Athena Misane, Fire Service Pilot and Combat Veteran

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Athena Misane
Posts: 21
Joined: Sun Sep 19, 2021 8:47 pm

Athena Misane, Fire Service Pilot and Combat Veteran

Post by Athena Misane »

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Athena Misane
Seasoned Female Human, MARS Operator, and Fire Service Pilot and Combat Veteran

Iconic Framework: MARS Operator
Background
Athena Misane, is a retired US Army helicopter pilot and helicopter mechanic. After retirement, she went to work for the state wild fire service and eventually bought her own helicopter. She transports hunters, works the fire season, and performs search and rescue all over the Pacific Northwest. In the Army she worked a lot with the Rangers, and there she met and grew to trust Master Sergeant Jim Cannon. She was a Sergeant before she retired, but flew second seat as a corporal in a lot of theatres with the Rangers.

After everything changed in the valley, she began to notice that her prayers to the spirits of her ancestors were beginning to be answered more often. She is still not sure of why, but not one to be ungrateful, she simply thanks them.

Description
A tall (5'10") Sauk (Native American) woman from Skagit, Washington


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d6, Boating d4, Common Knowledge d6, Driving d6, Electronics d6, Fighting d6, Hacking d4, Language (American) d8, Notice d8, Persuasion d6, Piloting d6, Psionics d8, Repair d8+2, Science d6, Shooting d8, Stealth d8, Survival d8, Thievery d6
Pace: 6; Parry: 5; Toughness:
  • Base: 7
    Dinosaur Leather Long Coat Only: 10 (2)
    Dinosaur Leather and Ceramic Vest Personal Armor and Long Coat: 17 (7)
Strain: 8/8
Hindrances: Curious, Loyal, Obligation (minor, Maintain the Town's Infrastructure)
Edges: Ace, Arcane Background (Psionics), Brawny, Major Psionic, McGyver, Mr. Fix It, Scrounger, Streetwise
Languages: American and Sauk (native, d8)


Special Abilities
  • Psionics: Power Points: 20; Powers: Boost Trait (Savage Worlds: Adventure Edition p156; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Havoc (Savage Worlds: Adventure Edition p162), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited)), Warrior's Gift (Savage Worlds: Adventure Edition p169-170; Limitations: Self (limited))
  • Repairman: Begin with Electronics d6, Repair d8, and the McGyver Edge.
  • Gearhead: Gain a free reroll on all Electronics and Repair checks.
  • 4 Advances: MARS Packages start with 4 advances at Seasoned
  • Ace: Begin with Boating d4, Driving d4, Piloting d4, and the Ace Edge.
  • Expanded Powers: Add Smite (Self Only) from the Mind Melter's list (Hero's Journey)
Equipment
Armor: Dinosaur Leather Long Coat (Armor 2, Toughness 1), Dinosaur Leather and Ceramic Vest Personal Armor (Armor 5, Toughness 2)
Weapons:
  • Unarmed (Range Melee, Damage Str)
    AK47 (7.62mm) (Range 24/48/96, Damage 2d8+1, ROF 3, AP 2, Shots 30)
    Desert Eagle (.50) (Range 15/30/60, Damage 2d8, ROF 1, AP 2, Shots 7)
    Dinosaur Dagger/Knife (Range 3/6/12, Damage Str+d4, ROF 1, AP 2, M.D.C.)
    Fire Axe (Range Melee, Damage Str+d8)
    Pump Action Shotgun (Range 12/24/48, Damage 1-3d6, ROF 1, Shots 6)
    Survival Knife (Range Melee, Damage Str+d4)
Gear: At Home (Contains: Boots, Hiking, Night Vision Goggles, 5x AK-47 Banana Clips (30 round), 300x Bullet, 7.62mm, Laptop computer, 70x Bullet, (.50 AE), Wilk’s Laser Torch, 5x Desert Eagle Box Mag (7 round), Repair Kit, Field), NG-S2 Survival Pack (Contains: 50x Shotgun shell, 50x Shotgun slug, Wooden Cross, Wooden Stakes)
Current Wealth: 140 cr

Vehicles
  • UH-1 (Huey) (Size: 7 (Large); Handling: +2; Toughness: 14 (2); Top Speed: 120mph/194kph; Notes: Helicopter)
    Weapons None
  • Dirt Bike (Size: 0 (Normal); Handling: +1; Toughness: 7; Top Speed: 80mph/129kph; Notes: Stock bike designed for off-road use with excellent shocks., Off Road (treat as 4WD), 50% chance any uncalled shot hits the character instead.)

