Isha Misra

Isha%20Misra.png?dl=0
Name: Isha Misra
Position: Major General, Army of the Federation
Sex: Male
Age: 36 (Born 1982)
Nationality: Indian
Place of Residence: Dorian Lachapelle

Physical Details
Hair colour: Black
Eye colour: Brown
Height: 5'7"
Build: Thin

Personal Details
"I am Isha Misra, Junior Magistrate and part of the Eleven Regiment. I'll be your representative. Do you know what a Junior Magistrate does in the Universal Law System, Lieutenant Zhang?"

Before he was assigned to be Zhang Yanmei as a personal representative, Isha Misra was a Junior Magistrate in the UN's New World Army. Before that, he was a Storm Trooper; before that he was an LN bounty hunter; and before that he worked as a makeshift doctor in devastated southern Africa. Needless to say, Isha has lived a colourful, eventful life, even before running into Yanmei.

Isha mentions very little about his past, except that he lived in India until he was seventeen, when he accepted a scholarship to the Australian National University to study medicine. Although Second Impact happened soon after, he was lucky enough to have picked a place far enough inland to avoid most of the damage- he was even able to continue his studies mostly unimpeded.

Of course, the Indonesian war would eventually put an end to those ambitions- as the Australian government fell to pieces around him, Isha had once again managed to luck out- a friend of his had a private jet with enough fuel to make it to Europe, and safety. He took Isha with him.

There's a pattern to Isha's life- moments of absolute disaster are intercepted by moments of salvation, which somehow turns straight back into disaster, and this was no exception. The jet suffered an engine failure and went down in a city in southern Africa. Most people in the jet died- although Isha, again, escaped with only light injuries.

But that wasn't to say he was out of danger. For years, Isha sustained himself in a wartorn, ravaged landscape in a city overrun by violence and the gangs that plagued the city. During this time, he survived by selling his greatest asset- his skills and, as others would soon learn, his sheer determination and unnatural sense of focus. Isha could work near-endlessly for weeks on end if he had to, and in this place, he often did. He learned to fight. He learned to shoot- and he learned how to stare into the eyes of a ganger and make him back down through nothing but sheer, brazen audacity.

But the situation worsened. To describe the city has a humanitarian crisis was a shocking understatement; as resources dwindled, people died, the fighting grew fiercer and bloodier, yet still Isha remained, trying to do his best to alleviate the mounting catastrophe. But what he needed was UN intervention- and so he took steps to bring them in. He snuck away from the city to speak with UN soldiers and commanders. He pleaded. He showed them hidden paths, supply caches, profiles on major players- everything.

When the UN came, they came in force, with the mentality of total war. The city was yet further devastated and pillaged; thousands died. In more than a few places, UN 'pacification' became outright atrocities.

And when it was all over, it was Isha who was blamed for it all. Not that he disagreed- he blamed himself.

And so it was that, in 2013, the LN found him very receptive when they put a gun in his hands and told him they'd pay him to kill certain UN commanders. UN commanders who had ordered a massacre here, plundered a village there…

Isha was perfect for the job. He knew how to fight already, he was used to bloodshed, and he knew how to hide and bide his time. He was patient. He studied his targets. When he struck, he did so flawlessly. If Isha ever had any reservations about his job, he never mentioned them. But there were many things Isha never mentioned.

Ultimately, history unfolded; the LN fell, although at that point Isha had long since started targeting -any- military officer who committed wrongs. He was never short on prey. Nevertheless, with the fall of the LN, Isha was alone and bereft of allies. Most people at this point would have hit the mattresses. Isha did the exact opposite of that: he volunteered to join the New World Army.

He was accepted and shown to have excellent aptitude in just about everything- he was a solid shot, intelligent, and followed orders. It wasn't long before he was given the law books and told to become intimately acquainted with the Universal Law- and before long, he was a Junior Magistrate.

And this is where his rise ended. If Isha had kept his head down he would've made full Magistrate by the end of 2017. Instead, he became an agitator. He refused to look the other way when his fellow officers screwed up; he reported every crime and breach he witnessed, including that committed by superiors. He had become a massive thorn in the side of the organization he now served- and if it hadn't been for Zhang Yanmei, he would probably have been executed.

With Yanmei's capture, his superiors believed that, by shackling him to a hopeless situation, they could discredit him enough to remove him from his position. A clean, professional method of removing this pest without staining their hands with his blood.

The rest, of course, is history.

