Mohammed Walid Shire

Mohammed%20Shire.png?raw=1
Name: Mohammed Walid Shire
Position: Pilot in Wolf Squad
Sex: Male
Age: 35 (Born 1983)
Nationality: Somalian
Place of Residence: FNS Dorian Lachapelle

Physical Details
Hair colour: Black
Eye colour: Golden-brown
Height: 6'4"
Build: Fit

Personal Details
"Death in war is not gentle. Death in war is not kind or peaceful. The deaths that are given to you by God's own hand are different from these. I will not run away; then the only proper outcome is one in which neither of us die."
(Theme)

Bio details here.

Character Details

Character Details
Name Mohammed Walid Shire Gender Male
Background Impact Survivor Career Dervish/Adept
XP Total 21300 Rank Elite
Kit:

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 60 6 Expert
Ballistic Skill 50 5 Expert
Strength 50 5 Intermediate
Toughness 40 4 Intermediate
Agility 60 6 Expert
Intelligence 50 5 Trained
Perception 45 4 Trained
Willpower 50 5 Intermediate
Fellowship 60 6 Expert

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Vitals

Vitals
Wounds: 22 Fate Total: 3
Fatigue Threshold: 4 Conditional Fates: 0

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Traits

Asset Subname Effect
Eidetic Memory Gain the Total Recall talent.
Gifted Toughness Choose a characteristic. This characteristic advancement category improves by one step.
Paranoid Gain the Light Sleeper and Rapid Reaction talents.
Polyglot Amharic, Italian, Kiswahili Gain the Polyglot talent and three Linguist skills.
Rugged Desert Choose one environment (eg. Ocean, urban, desert, forest, ice etc). In this environment you take a +20 to Survival tests and reduce the DTV of Difficult Terrain by 2.

Injuries and Complications

Injuries
Injury Effect Cause Incident

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Skills

SKILL LIST
Skill Name Characteristic Proficient Trained Mastery Bonuses
Acrobatics Agi X X X Talented
Athletics Str X 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 Int - - - -
Disguise Fel - - - -
Dodge Agi X X X Talented
Inquiry Fel X X - -
Intimidate Str X X - -
Literacy Int X X - -
Logic Int X X X -
Medical Int X X - -
Parry WS X X X -
Scrutiny Per X X X -
Security Int X X - -
Sleight of Hand Agi X X - -
Stealth Agi X X X -
Survival Per X X X -
Tech Use Int - - - -

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Basic Skill Reference Cards

Skill Name Acrobatics
Characteristic Agility
Action Full Action unless otherwise noted
Description
Acrobatics is the skill of moving with agility, grace and balance. Balancing on a tight rope, understanding the best stance for a jump, or somersaulting away from an enemy- all of these are uses of Acrobatics. Use of Acrobatics include keeping your balance in unstable or uneven ground, jumping from a height and landing without harming yourself, or moving around enemies without slowing down.
Special Uses
Maneuvering You may make a Disengage action (normally a Full Action) as a Half Action, so long as you pass an Acrobatics +0 test first.
Contortionist As a Full Action, you may test Acrobatics to free yourself from bonds or restraints. This may only be tested once to escape restraints; if you fail the first time, then you are simply too tightly bound to wriggle free. This test may be modified depending on the quality of the bonds. You may also use Acrobatics to escape from a grapple in place of testing Strength or Agility.
Jumping When jumping or leaping, you may test Acrobatics in place of Agility and Strength tests.

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Specialist Skill Reference Cards

Skill Name Linguist
Characteristic Intelligence
Action Free Action
Specialist Examples English, French, Japanese, Russian
Description
Linguist represents the ability to speak and understand a language. Most of the time, there is no need to test Linguist in regular conversation. Tests may be needed for particularly difficult tasks, such as understanding an extremely thick accent or understanding a garbled radio message. However, this skill may also be tested when trying to decipher or understand a language you are not familiar with. Generally, even the most basic of sentences from another language requires a Linguist test to understand, with bonuses or penalties being applied depending on how close the language is to one of your own: for example, it is much easier for someone who speaks Spanish to understand Portuguese than it is for them to understand Chinese. Sometimes the necessary context is simply missing, and Linguist tests are impossible.

