Merge 4.0
Dec 27, 2015 2:55:02 GMT -5
Post by Prythian on Dec 27, 2015 2:55:02 GMT -5
Name: Merge
Avatar Style:Combat Support
Gender: Female
Appearance: Merge is a slender, feminine figure. She has a light-red plate armor on her chest, arms, and legs. Everywhere the armor doesn't cover except for her face is a smooth golden leather-like material, much like a skin-tight suit. Her eyes are the same golden color, and her long hair is a brilliant flame-like red that falls all the way down her back. Floating near her constantly is a small sphere, gold with red lines covering it in intricate patterns.
Personality:
Merge has a strong sense of wrong and right... and is very aware that her very existence as a rogue avatar tends to put her in the 'wrong' category to most people. As such, her standard methods of interacting with things are either running away or observing while hidden. The only time she breaks this is when she sees something she views as wrong, in which case she'll do everything she can to stop it by any means. Generally, when she actually does get to interact with other avatars, she'll react fairly kindly and nicely. Her strong sense of principles affects her in one more way... when she promises to be someone's friend, or is otherwise obligated to be loyal to them, she is fully committed and will risk her own life to do whatever it takes to help them.
History:
Merge was formed when several bits and pieces from combat-downloads combined. These leftover programs had been experimental; designed to see if a temporarily-downloaded program could give a permanent boost, like a mod. Unfortunately, the only 'permanency' from these programs was that their code ended up floating around in the internet. Because of the base components of what she was, Merge awoke aware that she was intended to be used by others. The thought struck her immediately as being absolutely wrong, and so she swore she would not help any who sought her only to use her. Instead, she would help only those she found worthy. Thus began her adventure to find someone worthy of being loyal to, someone that she could consider... a friend.
After a long bit of surviving and hiding on her own, Merge came across three avatars destroying everything, and aided the other avatar that was there. Soon she was saved by a mysterious stranger, someone she eventually learned was named Dagger. Seeing, or perhaps sensing, that he was worthy of her powers, and without a better place to go, especially having used her powers during the fight, she left with Dagger to form a team. However, shortly afterwards, she felt ill, like her data was on fire, and passed out. During her unconscious state, bits and pieces of the Combosphere flowed onto her armor to enhance her ability to protect herself, given she had taken a lot of damage during the fight. When she woke up, she was almost immediately aware of a new function... shields.
Likewise, she gained another evolution after fighting Halberd and Integrate with Dagger, swapping out parts of her code with Integrate's by accident during the fight. With his aggressive code and shapechanging capabilities, her own sword gained a similar function and left her Combosphere to become something she could create from her hands.
In an ill-fated attempt to rescue her friend, Lilith, she rushed forward on her wings only to be stopped short. The frustration of being unable to save her triggered her final evolution, granting her the wings from her Combosphere as a permanent addition to her. With the only bits of code left in the Combosphere being the parts belonging to her energy cannon, it transformed into the new Holy Sphere, losing its ability to reconfigure.
Add-Ons: Holy Sphere: This sphere can shoot forth crystalline blasts of energy. It can fire two powerful shots per post. Merge can only use it while it is floating near her within two feet.
Fusion: Merge's data flows into and transforms into two parts out of her Holy Sphere, Trace Blade, Angelic Wings, and her armor w/ Shield Bits. Everything that makes her up that is not the part she is currently fusing with turns into light and vanishes into the part. During this state, she remains sentient and can still talk, and she can grant the ability to activate her downloads to the person currently using her. She also shares their senses and can see/hear what they do.
Shield Bits: Considered part of her armor, this Add-On gives Merge two small detachable pods from the forearms of her armor, which create golden energy shields shaped like, well, a shield. She can alternate it between large (rectangular tower shield), medium (heraldic shield), and small (round shields). Each size is inversely proportional to the type of attacks it can take. The tower shield is wonderful for small weak attacks like multiple bullets shots, but a charged cannon shot is only something that can be stopped by the round shield. In addition to that, Merge can increase the strength of the shields by holding onto them via a small handle of energy on the back instead of just controlling them with her mind. Note that the bits can only travel roughly ten feet from her body at maximum.
Trace Blade: This sword appears out of a small smooth gem in the center of Merge's right hand. While the hilt is the same as a normal longsword would have, albeit made of a sturdy-looking red material, the blade itself is made out of thin lines of golden energy forming the outline of a sword, almost like it was polygonal. The lines can change how they connect to each other to change the shape of the blade as the wielder uses it. When they stab forward with it, it stretches out with the tip widening out like a harpoon, while swinging it normally causes it to become curved like a scimitar. The user can also 'freeze' it in position to keep it in one shape or another. (Three possible shapes: Curved blade, straight blade, harpoon-like blade) The maximum length of the harpoon form is four feet from the tip of the blade to the base.