Character Details

Character Details
Name Isha Misra Gender Male
Background Impact Survivor Career Skirmisher
XP Total 35,600 Rank 6
Kit: Sergeant

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 58 5 Expert
Ballistic Skill 58 5 Expert
Strength 26 2 -
Toughness 46 4 Intermediate
Agility 60 6 Expert
Intelligence 51 5 Intermediate
Perception 39 3 Intermediate
Willpower 42 4 Intermediate
Fellowship 61 6 Expert

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Vitals

Vitals
Wounds: 24 Fate Total: 3
Insanity: 10/100 Ego Barrier: 100/100
WUP Pool: 15

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Traits

Assets

Assets
Asset Effect
Gifted (Fellowship) Buy Fellowship upgrades at one step cheaper than normal.
Sexy Voice +10 to Fellowship tests vs. Females.
Shrewd Conditional Fate Point to spend in negotiations or social contexts.
Soldier Start with the Arms Master, Jaded and This Gun is Mine talents.

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Drawbacks

Drawbacks
Drawback Effect
Short Fuse Whenever you are confronted or otherwise stressed or agitated, you must pass a Willpower Test or fly into a rage, taking it out on the environment and/or people around you.
Martyr If you are able to protect or shield an ally from an attack, you must test Willpower or do whatever you can to do so. Will never retreat so long as ally is in danger, and will refuse to leave side of critically damaged ally.

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Traits

Traits
Trait Effect
Just Try Me Whenever you take Insanity Points, you reduce the amount taken by your WPB to a minimum of 1.
Resourceful Whenever you expend Fate to add Degrees of Success to a test, you add 2 DoS instead of 1.
Loss You must succeed on a difficult (-10) Willpower Test or physically try to intervene if another human being's (that isn't an active enemy's) life is in danger. This becomes a -30 penalty if the person is someone you knows individually.
Trauma You begin with 10 Insanity Points and the phobia (romantic attachment) minor disorder.

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Coherencies

Coherency Effect Tested Characteristic Ego Threshold
Coherency Explanation List down your Coherency effects here. List successful attempts to resist here too. And the Tested Characteristic you used to resist it. And the Threshold at which you gained them.

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Instabilities

Instability Effect Ego Threshold
Instability Explanation List down your Instability effects here. And the Threshold at which you gained them.

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Disorders

Disorders
Disorder Effect Insanity Threshold
Phobia (Romantic attachment) You must test Willpower to interact in situations with romantic natures or involving romantic attachment. Prolongued exposure might trigger fear tests. Starting

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Career

Starting Skills

Charm (SP)
Command (SP)
Medicae (Impact Survivor)
Literacy
Speak Language (English, Hindi)

Starting Talents

Basic (General)
Melee (General)
Skill Proficiency*2 (Charm, Command)

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Skills

Basic Skills

SKILL LIST
Skill Name Characteristic Proficient Trained Mastery Bonuses
Acrobatics Agi X X X Talented
Athletics Str X X - -
Awareness Per X X X -
Carouse Tou - - - -
Charm Fel X X X -
Chem Use Int - - - -
Command Fel X X X Talented
Commerce Int - - - -
Deceive Fel X X X -
Demolitions Fel - - - -
Disguise Fel - - - -
Dodge Agi X X X -
Inquiry Fel X X - -
Intimidate Fel X X - -
Literacy Int X - - -
Logic Int X X - -
Medicae Int X X X -
Parry WS X X X -
Scrutiny Per X X X -
Security Int - - - -
Sleight of Hand Agi - - - -
Stealth Agi X X X -
Survival Per X X X -
Tech Use Int - - - -

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Specialist Skills

SPECIALIST SKILL LIST
Skill Name Specialisation Characteristic Proficient Trained Mastery Bonuses
Common Lore - Int - - - -
- - Int - - - -
Navigate - Int - - - -
- - Int - - - -
Operate Superheavy Agi X X X -
- - Agi - - - -
Scholastic Lore Tactics Int X X X Talented
- - Int - - - -
Speak Language English Int X - - -
- Hindi Int X - - -
Trade - Int - - - -

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Talents

Weapon Proficiencies

WEAPON PROFICIENCIES
Weapon Class Weapon Type Proficient Specialized Mastery
Melee General General X X X
- Prog X X X
Basic Bolt X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -
Heavy Bolt - - -
- Fusion - - -
- General - - -
- Maser - - -
- Positron - - -
Pistol Bolt X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -

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Basic Combat Talents

Name Sub-Class Effect
Ambidextrous - Do not take -20 penalty to hit when making attacks with your off hand. If used with the Two Weapon Wielder talent, reduce the to-hit penalty with both weapons to -10.
Arms Master - Take a -10 penalty when wielding weapons without Proficiency instead of -20.
This Gun is Mine - Unjam Ballistic Weapons automatically as a Half Action.
Two Weapon Wielder Ballistic When armed with two guns, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Melee) talent, lets you attack with a gun and a melee weapon at the same time.
Two Weapon Wielder Melee When armed with two melee weapons, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Melee) talent, lets you attack with a gun and a melee weapon at the same time.
Quick Draw - Use the Ready action as a Free Action.