Advances
Novice Advances
  • Raise Attribute: Vigor
  • Edge: Streetwise
  • Raise Skills: Shooting/Electronics
Seasoned Advances
  • Edge: Scrounger
  • Edge: Major Psionic
  • Raise Skills: Survival/Stealth
  • Raise Attribute: Smarts


Current Load (normal/combat): 144.25 / 53 (61)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
Last edited by Athena Misane on Wed Sep 22, 2021 5:25 pm, edited 1 time in total.
Athena Misane, Fire Service Pilot and Combat Veteran
Parry: 5, Toughness: Dinosaur Leather Long Coat Only: 10(2) or Dinosaur Leather and Ceramic Vest Personal Armor and Long Coat: 17(7) Base: 7
Powers and Benny/Wound/ISP tracking
User avatar
Athena Misane
Posts: 21
Joined: Sun Sep 19, 2021 8:47 pm

Athena Misane Powers and Benny/Wound/ISP tracking

Post by Athena Misane »

Beginning 3
,
  • Expenditure
,
  • Wounds: 0/3
    Fatigue: 0/2
,
ISP: 20/20 Recovery: 20 per hour

Arcane Background: Psionics (Rifts® TLPG)
Powers:
Boost Trait (2 ISP) [Novice] (Savage Worlds: Adventure Edition p156; Limitations: One Aspect, Self (limited))
Range: Self
Duration: 5 (Boost)
Trapping: Psionic Self Boosting
Effect: This power allows a character to increase or decrease a target's Trait (attribute or skill). Boosting an ally's Trait increases the selected Trait one die type, or two with a raise, for five rounds. Lowering an enemy's Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely. Additional castings don't stack on a single Trait (take the highest), but may affect different Traits.
Modifiers:
Limitation (Self and One Aspect): Base Cost: 2 ISP -3 ISP. This can be a +1 to the roll per ISP below 1, or modifiers can be added (below)
Shroud (+1): Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
Hurry (+1): The target Hurried. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of the modifier isn’t cumulative.

Havoc (2 PPE/ISP) [Novice] (Savage Worlds: Adventure Edition p162)
Range: Smarts
Duration: Instant
Trapping: Telekinetic Explosion
Effect: This ability creates chaos and mischief for all those within its area of effect, hurling debris and rivals in all directions. With success, the caster places a Medium Blast Template anywhere within Range, or a Cone Template emanating from the caster (see Area Effect Attacks, page 97). Anyone touched by the template is Distracted and must then make a Strength roll (at −2 if the caster got a raise). Those who fail are hurled 2d6″—directly away from the caster if using the Cone Template or directly away from the center if using a Blast Template (the caster chooses for those in the dead center). Victims who strike a hard object (such as a wall) take 2d4 damage (nonlethal unless it's a spiked wall or other more dangerous hazard). Airborne Targets: Flying or airborne targets suffer an additional −2 to their Strength rolls as they have no ground to brace themselves on.
Modifiers:
Area Effect (+1): Havoc affects a Large Blast Template.
Fatigue (+2): Powers that drain or tax an opponent can cause Fatigue. This modifier may be attached to any power that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however.
Glow (+1): Glow gives off soft light of an appropriate color for its Trapping (or caster’s choice). This creates soft light in a Small Blast Template centered on the target, and lasts until the power expires. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character.
Hinder (+1): The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base Pace is reduced by 2 until the power expires. Effects of the modifier aren’t cumulative.
Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used when using the Cone Template.
Selective (+1): With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).
Strong (+1): Strength rolls are made at −2.

Smite (1 PPE/ISP) [Novice] (Savage Worlds: Adventure Edition p168),
Range: Smarts
Duration: 5
Trapping: Telekinetic Sheath
Effect: This power is cast on a weapon of some sort. If it's a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon's damage is increased by +2, or +4 with a raise.
Modifiers:
Limitation (Self): Base Cost: 2 ISP -2 ISP. This can be a +1 to the roll per ISP below 1, or modifiers can be added (below)
Armor Piercing (+1 to +3): The attack is focused to defeat armor or seeks out a foe’s exposed areas. Each PP spent grants the power AP 2, to a maximum of AP 6.
Shroud (+1): Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
Hurry (+1): The target Hurried. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of the modifier aren’t cumulative.
Mega-Damage (+2): The caster pours his energy into the attack, creating a focused blast. The attack counts as a Heavy/Mega-Damage Weapon.

