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PC Primes List
#52
Character Name: Isolda van Harnburg

NPC Source: Original

[spoiler]Character history: 

Pre-Omniverse: Isolda van Harnburg hails from an Enlightenment-era European-analogue civilization on an Earth-like world that came under attack by the shadow of something powerful, ancient and dead at some point shortly before she was born. She grew up the daughter of a successful merchant, who she barely knew. She was mostly raised by a series of governesses, under the supervision of her uncle William Conrad - a man whose political ambitions were frequently frustrated by a combination of horrible luck and an unfortunate appearance. Isolda was brought up and educated with the expectation that she would play a role in managing her father's empire, and eventually marry for business reasons. She was a precocious child, curious but not terribly adventurous, and spent much of her time with her tutors, reading about far-off places, or listening to William lament his latest flawlessly-executed skin-of-the-teeth failure at currying influence among the military aristocracy. She loved facts, and hated surprises. 

Throughout her childhood and into her adolescence, Isolda's world grew progressively more twisted and strange. It began small - minor earthquakes, unnatural storms, and the occasional rain of frogs, but the disturbances grew worse with time. Bizarre cults began to spring up; highly educated and devoutly religious people began to take on otherworldly characteristics, or sometimes vanish without explanation, and a sepia-toned mist started to spread across the continent, bringing with it a plague of spectral anomalies, phantom terrain and nameless terrors. It spread faster near scenes of carnage and death, quickly putting an end to an abrupt rash of small wars. By the time Isolda came of-age, the sun had turned red, with a black halo that never quite went away, and the stars were clearly visible in the violet noonday sky. Her uncle's ambitions turned away from politics, towards grimmer necessities, and he began to spend increasing amounts of time in conference with her father.

A quiet consensus existed that the world was coming to an end.  Isolda became accustomed to a constant miasma of creeping, nameless doom. 

Her father vanished when she was seventeen, snatched from his own study in broad daylight, along with both of his sons, and all of his household staff. Each missing person was replaced with a single brass coin. Isolda and her Uncle were among the first to explore the scene, come to call on her father following several days without any word - and Isolda was the first to visit the library. 

Something happened to her in there, though she can't recall exactly what. She remembered her father's voice, the sensation of spiraling around a drain like water leaving a bathtub, and the conviction that a mistake had been made. When William and his servants found her half an hour later, she was staring at nothing. She was surrounded by a swirling sepia mist, and the scattered books around her feet were rustling, pages stirred by the spectral breath of dozens of whispering voices.

Things escalated very quickly after that. Isolda spent the next several years as a magnet for the creeping mists, and the horrible entities and phantom locales lurking within. Fortunately, she had also become a vortex of necromantic potency, powered by a resonant matrix formed from the ghosts of her father, her brothers, and their entire household staff. For several years, with the help of her Uncle and the remains of her father's business holdings, Isolda used her newfound power to prosecute a moderately successful war against the crumbling frontiers of her reality, driven by necessity and the growing chorus of voices in her head. 

Sadly, Isolda could only be in so many places at once. When she was brought to the Omniverse, her world had become so haunted and duplicitous that it had been three weeks since she was positive she had seen another living human being.

Omniverse: Isolda has been in the Omniverse for several years. She spent some time in the Pale Moors, but they reminded her too much of her doomed home-world. After that, she knocked around Camelot and the Tangled Green fighting monsters, until it finally occurred to her that she didn't have to do this anymore. She could stay in one place, and be around people, and maybe try to come to grips with the many confused and angry ghosts that had become such an integral part of her existence. 

She picked a valley in the Outerlying Duchies that nobody had laid a formal claim to yet, and set up a fiefdom, run by her uncle William Conrad, who she summoned for that purpose - and that's how Harnburg Castle was made. Since then, she's largely stayed in the background, content to let her uncle plot and scheme while she finds ways to keep herself entertained and enjoys her 'retirement'.