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Proficiency and Skill Talents

Name Sub-Class Effect
Specialist Medicae Select one skill in which you have either the Talented talent for, or a +20 training in. You now gain a free reroll for that skill once per round.
Talented Acrobatics Gain a +10 to tests made using this skill.
Talented Command Gain a +10 to tests made using this skill.
Talented Medicae Gain a +10 to tests made using this skill.
Talented Tactics Gain a +10 to tests made using this skill.

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Melee Talents

Name Sub-Class Effect
Assassin Strike - Free. After making melee attack, may make Acrobatics test. On a success, may freely move Half Move.
Berserk Charge - Charge. +10 bonus to charge, total +20.
Blade Dancer - Reduce the penalty for dual-wielding Balanced melee weapons by -10. If taken in conjunction with Ambidextrous, the penalty is reduced to 0.
Blademaster - Once per Round. Reroll attack made with bladed weapon.
Combat Master - Deny enemies the Ganging Up bonus against you.
Counter-Attack - On parrying attack, may make Standard Attack on attacker with -20 penalty. May trigger this once per round.
Crushing Blow - Extra melee damage equal to WSB/2.
Double Team - Increase Gang-Up bonus by +10.
Dual Strike - Full. Dual-Wielding Melee. Make a single WS test- do not suffer any penalties from dual-wielding. On a hit, roll damage for both weapons. The enemy's AP reduces both damage rolls individually, but TB only counts once against the combined damage of both attacks (after AP). A single parry or dodge test will avoid both blows.
Furious Assault - All Out Attack. Expend Reaction when making All-Out attack to deal a second attack. May not be used in conjunction with another reaction-expending attack talent.
Gravity Kick - Charge, Height. Make a WS test against a single enemy below you. On a hit, you deal normal unarmed leg damage, +1d10 damage. The attack has a Penetration value equal to 1 per 5dm fallen (or 2 per 1km in Strategic Mode). This attack may not be parried. If the attack fails to connect (either due to the enemy dodging, or the attack failing), the attack is applied to the used leg instead.
Heroic Assault - Charge. Lets you perform an All Out Attack in place of your Charge attack, gaining the to-hit modifiers for both. May use All Out Attack-enhancing talents.
Irresistible Force - Charge. Expend a reaction to perform a Swift or Lightning Attack when making a Charge attack. May not be used in conjunction with another reaction-expending attack talent.
Lightning Attack - Full Action. Make a single attack roll. For every Degree of Success you score, you deal another hit. If you have Two Weapon Wielder, you may also make a single attack with a 2nd Melee Weapon.
Precision Melee Cleaving Standard or Called Shot Melee attack. Attack gains +2 Penetration.
- Touché Standard or Called Shot Melee attack. This attack cannot by Parried so long as the attack succeeds by two degrees of success.
Street Fighting - +2 Critical Damage with a knife or unarmed attack.
Sure Strike - Do not have to reverse to-hit rolls to determine location of damage.
Swift Attack - Full Action. Make a single Attack roll. For every 2 Degrees of Success you score, you deal another hit. If you have Two Weapon Wielder, you may also make a single attack with a 2nd Melee Weapon.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer Unarmed.
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer Primitive.
Whirlwind of Death - On dealing a melee attack against a Horde that deals damage, you deal extra Magnitude Damage equal to your Weapon Skill Bonus. You may not use this talent twice in one turn unless you attack two different Hordes. Full Action: Make a single melee attack against all adjacent enemies, up to an amount equal to your WSB.