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Talents

Proficiency Talents

Weapon Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Melee Training - May wield Melee Weapons without a -20 nonproficient penalty.
Pistol Training - May wield Pistol Weapons without a -20 nonproficient penalty.
Basic Training - May wield Basic Weapons without a -20 nonproficient penalty.
Heavy Training - May wield Heavy Weapons without a -20 nonproficient penalty.

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Skill Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Talented Acrobatics Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Command Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Dodge Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Lore Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.

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Combat Talents

Generic Combat Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Arms Master - Take a -10 penalty when wielding weapons without Proficiency instead of -20.
Commission 2 Everytime you take this talent, you gain an extra equipment slot, which may contain any weapon. Furthermore, you can take one Commission upgrade. This applies to both P and E-Scale.
Quick Draw - Use the Ready action as a Free Action.
Advanced Talents
Ambidextrous - You take no penalties for using your off-hand, and reduce the penalty for making Two Weapon Attacks by 10. Furthermore, you ignore the penalty to making a Two Weapon attack if the weapon is a pistol or Balanced or Fast weapon.
Precision Attack - On purchasing this talent you gain access to the below effects. The effect may be applied to any Standard or Called Shot you make, but must be declared before you roll to hit. You may only apply a single Precision effect at any one time.
- Buster Reroll a single damage die on attacks against enemies of Size 6 or higher and take the preferred result.
- Cleaver The attack gains +2 Penetration.
- Crippler Should the attack deal Critical Damage, then it deals +1 Critical Damage.
- Overwhelm After Toughness, Armor, and any special ability that the target has that might reduce damage (but not any form of damage immunity) is applied, the attack deals a minimum of 2 wounds worth of damage.
- Touché Targets take a -20 penalty to dodge or parry this attack.
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 (Ranged) talent, lets you attack with a gun and a melee weapon at the same time.

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Melee Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Furious Charge - You gain a +10 bonus to Charge attack tests. Whenever you make an All Out Attack, you may expend a Reaction to deal a second attack (may not be used in conjunction with another reaction-expending attack talent).
Disarm - This talent permits use of the Disarm Action.
Double Team - Increase Gang-Up bonus by +10.
Takedown - You gain a +10 bonus to Grapple tests, and deal +2 Penetration when using Unarmed attacks. Furthermore, when you use the Push Opponent Grapple action, they land prone. Furthermore, this talent permits use of the Takedown Action.
Street Fighting - +2 Critical Damage with a knife, Natural or unarmed attack.
Swift Attack - This talent permits use of the Swift Attack Action.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer count as Unarmed. Your Improvised weapons count as 1d10+2 and do not count as Primitive.
Advanced Talents
Assassin Strike - Free. After making melee attack, may make Acrobatics test. On a success, you may make a free Half Move action.
Battlemaster - Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Crippling Strike - Deal +2 Critical Damage with Melee Weapons.
Combat Master - So long as you are not helpless or immobilised, you deny enemies the Ganging Up bonus against you and enemy hordes take a -20 penalty to attack you in melee combat. Furthermore, you reduce the Melee attack called shot penalty by 20.
Duelist - This talent permits use of the Counter-Attack Action. You take a +20 bonus to Disarm tests.
Dual Strike - A Full Action made whilst wielding two melee weapons. You make a single WS test- you 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.
Gravity Kick - This is a special Charge attack that may only be used if you start the charge at a height higher than your enemy Make a WS test against a single enemy below you. On a hit, you deal normal unarmed leg damage plus another +1d10 damage. The attack has a Penetration value equal to 1 per KM of height. 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.
Lightning Attack - This talent permits use of the Lightning Attack Action.
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer count as Primitive.
Elite Talents
Crushing Blow - You deal Extra melee damage equal to WSB/2.
Irresistible Force - When making a Charge attack, you may expend a reaction to perform a Flurry attack in place of your Charge attack, gaining the to-hit modifiers for both. May not be used in conjunction with another reaction-expending attack talent.
Whirlwind of Death - On dealing a melee attack against a Horde, if your attack deals damage after soak, 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. Alternatively, as a Full Action, you may make a standard melee attack against all adjacent enemies, up to an amount equal to your WSB; Hordes hit by this do not suffer the extra Magnitude Damage.