Physical Description: Isolda is a slight, fair skinned woman of average height in her early mid-twenties. She has bony shoulders and long, auburn hair, which she likes to wear braided with daisies or other wildflowers. Isolda' face is narrow and proud, and she does most of her emoting with her eyes and her forehead, tending towards the sardonic. She is frequently seen in a green silk dress with a high collar and mother-of-pearl fastenings. 

Personality: Isolda is fairly approachable most of the time - well-spoken and confident, with just a hint of jumpiness, though affect a certain amount of courtly arrogance. Her temper, however, is erratic. She likes talking with new people, never having completely outgrown her curiosity about far-off places, but between the lingering trauma from her original world and the ghosts she still carries within her, she's prone to sudden outbursts - and with the powers she possesses, that makes her dangerous. She created Harnburg Castle and the surrounding town as a safe-haven, partially as wish-fulfillment and partially as a sort of therapy -  giving her Uncle the political clout he wanted but never had, and giving herself a place to escape from responsibility and the world. Anything that makes her uncomfortable, and especially anything that seems to threaten her peace, has a chance of something her off. 

Notably, she's aware of this flaw, and does try to keep her temper in check if an outburst is unwarranted -  she's never liked violence, and she still thinks of human beings as a dwindling and precious commodity - but Isolda's ghosts are angry, and she's never entirely shaken the feeling that she could be attacked at any time, or the habit of suspicion regarding what really lives behind a person's face. 


Spent OM: 24300

Consumed OM: (4000);

Stats (2 upgrades):
ATK:4
DEF:4
SPD:2
TEC:2

Starting Proficiencies:   (4200 OM); Physical Strength (1000), Ranged (1000), Area Attack (600), Area Defense (400), Ranged Materialize (600), Remote Control (600)

Starting Powers: (6500 OM); Telepathy (1500), Advanced Telekinesis (1000), Phasing (1200), Stealth (1000), Flight (1800)

Starting Moves : (2100 OM);

Shatter: Requires ranged attack proficiency, 4+ ATK (300 OM) (approved here)
This is Isolda's go-to attack. By pointing  - with either a single finger or her entire hand, the effect is the same either way - she can unleash a piercing bolt of faintly sepia-toned glowing supernatural force, roughly the size of a golf-ball. The move takes three seconds to charge, during which time the projectile grows from a pinprick to its full size, hovering at the end of her finger or within the palm of her hand, before flying in a straight line in the direction she's pointed it, traveling at the speed of a low-calibre bullet for up to one hundred meters. The bolt strikes with force similar to that of a real-world musket (or a superior firearm - ATK score). This attack is moderately difficult to perform, equivalent to running up a flight of stairs, and so can't be used more than two or three times in rapid succession. Shatter can be charged and used while moving, although Isolda's aim suffers for it, and cannot be used with other moves. The charge may be interrupted by a solid blow. 

With a Wave of my Hand!: requires telekinesis, ranged proficiency, area attack proficiency, 3+ ATK (300 OM) (approved here)
By sweeping their hand disparagingly through the air, a sufficiently powerful psychic can send their opponents flying. This attack requires a one second wind-up, in order for the user to draw a hand across their body, palm facing the opposite ear as though chambering a perfectly-formed pimp-slap (naturally, the sweep is backhanded; For maximum SCORN!)

When the arm is swung (which takes about 1/10th of a second), anyone standing within a 180 degree arc in front of the user out to a distance of twenty meters (within the range of their telekinesis and the plane of the swing) is pushed violently backwards, as though kicked hard in the chest by someone extremely powerful (users ATK score). If a targets DEF equals or exceeds the user's ATK, the effect is negligible, though if their TEC is lower than 2 they may still stumble. This attack deals no actual damage, unless a target hurts themselves falling (or the users ATK exceeds a targets DEF by 3 or more, in which case the damage is equivalent to being struck barehanded by someone with the user's ATK -2), and takes minimal energy to perform (though repeated uses will wind the psychic quickly, as flailing ones arms about wildly is wont to do.)  