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Ranged Talents

Name Sub-Class Effect
Assault Shooter - May fire Basic/Heavy weapons in melee. Heavy weapons have -20 penalty, basic have 0, and pistols count as having the Point Blank bonus.
Barrage - +1 Degrees of Success with Ranged attacks.
Covering Fire - Any enemies subjected to suppressive fire, even if these enemies are immune to Pinning or Fear, take a -10 penalty to BS so long as they are within the field of fire and Suppressive Fire is sustained.
Crack Shot - +2 critical damage from ranged attacks.
Dual Shot - Full. Dual-Wielding Ranged. Make a single BS test- do not suffer any penalties from dual-wielding. On a hit, roll damage for both weapons. The enemy's AP reduces both damage rolls individually, but TB only counts once against the combined damage of both attacks (after AP). A single dodge test will avoid both blows.
Flush Out - When using the Suppressive Fire action, any enemies within your area of effect have their Cover AP halved. Furthermore, enemies who are already pinned must take an immediate Willpower test. On a failure, they will spend their actions trying to move to different cover, preferably heading in a direction that cannot be affected by the Suppressive Fire.
Gun Drill Bolter Drill +1 to max Semi/Full auto hits with Bolt Weapons.
Gunslinger - Reduce the penalty for dual-wielding Pistols or Carbines by -10. If taken in conjunction with Ambidextrous, the penalty is reduced to 0.
Hip Shooter - May move Full Move or Run and fire single shot with one Pistol or Carbine. However, apply -20 Penalty to BS if firing as part of a Run action, -40 if used with Sprint.
Precision Execution Standard or Called Shot Ranged Pistol Attack: +3 Damage to enemies within Point Blank range.
- Fast Standard or Called Shot Ranged Pistol Attack: Target takes a -20 penalty to dodge this attack.
Rapid Reload - Weapon reload times are reduced by half.
Storm of Iron - Enemies take a -10 to dodge full auto bursts from you. Furthermore, when attacking Hordes with a semi or full auto burst, so long as one attack deals damage you add your Ballistic Skill Bonus once to the total Magnitude Damage dealt against that Horde that turn.

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Physical Talents

Name Sub-Class Effect
Catfall - Whenever you fall, test Agility or Acrobatics as a Free. On a success, and for every DoS, you reduce the distance fallen by an amount equal to your AB for the purposes of determining falling damage.
Drop Trained - Falling, 10dm or above. Always land on your feet, and treat distance as 1/3rd for purpose of falling damage.
Hard Target - Whenever you Charge or Run, enemy attacks against you take a -20 penalty (for a total of -40 if you Ran).
Leap Up - You may stand up from the Prone position as a Free Action.
Lightning Reflexes - Double your AB when rolling Initiative.
Rapid Reaction - When surprised or ambushed, you may test Agility to act normally.
Sound Constitution 10 Increase your Wounds by 1 per purchase of this talent.
Sprint - +AB to movement distance when full moving, double movement distance when running. You gain a level of Fatigue if you use this talent two turns in a row.

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OD Talents

Name Sub-Class Effect
Battlefield Command - Full Action. Select one Horde under your command. For this round only they count as having one more Squad than they actually do for all intents and purposes except providing magnitude to-hit bonuses.
Combat Formation - When this character is present in a squad, all members of the squad gain a +1 to their Initiative rolls. Furthermore, the character may choose to use their IB in place of their AB when rolling Initiative. No one may benefit from more than one source of Combat Formation at the same time.
Favoured Tactics Focused Charge All Pilots gain a +10 bonus to any attempts to Charge an enemy.
Great Leader - You may command Armies or horde groups in Strategic Combat, granting your Horde Leader Bonus to all hordes in said Army.
Tactical Genius - Spend fate to allow pilot to reroll failed test or to add 1 degree of success to test.
Vigilance - +2 to Initiative and all subordinates.

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Mental Talents

Name Sub-Class Effect
Brilliance - One test per session, test Intelligence In place of another Characteristic.
Foresight - Spend 10 minutes in contemplation to add +10 to a single Intelligence test.
Hotblooded - +10 to Feedback tests, and may roll twice on the Shock Table and take the preferred result after failing a Fear test.
Nerves of Steel - Reroll WP tests to resist or recover from Pinning. Furthermore, take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill. This applies to Social Conflicts.
Just as Planned - Reduce Foresight's requirement time to 1 minute. Can spend a fate point to retroactively take an action in the last ten minutes that would just now come into play.
Resistance Cold +10 to tests to resist the chosen object.
- Heat +10 to tests to resist the chosen object.
- Fear +10 to tests to resist the chosen object.
- Posion +10 to tests to resist the chosen object.

