer is a fairly reserved person, contemplative and studious... at least towards what interests him. Malcer has a habit of hyperfixating on whatever has most presently ignited his passions, and he is extremely observant, often picking up on small details that one might normally expect to escape someone of his self-absorbed nature. He often comes across as someone that lives in his own head, keeping to himself and remaining unobtrusive where he can. An introvert by nature, Malcer finds social situations to quickly tire him and so tends to act as an observer to his friend groups, present yet most often taking a backseat to the conversation at hand. An exception to this reclusive attitude arises within matters of the mystical and fantasy, for which Malcer shows great enthusiasm. He is -or was- an avid roleplayer in tabletop RPGs, something of which has translated to his new situation, inciting him to be far more "interactive" than he once was.
He used to be a lot quieter in public before being isekaied, but in this new world and body, those that know him well enough can see he is clearly falling back on the side of him that he normally only shows through playing a character, becoming bolder and more assertive. His capacity for charisma -long unexercised through anything but RPs- is slowly taking more of a forefront, as he grows more confident in taking charge of his new life. His fear of death has been channeled into a more intensely calculating practicality that can easily come at the expense of others for the sake of the "party". Of course, even then, he is still a fairly polite and unconfrontational person, but there is no doubt that when push comes to shove, Malcer is ruthless and ultimately concerned only with the lives of himself and his friends -to the detriment of anyone else if need be. His heretofore unforeseen -but foreshadowed- dangerous talent for being able to kill his empathy for and de-person those that make him an enemy allows him to kill or worse with precious little hesitation or regret. Despite being able to give the impression to the contrary and having a few exceptions, the truth of the matter is that Malcer has always been a fairly selfish and unempathetic person. While he's aware of this and tries to act against it at times, his instinctive nature is to pursue his own desires first and foremost.
In spite of this, he is far from heartless and is plenty kind and amiable to those that treat him well in return -or have otherwise done nothing to deserve his ire. He does have a sense of justice, if perhaps with a merciless bent to it, which is exacerbated by the standards of a medieval setting, having lines in the sand that he will not tolerate being crossed. He admittedly has a bit of a heroic streak -owing to his nature as a dreamer, and it can drive him to allow himself to be swept along in -or even actively pursue- goodness for nothing less than it being "the right thing to do". He is calculating and patient, and he generally professes an interest in avoiding unnecessary conflict and enemies, resorting to diplomacy if he can. It's hard to say he's cowardly, but he is definitely cautious and despises acting without a plan and extensive, lopsided preparation. His nonconfrontational nature leaves him inclined to coexist as unobtrusively as possible in society, in the interests of which he is generally humble and altruistic where it would not be particularly disadvantageous to his interests. And he is
very much interested in this new world and why he and his friends were sent there... along with how to make sure they -or rather
he- never leave. As soon as he comprehended his situation, he completely discarded any desire to return to Earth and would -in fact- intensely oppose any such eventuality, fully intending to make this new world his forever home.
Powers & Abilities
Reborn: Death isn’t always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they’ve been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own. Malcer's case as a reborn makes him a living skeleton, completely devoid of any flesh, yet still capable of moving and using his senses like he were possessed of conventional biology.
- Deathless Nature:
- Despite being not quite alive or dead, he doesn't qualify as undead and interacts with magics and other effects that target such things as though he were a regular living person.
- He is extremely resistant to most forms of poison and disease, with most such things unable to take purchase at all save for the magical or those that specifically target bones.
- Wounds that would usually be immensely fatal often do not greatly affect him, as he is unable to bleed out and lacks vital organs, only threatened by "shattering" or otherwise being torn apart and scattered.
- He doesn't need to eat, drink or breathe and no longer ages.
- He doesn't need to sleep, and magic can't put him to sleep. He is able to get a full night's rest in only 4 hours of motionless inactivity, during which he remains conscious.
- Knowledge from a Past Life: Malcer is able to sharpen his memory of the past, allowing him to recall information and skills that he would otherwise be rusty on. In a practical sense, with some concentration, this allows him to recall almost anything he has seen or heard word-for-word, which he uses to consult his roleplaying sourcebooks to help him concoct new spells and recall possible strengths and weaknesses of the fantasy beings of this new world.