Ethereal Discontinuity: Requires Telekinesis, area defense proficiency (300 OM) (approved Here)
If Isolda needs to protect herself, she holds out one of her hands and, taking a single second to focus, generates a ghostly shield. This barrier takes the form of a curved glasslike plane of sepia-toned haze, covering an irregular area roughly 1.5 meters square, and is capable of stopping or deflecting either four attacks with power (ATK plus considerations for opposing attack's charge time and such) equal to Isolda's DEF score, eight attacks with power less than her DEF score but greater than half of her DEF, or twelve attacks from a source whose power is less than half her DEF. If the ethereal discontinuity is struck by a source that exceeds her ability to defend by less than 50%, the barrier will evaporate but the attack will be neutralized. If the attack is stronger still, it will pass through unhindered, destroying the barrier in a crackle of green light and mildew-scented haze. This barrier is mildly tiring to create, like running a 100 meter dash, cannot be moved once it's been created, and Isolda has to focus on it to maintain it. She can travel while creating and maintaining this barrier, but cannot use other moves. 

Fluff: Things viewed through the haze of Isolda's shield always look subtly wrong - generally shabbier in small ways, with few exceptions.


I WILL CRUSH YOU: Requires ranged materialize proficiency, area attack proficiency, 4+ ATK (600 OM) (approved here)

A highly dramatic attack for the seriously annoyed mentat. While standing still, (this move cannot be used while moving) the user throws one or both hands in the air and declares their intent in suitably dramatic fashion, which takes a minimum of 1 second (if they go with just 'Die'!) and a maximum of 4 seconds (if they say the whole thing, and dwell on the YOOUU). During this time, a plane of force three meters square and infinitely thin forms horizontally above the target, visible as a slight distortion in the air. The user then swings their hand (or hands) groundward, and the plane descends at the speed of a bullet, smashing the victim into the ground with tremendous force.

This attack is interruptable by a solid blow, both during the charge and during the execution. The target must be within fifteen meters of the user, and I WILL CRUSH YOU cannot be used in conjuction with other moves.

The exact strength of the attack depends mostly on the user's ATK score - as though they were somehow leg-pressing a giant manhole cover down on the target's head. At the maximum charge time, the force of impact only goes up by about 40%.

This attack is inefficient, and thus very draining, and can be performed only three times without rest, whether its been charged or not.


Don't you dare touch me!: Requires Telekinesis, Area-Attack proficiency, 3+ ATK - variable (600 OM) (Approved Here as 'Personal Space'. Changed 'Kelly' to 'Isolda' in the description and altered the pronouns accordingly, but otherwise its identical.)

If Isolda needs a little breathing room, she can use her psychic powers to create some. She can do this in two ways.

Version 1: By focusing intensely, she can generate an instantaneous telekinetic shockwave, invisible save for the wave-front of dust it produces at ground-level and the effect it has on anything in its path, expanding spherically outward to a range of about three meters before dissipating (Force decreasing proportionately after first meter of distance from Isolda's body - one meter= full power, two meters = 50% power, etc.). This shockwave isn't designed to be damaging - rather, it's like being shoved extremely hard (Isolda's ATK score) - potentially knocking less sturdy enemies off their feet and forcing tougher ones back to a less-threatening distance (Enemy DEF score). As generating the shockwave requires Isolda to muster a lot of force extremely quickly across her entire body, it puts a great deal of strain on her energy reserves. This version can only be used once per fight; It cannot be used while moving at anything quicker than a walking pace - though it can be used mid-air if she has jumped - and cannot be used in conjunction with other non-item moves.