Warrior's Gift (2 PPE/ISP) [Seasoned] (Savage Worlds: Adventure Edition p169-170; Limitations: Self (limited))
Range: Smarts
Duration: 5
Trapping: Psionic Self Boost
Effect: With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must have the same Rank or higher as the Edge's Requirements. With a raise, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn't meet the Rank Requirement).
Modifiers:
Limitation (Self): Base Cost: 4 ISP -2 ISP
Hurry (+1): The target Hurried. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of the modifier aren’t cumulative.
Shroud (+1): Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
Last edited by Athena Misane on Sun Jan 23, 2022 6:54 pm, edited 1 time in total.
Athena Misane, Fire Service Pilot and Combat Veteran
Parry: 5, Toughness: Dinosaur Leather Long Coat Only: 10(2) or Dinosaur Leather and Ceramic Vest Personal Armor and Long Coat: 17(7) Base: 7
Powers and Benny/Wound/ISP tracking
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Athena Misane, Fire Service Pilot and Combat Veteran

Post by High Command »

Ndreare wrote: Wed Sep 22, 2021 7:55 am Looks good.

Where are the following items from?

Dinosaur Leather Long Coat Only: 10 (2)
Dinosaur Leather and Ceramic Vest Personal Armor and Long Coat: 17 (7)
That's Huntsman Armor and Armored Cloak, retrapped as something she could have conceivably made after those materials became available

Also, I swapped her back to Psionics, with Smite added as a HJ roll instead of Channeler, and added Major Psionics back as my Seasoned 2 Advancement
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Athena Misane, Fire Service Pilot and Combat Veteran

Post by Ndreare »

Just so you know restrained resources are an important part of the game so the vehicles will not be "safe" as they are in most games.

High Command wrote: Wed Sep 22, 2021 5:14 pm
That's Huntsman Armor and Armored Cloak, retrapped as something she could have conceivably made after those materials became available
Hum, this is pretty high for a low powered, but with only one character this high it won't break anything.

The retrapping works as long it is considered enchanted. (without either magic or super science armor just won't give you that much protection.)
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Athena Misane, Fire Service Pilot and Combat Veteran

Post by High Command »

Why would leather from dinosaurs and salvaged Rifts level ceramic plates need to be enchanted? By every bit of canon they have super tough hide, especially in Rifts Earth. But it is workable, it just takes longer. And as for "high" toughness, that is literally base armor plus a jacket. It is 3 higher than what can be achieved with base armor, and I could have just as easily built for that with edges. Huntsman Armor is not by any measure, great armor.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
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Re: Athena Misane, Fire Service Pilot and Combat Veteran

Post by Ndreare »

Armor providing Toughness and not just armor is a product of magic or super science. Hide and plates can grant the armor, but the toughness from armor is a product of super science and/or enchantment. That is how they justify the steps above normal armors from SWADE.
For example a giant mega heavy bomb suit for explosives demolition may provide 10 armor, but it still provides no toughness at all and requires d12 strength.

I am not saying it needs to be nerfed, I am saying it should be trapped appropriately to what it is giving.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Athena Misane
Posts: 21
Joined: Sun Sep 19, 2021 8:47 pm

Re: Athena Misane, Fire Service Pilot and Combat Veteran

Post by Athena Misane »

I'm just going to nod and say yes, despite my brain screaming at me of how effective primitive leatherworking is and how animal harvesting works and how you could get tougher materials out of tougher animals (ie dinosaurs). I find the very idea that dinosaur hide has to be enchanted to be used silly, but that's your rules, so we'll do that.

I guess its enchanted. No clue by who. You tell me, please.
Athena Misane, Fire Service Pilot and Combat Veteran
Parry: 5, Toughness: Dinosaur Leather Long Coat Only: 10(2) or Dinosaur Leather and Ceramic Vest Personal Armor and Long Coat: 17(7) Base: 7
Powers and Benny/Wound/ISP tracking
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