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Ranged Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Covering Fire - Any enemies subjected to suppressive fire from you, even if these enemies are immune to Pinning or Fear, take a -10 penalty to WS and BS so long as they are within the field of fire and Suppressive Fire is sustained.
CQC Gunplay - When making attacks with pistols in melee combat, you may treat them as though they were at Point Blank, gaining the +30 range bonus to hit.
Deadeye Shot - You reduce the penalty to called shots and for shooting at long or extreme range by -10.
Hip Shooter - You may move Full Move or Run and fire single shot with one Pistol or Carbine. However, you apply a -20 Penalty to BS if you are firing as part of a Run action; this penalty becomes -40 if used with Sprint.
Rapid Reload - Weapon reload times are reduced by a half action.
Advanced Talents
Barrage - You may reroll a single Burst ranged attack per round and take the preferred result, and you increase your maximum hits when making a ranged Burst attack by one.
Cleanse and Purify - Enemies take a -20 penalty to dodge attempts when avoiding attacks from you made with a Spray weapon.
Crack Shot - You deal +2 critical damage with ranged attacks.
Dual Shot - A Full Action made whilst dual-wielding ranged weapons. You make a single BS test- you do not suffer any penalties from dual-wielding. On a hit, you 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.
Gun Drill - You increase your maximum hits when making a ranged Burst attack by one.
Independent Targeting - When firing two ranged weapons at once, may may attack targets more than 1km apart.

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Personal Talents

Interpersonal Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Air of Authority - When using the Command action, you may issue commands to a number of people equal to 1,000 times your Fellowship Bonus. Only NPCs are affected, and any NPCs not under your command will only obey the order if you achieve more degrees of success than their WPB. Your Followers also have +10 Loyalty when in your presence, and your subordinates may reroll any attached Hordes may reroll failed Break, Fear, and Pinning tests and take the preferred result, so long as you are within visual or audial contact with them.
Beyond Reproach - When interacting with others, you may spend a Fate Point. Any negative modifiers to their disposition towards you due to your reputation, second-hand knowledge or the like is ignored for the rest of the encounter.
Cold Hearted - Any use of the Charm skill against you gives you a +20 to the Opposed Test to resist the skill in addition to other modifiers.
Disturbing Voice - You count as having Fear (1) for the purpose of Intimidate tests and the "Terrify" use of the Command skill.
Eloquent - You may reroll Charm, Inquiry and Deceive tests and take the preferred result.
Unremarkable - You're easily forgettable, and blend into a crowd easily. Attempts to recall your face or spot you in a crowd take a -20 penalty, and you take a +20 bonus to Deceive tests to persuade someone that they've never seen you before. This talent doesn't work if you're particularly distinctive in relation to the crowd or are wearing unique or flashy items- an unremarkable Iron Guard might be able to lose themselves in a crowd of other Guard, but they always stand out in a crowd of biotypicals.
Veiled Threats - You use Fellowship in place of Strength for the purposes of Intimidate tests.
Advanced Talents
Polyglot - You may treat the Speak Language skill as a Basic Skill, meaning you can make untrained skill tests in it. This gives you simple understanding of most languages, but you have to pass a Speak Language skill test to achieve more than just the most basic exchange of information or ideas.

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Mental Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Blind Fighting - You take half the usual penalties when fighting in situations where your vision is obscured. Includes Blindness, but BS attempts still automatically fail.
Heightened Senses Hearing You take a +10 to Perception tests when using the chosen Sense.
Hotblooded - You take a +10 to Feedback tests, and may roll twice on the Shock Table and take the preferred result after failing a Fear test.
Indomitable - Reduce all Ego Damage taken by 1, to a minimum of 1.
Jaded - You are unaffected by mundane horrors such as death, violence or the sight of blood. Furthermore, you roll twice on the trauma table and take the preferred result.
Advanced Talents
Fearless - You increase your Fearless trait rank by 1.
Light Sleeper - You are always assumed to be awake for the purposes of being Surprised, making Awareness tests or waking up in a hurry, even when asleep.
Nerves of Steel - You may reroll Willpower tests to resist or recover from Pinning and take the preferred result. Furthermore, you take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill.
Unshakeable Faith - You may reroll failed Fear tests and take the preferred result.
Elite Talents
Total Recall - You automatically remember most facts, even down to minute details. This allows you to ask the GM for details about an event in which you took part, and gain a detailed account. Furthermore, you may reroll every test with the Lore skill and take the preferred result.