Version 2: The second use of Don't you dare touch me! is more powerful, but riskier in the heat of battle. By charging the attack for four seconds, Isolda can increase the power of  the shockwave to the point where its genuinely dangerous - capable of breaking wooden furniture at middle-distance or cracking marble at close range (or more if his ATK score goes up). This version of Don't you dare touch me!  has a slightly increased range - four meters instead of three, and the drop-off in power begins at 1.5 meters instead of 1 meter, though otherwise the same rules of distance-ratio and effectiveness apply. Isolda can charge it while doing other things - moving, or even fighting, though attempting the latter splits her focus and effectively reduces her TEC score by 2 for the duration of the charge-time - and the decrease becomes -3 if she's trying to use other psychokinetically-based moves (this reduction can't bring her TEC below 0, and she can't take other combative action while charging Don't you dare touch me! v2 if for some reason it would). The charge can be interrupted by a solid blow. This version of Don't you dare touch me! can be used more often (once every minute or so, each use incurring mild general fatigue, like running a 100 meter dash), as the charge-time makes it less stressful to perform  - but it cannot be used at all if Isolda has already used version 1.  

Super Moves: (2000 OM) (All approved here)

Be gone:  Requires Ranged proficiency, Telekinesis - Tier 1 Superattack - (600 OM)
If Isolda decides she wants someone out of her face, she lets them know it - "Be gone". A tiny blue ember of force flashes between her and a target she can see within ten meters. Upon contact the target is propelled backwards at a slight downward angle - and a tremendous rate of speed. This results in a vicious impact with the ground, as though the target had been shot out of a black-powder cannon, sending them rolling and bouncing for several dozens of meters. Only those possessing a potency fit to match her own (T1 Superdefense/superattack) can hope to resist.

Indignant Cataclysm: Requires Area Attack Proficiency, Ranged Proficiency, Telekinesis - Tier 2 Superattack - (800 OM)
By focusing her frustration on whatever might be bothering her most at the moment, Isolda can wreak remarkable havoc. This attack effects an area fifteen meters in diameter, and happens in three stages. First, the ground within the affected area is sundered and bursts upward in a cloud of debris about five meters high, ranging in size from boulders to fine sand, creating a hole about three meters deep and wrong-footing anybody who might happen to be standing in the area. Second, the debris begins to swirl rapidly colliding with other detritus and battering anything caught within the area of affect. This stage lasts for four seconds. Finally, the entire mess explodes with horrible force.

Such Insolence: Tier 1 Superdefense, requires Telekinesis - (600 OM)
With a dismissive wave of her hand, Isolda either banishes or deflects an incoming attack, snuffing it out with the psychic heft of her contempt (neutralizes Tier 1 Superattacks or less)


Transformations: (2500 OM)

Ire - Tier 1 Power Up - (1000 OM) (Approved Here)
Isolda van Harnburg isn't prone to tantrums - but the ghosts that fuel her psychic powers have a mind of their own. Anything exceeding the most trivial of annoyances causes her potency to rise - and makes her dangerous to be around.  

Fluff: When this power-up is active, Isolda is surrounded by minor, malicious poltergeist activity.

ATK: +2
DEF: +2
SPD: +1
TEC: +0

Rage of the Forgotten: Tier 2 power-up - 1500 OM  
By actively calling upon the ghosts she carries, drawing out their anger with her own, Isolda can drastically increase her potency.  

Fluff: When Isolda uses this power-up, she's surrounded by strange shadows and flickering transparent faces. Whatever locale she happens to be fighting in will also take on a subtly more sinister aspect (though this change is purely cosmetic). 

ATK: +5
DEF: +2
SPD: +2
TEC:+1


Unlocks: (3000 OM); Stat Upgrade I and II (3000 OM)

Items:

