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PA card for Mortimer Holston
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Mortimer Holston
"Ambition? Why, everybody has an ambition, my friend. That's what makes life so worth living! What is mine? Oh, but what is yours? Why do you want to walk this plane of existence? Adventure? Revenge? Love? Justice? Fear? I can help with all of that, dear chap."
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PA Transformation Mar 7 2004

Profile for Mortimer Holston
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Title Member  
Member # 2382  
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PA # 418 
Total Posts 467  
Registered on Sun Jun 22 2003  
Email bryanl@his.com 
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AIM RogueGypsy47 
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Avatar Profile Updated (MM/DD/YY): 03/07/04

Name: Mortimer Thaddeus Holston (MacSporran on his mother's side)

Age: 38

Gender: Male

Species: Human

Race: Caucasian

Height: 5'8" (172.7 cm)

Weight: 213 lbs (96.6 kg)

Build: Well-fed, slightly overweight.

Skin Color: White, somewhat ruddy from traveling.

Hair Color: Dark brown and balding.

Eye Color(s): Warm brown, the kind you can just fall into.

Clothing: A button-up cream shirt with a brown and green striped tie. Above and below this is a tweed suit done in a rejected MacSporran tartan. Brown low boots and a tweed cap complete the ensemble.

Occupation: Ex-SWAT (Special Wizardry And Tactics) Negotiator.

Home: Two, actually. One is a small cottage on the edge of a cliff, while the other is an apartment in Anycity. Specifically, 112 Napping Cat Way, Suite 210.

Affiliations: Dark and Abyssi, who visited his cottage.

Accessories: No weapons of any fashion, but he does sport a watch and a few items of magic about his person. Mostly inconsequential bits and pieces. Both of his homes contain a variety of knickknacks and other assorted oddities.

Pets/Allies: Well, none, unless you count the Whisps.

Whisps: The Whisps are an enigma of sorts...
  • They exist at a right-angle to reality, making them extremely difficult to detect. In fact, they are only detectable on the visible spectrum and then, only when they're trying to be 'present' in the physical world. No life signs, no energies, no nothing. They just fade into and out of sight as photons. Nothing more, nothing less.
  • Only being able to interact with the world through illusions and photons, the Whisps cannot physically beat people up.
  • The Whisps are master illusionists, and able to generate illusions 'real' enough to kill, if pressured.
  • Not strictly a part of reality, they have a few sensory advantages over other beings. They can tell certain general facts about any being merely by looking at them. Key powers, abilities, hopes, fears, and any overwhelming thoughts or emotions will show up to them. Nothing specific, though. For example, looking at Karol, the Whisps would be able to tell that she has 'administrative' powers and wants to map the Dream, but not the exact nature of those powers, nor her name or personal thoughts.
  • When they wish to be seen, the Whisps most often appear as little half-seen sparkles of light and shape. The official card art is a very good representation of them.
  • The Whisps can be removed should the GM wish it.
Abilities/Skills & Power Level: Mortimer is a cunning negotiator, or rather, he was. While he still exercises such skills on occasion, he has been spending his more recent time pursuing other goals. No matter his current occupation, he has a very good idea of the mortal psyche and where are all the right buttons to push. He has a shrewd eye and is good at picking up those little details that others might miss. Additionally, he has come to possess a smidgen of translocational magics, but such is largely limited to building portals and the like; things that he can use to move from one place to another easily. This is mostly just a precaution in case he is manhandled into a locked room and decides that he would rather not starve to death.

Special Effects: Mortimer is the more resilient being you will ever come across. In short: "He's protected by a Family Charm; magic can't touch him, swords can't cut him, and drugs won't poison him. You could drop him off a ten-story building, and he'd probably just bounce. At the same time, the charm doesn't allow him to use any offensive weapons, which is just as well, or he'd have taken over the whole damn country by now. As it is, he makes a damned good negotiator." ~ Mortimer's Ex-commander on the SWAT team. It has been determined that it is the intention that negates his Charm, so merely picking up a sword will not do it. Of course, picking up a stale bagel with the intention of bludgeoning somebody to death with it would negate his Charm in an instant. Also of note, while the environment cannot harm Mortimer, environmental factors still apply (i.e. lightning won't kill him, but the rain will make him wet).

Description of Personality/Brief History: Mortimer is bored. After all, he can't do anything really exciting. He can't die, thus, no fear of death, thus no excitement from the ordinary things in life: roller-coasters, sword fighting, adultery, etc... At first, he went into negotiation on a SWAT team, talking down serial killers and psychotic sorcerers. It was fun, for a while, but then he realized how boring it was getting. Gaining people's trust just to abuse it wasn't much fun after a while, so he decided to try something else. That something else involved using his knowledge and invulnerability to drive a mage with a fear of spiders over the brink into insanity. Fortunately, the mage later recovered and became Gladius, the Spider King. So, it turns out that Mortimer did some amount of good with his evil, which pretty much describes where he's at right now. Somewhere along the way, Mortimer met up with the Whisps (or they met up with him), but neither him nor they is very forthcoming with specific details about the first encounter or their relationship. If anybody can shatter hopes, dream, fears, or bring any of them to life, it is Mortimer Thaddeus Holston.

Of course, being bored, Mortimer often waffles between being 'good' and 'evil', and some people have come to suspect that he might have several personalities for a variety of different occasions. One day he might help a child cope with the loss of the parents, while the next, he may be driving a local priest to commit acts of blasphemy. He is a bit hypocritical, always speaking of people having morals, when his own are rather flexible.

A brief and character revealing answer to the question, "What is your ambition?" (IC): "Ambition? Why, everybody has an ambition, my friend. That's what makes life so worth living! What is mine? Oh, but what is yours? Why do you want to walk this plane of existence? Adventure? Revenge? Love? Justice? Fear? I can help with all of that, dear chap."

Pictures:
  • Here we have a lovely picture by the talented James.
  • Here is the large version of my card art, done by the wonderful Graham.


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