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Physical Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Bulging Biceps - You may fire unbraced Heavy Weapons without the -30 unbraced penalty. Furthermore, you take a +20 Bonus when testing Athletics to increase your carrying capacity.
Catfall - Whenever you fall, you always land on your feet, and you may test Agility or Acrobatics as a Free. On a success, and for every 2 DoS, you remove one Falling Damage hit.
Hardy - You always count as Lightly Wounded for the purposes of healing lost wounds. Furthermore, you may reroll toughness tests to resist Blood Loss's effects and take the preferred result.
Resistance (Cold, Fear, Heat, Poison, Mental) You gain a +10 to tests to resist the chosen object.
Sound Constitution 3 Increase your Wounds by 2 per purchase of this talent.
Advanced Talents
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 - You double your AB when rolling Initiative. So long as you are not stunned, helpless or otherwise immobile, Enemy Hordes take a -20 penalty to hit you with ranged attacks.
Rapid Reaction - You gain a +2 bonus to Initiative, and your character makes automatic Awareness tests. Furthermore, when surprised or ambushed, you may pass an Agility test to act normally.
Sprint - When making a Movement Action, you may increase your AB by AB/2 for the purposes of movement. You gain a level of Fatigue if you use this talent two turns in a row.
Elite Talents
Burst of Speed - May be used once per session. On declaring Burst of Speed, you gain Unnatural Agility (4) and ignore Difficult Terrain for a number of rounds equal to your pre-Burst of Speed AB/2.
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge.

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Specialist Talents

Support Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Able Assistant - Whenever you use the 'Assist' action on another character making a skill test, they gain a +10 bonus to their attempt. This does not stack with itself (ie. If assisted by two people with Able Assistant, the total is +30, not +40).
Combat Formation - When this character is present in a squad, the squad gains +1 Initiative, stacking with any other Combat Formation. Furthermore, the character may choose to use their IB in place of their AB when rolling Initiative.
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.
Marker - You may, when firing at an enemy with a ranged weapon, choose to 'mark' an enemy. Until the start of your next turn, all allies who open fire with a ranged weapon on that target take a +10 bonus to hit. You may only mark a single enemy in this manner, even if you hit multiple foes.

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 40 4 -
Ballistic Skill 30 3 -
Strength 40 4 Impact Survivor (+5)
Toughness 30 3 -
Agility 40 4 -
Intelligence 35 3 Impact Hero (+5)
Perception 30 3 -
Willpower 40 4 Impact Hero (+5)
Fellowship 40 4 Impact Survivor (+5), Impact Hero (+5)

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Vitals

Vitals
Wounds: 15 Fate Total: 3
Fatigue Threshold: 3 Conditional Fates: 0

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Traits

Asset Subname Effect
Eidetic Memory Gain the Total Recall talent.
Gifted Toughness Choose a characteristic. This characteristic advancement category improves by one step.
Paranoid Gain the Light Sleeper and Rapid Reaction talents.
Polyglot Amharic, Italian, Kiswahili Gain the Polyglot talent and three Linguist skills.
Rugged Desert Choose one environment (eg. Ocean, urban, desert, forest, ice etc). In this environment you take a +20 to Survival tests and reduce the DTV of Difficult Terrain by 2.

Injuries and Complications

Injuries
Injury Effect Cause Incident

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Starting Skills and talents

From Background

Survival, Command, Literacy, Lore (Tactics); Linguist (English, Arabic, Somali), Lore (Second Impact)

From Assets

Linguist (Amharic, Italian, Kiswahili)

From Career

Logic (SP)
Stealth (SP)
Operate (Superheavy)

Starting Talents

Skill Proficiency*2, Melee Training, Pistol Training
Polyglot
Resistance (Hot)
Light Sleeper, Rapid Reaction

Experience Table

Income Expenditure Reason Remaining Total Expenditure

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