Base - Harnburg Castle Town + Tier 2 Base Defenses (4000 OM)
Harnburg Castle and the town that surrounds it were originally summoned by Isolda, including her uncle the Duke and many of his retainers and guards. The teardrop-shaped town wraps around the northern edge of the lake at the end of Harnburg Valley, in the shadow of a high crimson cliff that forms the valley's western edge. It consists of an abundance of half-timbered shops and larger, sturdier buildings constructed of timber and red granite blocks in late medieval style. For a place of its type, its remarkably clean, thanks to several streams that disappear into deep sinkholes near the town-limits, discharging into caves beneath the nearby lake, which the people have naturally taken to using as a way to make waste disappear. The roads are paved with cobblestone, and the populace are industrious, and mostly unconcerned with life outside their valley so long as it doesn't affect their ability to sell their various goods and services, or threaten their livelihood. They have a deep distrust of non-humans - especially elves - and a generally negative impression of the neighboring duchy of Shatterdun. Otherwise, they're largely unremarkable serfs.  

At the center of town is Harburg Castle - a red stone keep surrounded by high curtain-walls and assorted support-structures, where the Duke holds his court, and Isolda spends most of her time. 

Isolda's town was much smaller at the beginning, having grown naturally with time. The other villages and towns in Harnburg Valley were constructed, for the most part, by secondaries who moved into the valley, or out of the new town, using more mundane means over the intervening years. 


Why does this character have to be a prime?Isolda's narrative role requires her to be capable of summoning, and she needs to be powerful enough to balance her presence against those of Ghidorah and Mothra.  

What role do they play in your story? Isolda is, arguably, the secret center of this mess - she summoned Castle Harnburg, and the Duke, and the surrounding town - though at that point it was much smaller, and lacked the outlying towns and villages which have grown up since. Isolda's created an environment she's comfortable with, and is content, for the most part, to spectate and pursue more personal goals  while her uncle expands Harnburg's influence - but with Ghidorah and Mothra converging on her valley, she's going to be forced to take a more active role. In short, she's the third corner of a triangle of conflicting interests - and she's at least as volatile as Ghidorah himself.

Are they an A, B, or C-Lister? : OC[/spoiler]