Angelic Wings: When Merge chooses, she can manifest these wings out of her back or the back of the person she's fused with. These wings, unlike her old ones, look like red-feathered wings with golden edges outlining each of the feathers. They grant her flight.
Downloaded Programs: (Combat)
Sword Blades: When swung, the Trace Blade shoots out projectiles of bladed energy. During Fusion, Merge can change the direction of these blades. Limit of three projectiles per post.
Lingering Slice: Wherever the blade touches, the Trace Blade leaves behind a trail of destructive energy that damages what it clings for a post. During Fusion, Merge can gather up this trail into a single point in the line, causing the damage to intensify.
Dual Blade: The Trace Blade divides into two swords, one for each hand. Instead of being the same size, however, the two Trace Blades are now half-size, becoming more like long daggers. Anything limited to a certain number of attacks per post gets that limit per weapon but each attack is half size and damage. (Sword Blades goes from three projectiles to three projectiles each, for example.)
Whirling Cover: By spinning the Trace Blade really quickly, it gets deformed into a full spiral, which can be thrown. While being used as a projectile like this, the Trace Blade bounces off of objects, enemies included, cutting into them with its spinning blade. It gets three bounces before returning to its wielder, or if it flies beyond 50 feet it returns like a boomerang. While in Fusion, Merge can control it remotely.
Crystalline Blast: The Holy Sphere fires a powerful crystal of energy that explodes upon impact. This explosion sends forth three smaller crystals outwards in different random directions. During Fusion, Merge can make these three shots explode into three more crystals when they impact. Cooldown for usage: 1 post if 1 shot is fired in a post, 2 posts if both are fired, add on an extra post during Fusion.
Holy Wall: The Holy Sphere fires a beam of energy across the ground, which explodes upwards into energy crystals up to 10 feet tall. The wall itself can reach up to 15 feet in length. These crystals break apart when attacked into shrapnel that fires back in the attacker's direction. In Fusion, Merge can direct the beam in more patterns than just a straight line. The wall itself only lasts until Merge's next turn. It also has a cooldown of 2 posts.
Crystal Fire: The Holy Sphere's shots turn from powerful but limited blasts to multiple weak crystals (twenty shots per post, 1/10th of the damage of normal shots). It is possible to shoot up to ten crystals at once in a shotgun-like pattern. During Fusion, Merge can make these crystals rapidly change direction up to three times, creating intricate patterns of shots.
Energy Shield: Merge's armor generates a low-level energy field that covers the avatar's body, reducing damage by 25%. During Fusion, Merge can see in all directions from the armor.
Redirective Shields: Merge's shields begin to convert the data of any projectiles that hit them, sending it to the other shield for reconstruction to redirect the projectile and, if homing or directed, what the target is or where it goes is up to Merge. However, only one shield can be absorbing at a time. If both shields are hit while this is active, this DP will be deactivated for 4 posts.
Broken Limits: While this DP is active, Merge's shields can go 3 times their normal distance, to a max of 30 feet away from her.
Angel's Flight: While this DP is active, Merge can flap her wings to send forth a wave of bladed feathers like throwing knives. Each feather will only do minor damage individually. In Fusion, she can also choose to shed a bunch of feathers at once to leave a cloud behind her and the person she's fused with. This DP has a cooldown of 1 post.
Paladin's Wings: While this DP is active, Merge's wings start to glow completely golden as an energy field covers them, and they grow up to twice their normal size. Merge can use her wings to block up to moderate-level attacks. However, while this is active, she cannot use any offensive DPs or Add-ons. If used in Fusion, the wings can block up to strong-level attacks, but it also disables the offensive DPs and Add-ons of the avatar she is fused with.
Crystal Wings: This DP requires both the use of the Holy Sphere and Angelic Wings. While active, the Holy Sphere floats right next to the Angelic Wings, covering them in a thick crystalline energy. These crystalline wings allow Merge to fly up to twice as fast, as well as increasing the power of Angel's Flight so that the crystal-coated feathers explode on contact.
Holy Trace: This DP requires both the use of the Holy Sphere and the Trace Blade. While active, the Holy Sphere is held in Merge's hand, and the Trace Blade manifests from it, its normally-golden energy replaced with red. The Trace Blade can then shoot out its blade as a projectile that explodes on contact up to twice a post. It can also explode upon impact, shooting out small crystalline bits of energy out in all directions. These shots do not harm Merge or the person she's fused with.
Paladin's Shield: This DP requires both of the use of the Holy Sphere and the Shield Bits. While active, the bits combine with the Holy Sphere, creating a large heraldic shield of crystalline energy that manifests with the Holy Sphere at the center of it. This shield is considered as strong as Merge's round-shield form of the shield bits, and has all the abilities and limitations her normal Shield Bits have. It can also fire shots from the Holy Sphere in the center of the shield as if the Holy Sphere were within its normal two-feet operating range of Merge.
