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Entrant Approval Thread
#12
Alrighty. Here's the new and improved Abner, in the tags. Added two supers (+ area shield proficiency), one basic move (combat knife), and one power (stealth). Spent OM jumped from 4900 to 8400. If that's too much, I can trim some stuff down.


NPC Name: Abner White

Source: OC

[spoiler]
Role: Secondary to Prime conversion, per the Secondary Saga.

Appearance: Abner wears green BDU pants, black boots, and a grey t-shirt. He wears a black bulletproof vest as well, but only because it was issued to him and happens to have extra pockets for storage. He frequently complains about how hot the damn thing is. He also wears a ballcap with a woodland camouflage pattern. His face is scruffy and unshaven, and if he's not smoking a cigarette he's likely chewing tobacco dip. He speaks with an accent associated with the rural American southeast. One would be able to correctly guess upon looking at him that he is in his late 30s, most noticeably his black hair is showing bits of grey in it.

History: Abner had been an Imperial stormtrooper for a long time, as well as a soldier in his world before arriving in the Omniverse. He served on many missions and was well known as one of the Empire's best "normal" stormtroopers, in that he had no extra powers and is not a Prime. That said, he slowed down considerably the past few years. He wanted to take a break from being a front-line soldier, but he didn't have many other marketable skills. He's seen and done many things, and now he's become somewhat tired of it all. He worked as a stormtrooper in the Nexus for the past several years, having to deal with both new Primes as well as soldiers from Camelot. He was sent to the Nexus to help recruit Primes to the Imperial side after it was decided that he might not be the best at patrolling in Coruscant. This didn't work too well, as he was much more interested in simply surviving than actually recruiting Primes, unlike some of the more eager, younger troopers. He was then reassigned to the special operations section, with the hope that a proper use could be found for his unique skills.

His first assignment was to investigate the rumors that there was a way to find Omni directly. Abner set out to the Tangled Green, where he found himself united with other like-minded souls from various walks of life. Alongside them he trekked through a temple and set up a small community in the swamps while they investigated the possible location of the portal to the Void. Eventually it was discovered that they had to travel through the Swamp of Sadness. Abner journeyed through as well, his doubts with the Empire culminating in a terrifying experience. He made it through, but promised to no longer toil through his job, but instead actively try to make the world better.

He was one of the survivors who met Omni, and though he was disappointed in the god's attitude and reasoning, he still accepted the offer to become a Prime. Abner has now returned to the Omniverse he knows so well with powers he never imagined would be his.

Level: 3

Stats: (+1 Stat Upgrade - 1000 OM)
ATK: 3
DEF: 1
SPD: 2
TEC: 5

Proficiencies: Physical Strength (1000), Ranged Proficiency (1000), Area Shield (400)

Powers: Suppression (1000), Stealth (1200)

Moves:

Sig Sauer P226 - Requires Ranged Proficiency (300)
A fairly standard, black pistol that Abner keeps in a thigh holster on his right side. It takes him less than a second to draw it from the holster, as he has trained and practiced extensively with it. The pistol holds fifteen rounds in the magazine, plus one that he always keeps in the chamber. When empty, if he has a fresh mag on his person (he carries two on his belt and two on his vest for a total of four spares), it takes him about a second and a half to reload the weapon. Abner can accurately shoot up to 25 yards in a hurry and on the move, and around 50 with a little more aim and concentration. It fires .40 S&W rounds, allowing him to be accurate and have solid stopping power at the same time. It is semi-automatic, so it will fire just as fast as he can pull the trigger.

E-11 Blaster Rifle - Requires Ranged Proficiency (300)
A black energy rifle assigned to Abner by the Empire. The weapons shoots red laser beams instead of ballistic projectiles. It is shorter than an average assault rifle, for ease of movement, and can be fired one handed, though with significantly less accuracy. It has an effective range of about 320 yards, and Abner's model is semi-automatic, allowing his to fire as fast as he can pull the trigger. It is customized to have a rechargeable energy core, which means he theoretically never has to reload it, however if he continues to fire, it will need to cool down for ten seconds after the thirtieth shot. It is actually less powerful than his other weapons, but far more accurate. Abner carries the gun on a three point sling across his chest, so that he can shoulder it quickly, but also simply let it drop when he needs a different weapon.

Remington 870 - Requires Ranged Proficiency (300)
A standard, black twelve gauge shotgun. Abner typically keeps this slung over his back, which takes him about two seconds to get it into his hands and ready to fire. The shotgun has four shells of buckshot in the tube and an empty chamber while he's traveling, plus an additional six rounds stored on the side of the gun for quick access. Between every shot he must pump slide to load a new shell into the chamber. Though he can pump almost instantly after firing, loading the additional shells on the side into the barrel directly can take as much as a second to load and fire, slowing down his last shots considerably. The maximum range of the weapon is around 35 yards. Though up close it has devastating stopping power, the further away he gets, the less damage it does due to less pellets actually hitting the target.

Combat Knife - Requires Physical Strength (300) 
A solid, heavy steel combat knife that Abner wears on the left shoulder strap of his bulletproof vest. It has a blade length of 7 inches, and an overall length of 12 when including the grip. It is a durable weapon, though it sees more utility use than combat use. The weapon hangs with the handle towards the ground, so he can draw it in a fluid downward motion with a great deal of speed. Though it is a remarkably sturdy weapon, Abner sacrifices power for speed and handling ability with this weapon.

Energy Launcher – Requires Ranged Proficiency (600 – Tier 1 Offensive Super)
An attachment on the bottom of his E-11 assault rifle that functions as a high tech grenade launcher. The energy launcher operates independently of the rifle; it is just simply attached directly underneath the barrel. Abner presses a button on the right side of the attachment, and it releases a powerful burst of concentrated energy that can have devastating effects on its target. The energy launcher has significantly less range than the rifle it is on, capable of going only 100 yards. It does not do any form of explosion on impact, it simply dissipates once it connects with its target, leaving the damage done localized. It also takes special energy packs. which limits its use considerably.
 
Deployable Shield – Requires Area Shield (600 – Tier 1 Defensive Super)
Abner carries several small and thin metallic projectors on his belt. Unfolded, they are only a few inches tall but five feet wide. Folded up, they take up only a few inches of space on his belt, so they are effectively out of the way. When Abner needs to, he throws one of these energy projectors to the ground, and it unfolds in the air. Upon landing on the ground, a translucent, blue tinted energy shield emerges from it. It measures five feet by five feet, and is capable of stopping powerful attacks, but will shatter if it takes too much damage. The deployable energy shields cannot be recharged or reloaded. Once they are deployed they immediately begin to drain their short battery supply, and Abner carries a small amount on him.



Total OM Spent: 8400
[/spoiler]


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Entrant Approval Thread - by Karl Jak - 05-28-2016, 05:44 PM

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