Messages In This Thread
PC Primes List - by Alex - 03-09-2016, 09:48 PM
RE: NPC One Stop Shop - by The Humble Sage - 03-12-2016, 02:13 PM
RE: NPC One Stop Shop - by Gildarts - 03-12-2016, 02:24 PM
RE: NPC One Stop Shop - by Schwi Dola - 03-14-2016, 01:47 PM
RE: NPC One Stop Shop - by Zack Fair - 04-18-2016, 11:11 AM
RE: NPC One Stop Shop - by Strazio Rockwell - 04-19-2016, 01:06 AM
RE: NPC One Stop Shop - by Ruby Rose - 04-19-2016, 10:54 PM
RE: NPC One Stop Shop - by Lubbock - 04-19-2016, 10:55 PM
RE: NPC One Stop Shop - by Sans - 04-20-2016, 07:24 AM
RE: NPC One Stop Shop - by Gildarts - 05-05-2016, 11:28 AM
RE: NPC One Stop Shop - by Trixie - 05-07-2016, 08:56 PM
RE: NPC One Stop Shop - by Kenpachi Zaraki - 05-25-2016, 01:17 AM
RE: NPC One Stop Shop - by Stuart Gillman-Street - 06-07-2016, 04:30 PM
RE: NPC One Stop Shop - by Okor - 06-15-2016, 02:49 PM
RE: NPC One Stop Shop - by Marisa Kirisame - 06-20-2016, 10:13 AM
RE: NPC One Stop Shop - by Roger Smith - 07-16-2016, 02:53 PM
RE: NPC One Stop Shop - by Schwi Dola - 08-08-2016, 06:59 PM
RE: NPC One Stop Shop - by Trixie - 08-12-2016, 11:46 PM
RE: NPC One Stop Shop - by Thaal Sinestro - 08-21-2016, 06:59 PM
RE: NPC One Stop Shop - by Sans - 09-05-2016, 06:52 PM
RE: NPC One Stop Shop - by Amber Veritz - 09-08-2016, 07:20 AM
RE: NPC One Stop Shop - by Ebony - 09-16-2016, 08:39 PM
RE: NPC One Stop Shop - by The Vision - 10-03-2016, 01:23 PM
RE: NPC One Stop Shop - by Weiss Schnee - 10-14-2016, 12:37 PM
RE: NPC One Stop Shop - by Dawnika Snow - 12-22-2016, 09:35 AM
RE: NPC One Stop Shop - by Guu - 12-29-2016, 12:18 AM
RE: NPC One Stop Shop - by The Rogue - 01-09-2017, 09:36 PM
RE: NPC One Stop Shop - by Amaterasu - 01-18-2017, 04:49 AM
RE: NPC One Stop Shop - by Jacket - 02-02-2017, 11:13 AM
RE: NPC One Stop Shop - by Isabelle - 02-03-2017, 02:19 PM
RE: NPC One Stop Shop - by Marcus Wright - 02-07-2017, 04:12 PM
RE: NPC One Stop Shop - by Marisa Kirisame - 02-19-2017, 11:58 PM
RE: NPC One Stop Shop - by Lord Zedd - 02-23-2017, 06:32 PM
RE: NPC One Stop Shop - by Lubbock - 03-14-2017, 09:38 AM
RE: NPC One Stop Shop - by Harry Potter - 04-29-2017, 02:18 PM
RE: NPC One Stop Shop - by Kakashi Hatake - 05-21-2017, 12:18 AM
RE: NPC One Stop Shop - by Skadi Lufthejt - 05-25-2017, 06:17 AM
RE: NPC One Stop Shop - by Odin - 05-27-2017, 04:40 PM
RE: NPC One Stop Shop - by King Ghidorah - 05-28-2017, 12:08 AM
RE: NPC One Stop Shop - by Larfleeze - 06-18-2017, 10:05 PM
RE: NPC One Stop Shop - by All Might - 06-25-2017, 08:35 PM
RE: NPC One Stop Shop - by Cirno - 07-02-2017, 05:53 PM
RE: NPC One Stop Shop - by All Might - 07-06-2017, 12:29 AM
RE: NPC One Stop Shop - by Trixie - 07-10-2017, 07:01 PM
RE: NPC One Stop Shop - by Deadpool - 07-11-2017, 12:32 PM
RE: NPC One Stop Shop - by Katrielle Layton - 07-14-2017, 10:05 PM
RE: NPC One Stop Shop - by Simon - 07-16-2017, 08:05 PM
RE: NPC One Stop Shop - by Isabelle - 08-06-2017, 06:51 PM
RE: NPC One Stop Shop - by Ash - 08-10-2017, 09:45 PM
RE: NPC One Stop Shop - by King Ghidorah - 08-12-2017, 12:01 AM
RE: NPC One Stop Shop - by Amber Veritz - 08-14-2017, 09:29 AM
RE: NPC One Stop Shop - by Jak Mar - 08-16-2017, 12:55 PM
RE: NPC One Stop Shop - by Blink - 09-09-2017, 01:51 AM
RE: NPC One Stop Shop - by Dr. McNinja - 09-15-2017, 12:35 PM
RE: NPC One Stop Shop - by Takanomiya Hijiri - 10-18-2017, 01:55 PM
RE: NPC One Stop Shop - by PepsiYuuka - 10-26-2017, 08:04 PM
RE: NPC One Stop Shop - by Takanomiya Hijiri - 10-28-2017, 09:48 AM
RE: NPC One Stop Shop - by Marisa Kirisame - 01-19-2018, 09:21 PM
RE: NPC One Stop Shop - by Little Rose - 02-25-2018, 08:30 AM
RE: NPC One Stop Shop - by Kaleigh Dactomb Nox - 03-24-2018, 04:19 AM
RE: NPC One Stop Shop - by Gambit - 05-04-2018, 11:11 AM
RE: NPC One Stop Shop - by Albert Wesker - 05-18-2018, 12:47 PM
RE: NPC One Stop Shop - by Schwi Dola - 06-04-2018, 11:44 PM

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