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Interpersonal Talents

Name Sub-Class Effect
Air of Authority - When using the Command action, you may issue commands to a number of people equal to 100 times your Fellowship Bonus. Only NPCs are affected, and any NPCs not under your command will only obey the order if you achieve an extra degree of success. You gain a +10 to Command tests in Social Conflicts. Your Followers also have +10 Loyalty when in your presence.
Forward, you Dogs - You may test Command as a half action on your turn. On a success, all allies within vocal range of you who are suffering from mental effects (Fear, Pinning, Frenzy, and others) may take an immediate free Willpower test to shake off the effects. For every degree of success on your Command test, those allies gain a +5 bonus to their Willpower test.
Galvanising Presence - When using the 'Terrify' special use of the Command skill, its affects apply to all nearby allies. Furthermore, the Character counts as having Fear (2) for the purposes of all Terrify tests.
Inspirational - When using the 'Inspire' use of the Command Skill, you may increase the bonus by +5 per 3 degrees of success. Furthermore, in Social Conflicts, any fellow allies participating in the Conflict increase their Vigour by +10.
Iron Discipline - Your Followers, subordinates and any attached Hordes may reroll failed Break, Fear, and Pinning tests, so long as you are within visual or audial contact with them.
Radiant Presence - All within 20m (not enemies) of you take a +10 to tests made to resist fear or intimidation.

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Medical Talents

Talent Name Talent Sub-Title Effect
Back Into It - When using the Snap Out of It talent, you may reduce the duration of the effect by an extra number of rounds equal to your IB.
Critical Aid - When using the Medicae skill with the benefit of a Medikit, you may fore-go any wounds healed on the patient. Instead, select a Critical Hit effect they're currently suffering from and make a Medicae-10 test. So long as the effect is not fatigue, the loss of a limb or death, that effect is instantly removed.
Hasty Aid - The character reduces the time needed for use of the Medicae talent. First Aid is now a half action, and Extended Care now tests once every 12 hours for Lightly Wounded patients and once every three days for Heavily and Critically Injured patients.
Healing Hands - The character may spend a fate to automatically succeed on their test, with extra degrees of success equal to their IB. Furthermore, you only take a -10 penalty when using the First Aid action on a Critically Wounded patient, no matter how many Critical Wounds they have.
Master Chirurgeon - +10 to Medicae. When using First Aid on Heavily or Critically injured patients, you ignore the Heavily Wounded penalty, and only take a maximum of -30 due to Critical Damage. Grant +20 bonus to allies' Toughness Test to avoid losing a limb.
Medic's Eye - When using the Medicae action for First Aid, you may take a free Intelligence test prior to making your Medicae test. If you pass the test, you may treat your patient as though they were Lightly Wounded for the purposes of wound restoration.
Relieving Touch - When using the Medicae action, in place of removing injuries you may reduce the patient's fatigue by 1 level, once per hour.
Snap Out of It - You may use the Medicae skill on a patient suffering from a physical effect with a round limit (eg. Stunned for 10 rounds). On a successful Medicae test, you fore-go the healing of wounds and instead remove 1 round of duration from a single effect, plus another round for every 2 degrees of success on your test. This does not affect fear, pinning, frenzy or other mental afflictions.

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Support Talents

Talent Name Talent Sub-Title Effect
Hunker Down - As a free action, select a number of allies within audio and visual range up to your IB. All enemies firing at these allies from a position where the allies are treated as being in cover take a -10 penalty to hit.
Soak Fire - Allies benefiting from the Hunker Down action may also increase their Cover AP by an amount equal to your IB.

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Offensive Tactics

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Defensive Tactics

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Support Tactics

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Equipment

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Melee Weapons

Name Class Range Dam. Pen. Special
One-Handed
Magistrate Glaive Melee - 1d10+3R 3 Devastating (2), Progressive, Proven (4)

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Ranged Weapons

PULSE WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special
Pistols
Pulse Pistol Pistol 50m S/2/3 1d10+4 E 3 12 Full Disruptive (1)
Basic Weapons
Magistrate Carbine Basic 90m S/3/5 1d10+6 E 5 30 Full Burst, Disruptive (1), Grenadier

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Armour

POWER ARMOUR
Name Head AP Arm AP Leg AP Body AP Special
XC-16 Battlesuit 12 AP 12 AP 12 AP 13 AP Ablative, Auto-Doc (2), Dreadnought, Empowering (3), Powered, Sealed, Sentinel, Stabilised

Starting Stats

Characteristics

Starting Characteristics
Name Value Bonus Modifiers
Weapon Skill 38 3 -
Ballistic Skill 39 3 -
Strength 26 2 -
Toughness 36 3 -
Agility 40 4 -
Intelligence 41 4 -
Perception 29 2 -
Willpower 32 3 -
Fellowship 41 4 -

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Vitals

Vitals
Wounds: 14 Fate Total: 3
Insanity: 10/100 Ego Barrier: 100/100

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Experience Table


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