User:
N/A
Avatar Style:Combat Support
Gender: Female
Appearance: Merge is a slender, feminine figure. She has a light-red plate armor on her chest, arms, and legs. Everywhere the armor doesn't cover except for her face is a smooth golden leather-like material, much like a skin-tight suit. Her eyes are the same golden color, and her long hair is a brilliant flame-like red that falls all the way down her back. Floating near her constantly is a small sphere, gold with red lines covering it in intricate patterns.
Personality:
Merge has a strong sense of wrong and right... and is very aware that her very existence as a rogue avatar tends to put her in the 'wrong' category to most people. As such, her standard methods of interacting with things are either running away or observing while hidden. The only time she breaks this is when she sees something she views as wrong, in which case she'll do everything she can to stop it by any means. Generally, when she actually does get to interact with other avatars, she'll react fairly kindly and nicely. Her strong sense of principles affects her in one more way... when she promises to be someone's friend, or is otherwise obligated to be loyal to them, she is fully committed and will risk her own life to do whatever it takes to help them.
History:
Merge was formed when several bits and pieces from combat-downloads combined. These leftover programs had been experimental; designed to see if a temporarily-downloaded program could give a permanent boost, like a mod. Unfortunately, the only 'permanency' from these programs was that their code ended up floating around in the internet. Because of the base components of what she was, Merge awoke aware that she was intended to be used by others. The thought struck her immediately as being absolutely wrong, and so she swore she would not help any who sought her only to use her. Instead, she would help only those she found worthy. Thus began her adventure to find someone worthy of being loyal to, someone that she could consider... a friend.
After a long bit of surviving and hiding on her own, Merge came across three avatars destroying everything, and aided the other avatar that was there. Soon she was saved by a mysterious stranger, someone she eventually learned was named Dagger. Seeing, or perhaps sensing, that he was worthy of her powers, and without a better place to go, especially having used her powers during the fight, she left with Dagger to form a team. However, shortly afterwards, she felt ill, like her data was on fire, and passed out. During her unconscious state, bits and pieces of the Combosphere flowed onto her armor to enhance her ability to protect herself, given she had taken a lot of damage during the fight. When she woke up, she was almost immediately aware of a new function... shields.
Likewise, she gained another evolution after fighting Halberd and Integrate with Dagger, swapping out parts of her code with Integrate's by accident during the fight. With his aggressive code and shapechanging capabilities, her own sword gained a similar function and left her Combosphere to become something she could create from her hands.
In an ill-fated attempt to rescue her friend, Lilith, she rushed forward on her wings only to be stopped short. The frustration of being unable to save her triggered her final evolution, granting her the wings from her Combosphere as a permanent addition to her. With the only bits of code left in the Combosphere being the parts belonging to her energy cannon, it transformed into the new Holy Sphere, losing its ability to reconfigure.
Add-Ons: Holy Sphere: This sphere can shoot forth crystalline blasts of energy. It can fire two powerful shots per post. Merge can only use it while it is floating near her within two feet.
Fusion: Merge's data flows into and transforms into two parts out of her Holy Sphere, Trace Blade, Angelic Wings, and her armor w/ Shield Bits. Everything that makes her up that is not the part she is currently fusing with turns into light and vanishes into the part. During this state, she remains sentient and can still talk, and she can grant the ability to activate her downloads to the person currently using her. She also shares their senses and can see/hear what they do.
Shield Bits: Considered part of her armor, this Add-On gives Merge two small detachable pods from the forearms of her armor, which create golden energy shields shaped like, well, a shield. She can alternate it between large (rectangular tower shield), medium (heraldic shield), and small (round shields). Each size is inversely proportional to the type of attacks it can take. The tower shield is wonderful for small weak attacks like multiple bullets shots, but a charged cannon shot is only something that can be stopped by the round shield. In addition to that, Merge can increase the strength of the shields by holding onto them via a small handle of energy on the back instead of just controlling them with her mind. Note that the bits can only travel roughly ten feet from her body at maximum.
Trace Blade: This sword appears out of a small smooth gem in the center of Merge's right hand. While the hilt is the same as a normal longsword would have, albeit made of a sturdy-looking red material, the blade itself is made out of thin lines of golden energy forming the outline of a sword, almost like it was polygonal. The lines can change how they connect to each other to change the shape of the blade as the wielder uses it. When they stab forward with it, it stretches out with the tip widening out like a harpoon, while swinging it normally causes it to become curved like a scimitar. The user can also 'freeze' it in position to keep it in one shape or another. (Three possible shapes: Curved blade, straight blade, harpoon-like blade) The maximum length of the harpoon form is four feet from the tip of the blade to the base.
