08-11-2017, 01:10 PM
Last part of this NPC movelist - promise.
Shatter: Requires ranged attack proficiency, 4+ ATK (300 OM)
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 one second 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 isn't very draining to perform in and of itself, but due to some quirk of her power's esoteric nature, she can only use it eight times per encounter. Shatter can be used while moving, although Isolda's aim suffers for it, and cannot be used with other moves.
Ethereal Discontinuity: Requires Telekinesis, area defense proficiency (300 OM)
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.
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
Shatter: Requires ranged attack proficiency, 4+ ATK (300 OM)
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 one second 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 isn't very draining to perform in and of itself, but due to some quirk of her power's esoteric nature, she can only use it eight times per encounter. Shatter can be used while moving, although Isolda's aim suffers for it, and cannot be used with other moves.
Ethereal Discontinuity: Requires Telekinesis, area defense proficiency (300 OM)
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.
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