Wizard: The art of arcane spellcasting, wizardry is essentially the act of mathing at the universe so hard it bends over. Through extensive study of the web of the Weave of Magic, a wizard can pluck and weave the web to enact their own designs. This form of arcane casting derives from no form of natural talent and is entirely rooted in hard work and dedication. A wizard designs calculations that they then commit to memory, using them as molds to push their cultivated pool of internal arcane power through. These "molds" grow exponentially in complexity the further up a wizard moves in the "Circles of Magic", also known as the "Tiers of Magic", so most wizards can only dedicate so many spells to practical memory at once, storing the rest inside spellbooks to be consulted later. Malcer has found that -for his own part- this is not entirely the case for him. While much of this world's magic system is familiar, he has discovered he has no trouble retaining as much information as he wants; even were he to lose his spellbook, he would lose nothing of his practical capabilities. And furthermore, when he received his "education" in a dream, he was disabused of the idea that wizards cannot perform conventional healing spells and the like.
- Arcane Recovery: By spending some time in rest and remembrance, studying his spellbook and doing refreshing memory exercises, Malcer can accelerate the recovery of his arcane reserves beyond his normal natural regeneration rate, allowing him to squeeze more spellcasting out of a day than he might be capable of otherwise.
Talents & Skills
Skills: Arcana, History, Insight, Investigation, Medicine, Stealth
Weapon Proficiencies: Light Crossbow, Dagger, Dart, Quarterstaff, Sling.
Tool Proficiencies: Herbalism kit
Languages: Common, Elvish, Abyssal.
Inventory
- Coin Pouch: 15 gp
- Backpack: Dark common clothes with multiple layers and a hooded cloak, Dagger, Spellbook (Soul Conduit), Bottle of ink (1) and ink pen, Candle (10), Small knife, Herbalism Kit.
- Component Pouch: A small watertight leather belt pouch that contains various minor spellcasting odds and ends that never seem to run dry for the purpose of casting.
- Herbalism Kit: This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.
- Scroll Case: Rolls of parchment.
- Spellbook: The repository and source of Malcer's knowledge as a wizard, which also happens to be his Soul Conduit. The first half of the book is dedicated to education, walking the reader through a step-by-step, intensive crash course program to understand and retain the art of arcane casting. For the most part, the book doesn't actually teach the reader any spells beyond cantrips, leaving them to do the bulk of the heavy lifting in bettering themself as a caster. The second half of the book is a mystically expanding repository of blank pages for Malcer to inscribe all his knowledge and magical experiments upon. Spending some downtime meditating and studying this book allows Malcer to accelerate the recovery of his arcane reserves.
Spells
- Cantrips: Chill Touch, Light, Prestidigitation.
- 1st Circle: Alarm (R), Detect Magic (R), Disguise Self, Fog Cloud, Mage Armor, Sleep.
Biography
A bit of a loner and nerd, Malcer's personality has always felt somewhat at odds with his honeyed, baritone voice. Despite being what one might consider an "introvert" or "shut in", Malcer has always been remarkably friendly when it comes to online interaction, preferring the ability to interact with others at his own pace. An avid enjoyer of fantasy and roleplays, Malcer practically became an entirely different person when talking about or participating in them. Much of this attitude is rooted in Malcer's existential fear of death and disillusionment with the world. A dreamer by nature, he had no interest in a conventional future as a "cog in the machine" and grew increasingly sure that he was developing some sort of depression from this fatalism.
This lack of interest in the world developed into a form of apathy, causing him to shut his heart to the problems of the world and simply live in the moment for himself. He didn't make connections easily, not even with his family, whom he drifted apart from, and he didn't have many people he would truly call "friends". But those that he did, he held to closely, enough so that he was willing to be badgered to go out places sometimes, which would -in the end- lead to his demise with his friends on a roller coaster at Six Flags.
Being transported to another world afterwards was a dream come true for him. In spite of his current body, he has everything he's ever wanted. An escape from a "boring" future. An escape from a world that has no confirmation of what lies after death, and subsequently, an escape from the existential dread of death... at least in part. In a fantasy world where the afterlife and gods are real and he has the personal power to extend his life through magic, Malcer could not be happier.