Angelic Wings: When Merge chooses, she can manifest these wings out of her back or the back of the person she's fused with. These wings, unlike her old ones, look like red-feathered wings with golden edges outlining each of the feathers. They grant her flight.
Downloaded Programs: (Combat)
Sword Blades: When swung, the Trace Blade shoots out projectiles of bladed energy. During Fusion, Merge can change the direction of these blades. Limit of three projectiles per post.
Lingering Slice: Wherever the blade touches, the Trace Blade leaves behind a trail of destructive energy that damages what it clings for a post. During Fusion, Merge can gather up this trail into a single point in the line, causing the damage to intensify.
Dual Blade: The Trace Blade divides into two swords, one for each hand. Instead of being the same size, however, the two Trace Blades are now half-size, becoming more like long daggers. Anything limited to a certain number of attacks per post gets that limit per weapon but each attack is half size and damage. (Sword Blades goes from three projectiles to three projectiles each, for example.)
Whirling Cover: By spinning the Trace Blade really quickly, it gets deformed into a full spiral, which can be thrown. While being used as a projectile like this, the Trace Blade bounces off of objects, enemies included, cutting into them with its spinning blade. It gets three bounces before returning to its wielder, or if it flies beyond 50 feet it returns like a boomerang. While in Fusion, Merge can control it remotely.
Crystalline Blast: The Holy Sphere fires a powerful crystal of energy that explodes upon impact. This explosion sends forth three smaller crystals outwards in different random directions. During Fusion, Merge can make these three shots explode into three more crystals when they impact. Cooldown for usage: 1 post if 1 shot is fired in a post, 2 posts if both are fired, add on an extra post during Fusion.
Holy Wall: The Holy Sphere fires a beam of energy across the ground, which explodes upwards into energy crystals up to 10 feet tall. The wall itself can reach up to 15 feet in length. These crystals break apart when attacked into shrapnel that fires back in the attacker's direction. In Fusion, Merge can direct the beam in more patterns than just a straight line. The wall itself only lasts until Merge's next turn. It also has a cooldown of 2 posts.
Crystal Fire: The Holy Sphere's shots turn from powerful but limited blasts to multiple weak crystals (twenty shots per post, 1/10th of the damage of normal shots). It is possible to shoot up to ten crystals at once in a shotgun-like pattern. During Fusion, Merge can make these crystals rapidly change direction up to three times, creating intricate patterns of shots.
Energy Shield: Merge's armor generates a low-level energy field that covers the avatar's body, reducing damage by 25%. During Fusion, Merge can see in all directions from the armor.
Redirective Shields: Merge's shields begin to convert the data of any projectiles that hit them, sending it to the other shield for reconstruction to redirect the projectile and, if homing or directed, what the target is or where it goes is up to Merge. However, only one shield can be absorbing at a time. If both shields are hit while this is active, this DP will be deactivated for 4 posts.
Broken Limits: While this DP is active, Merge's shields can go 3 times their normal distance, to a max of 30 feet away from her.
Angel's Flight: While this DP is active, Merge can flap her wings to send forth a wave of bladed feathers like throwing knives. Each feather will only do minor damage individually. In Fusion, she can also choose to shed a bunch of feathers at once to leave a cloud behind her and the person she's fused with. This DP has a cooldown of 1 post.
Paladin's Wings: While this DP is active, Merge's wings start to glow completely golden as an energy field covers them, and they grow up to twice their normal size. Merge can use her wings to block up to moderate-level attacks. However, while this is active, she cannot use any offensive DPs or Add-ons. If used in Fusion, the wings can block up to strong-level attacks, but it also disables the offensive DPs and Add-ons of the avatar she is fused with.
Crystal Wings: This DP requires both the use of the Holy Sphere and Angelic Wings. While active, the Holy Sphere floats right next to the Angelic Wings, covering them in a thick crystalline energy. These crystalline wings allow Merge to fly up to twice as fast, as well as increasing the power of Angel's Flight so that the crystal-coated feathers explode on contact.
Holy Trace: This DP requires both the use of the Holy Sphere and the Trace Blade. While active, the Holy Sphere is held in Merge's hand, and the Trace Blade manifests from it, its normally-golden energy replaced with red. The Trace Blade can then shoot out its blade as a projectile that explodes on contact up to twice a post. It can also explode upon impact, shooting out small crystalline bits of energy out in all directions. These shots do not harm Merge or the person she's fused with.
Paladin's Shield: This DP requires both of the use of the Holy Sphere and the Shield Bits. While active, the bits combine with the Holy Sphere, creating a large heraldic shield of crystalline energy that manifests with the Holy Sphere at the center of it. This shield is considered as strong as Merge's round-shield form of the shield bits, and has all the abilities and limitations her normal Shield Bits have. It can also fire shots from the Holy Sphere in the center of the shield as if the Holy Sphere were within its normal two-feet operating range of Merge.
User:
N/A