Major General John Ajax

Pilot, Astronaut, American Hero, All around great guy.

Description:

Name: John Ajax Player: Dan Hennigar
Concept: American Icon Association Moondust BLUE FLY Pilot Life Points: 46 / 46

Speed: 10 yards per turn

Character type: Heroic

Description
Gender: Male or Female Age: 21 Hair:
Race: Height: Weight: Eyes:

Physical Attributes Mental Attributes Secondary Attributes
Strength: 4 Intelligence: 3 Life Points: 46 Endurance Points: 41
Dexterity: 5 Perception: 4 Speed: 20 Essence Pool: 24
Consitution: 5 Willpower: 3

Qualities and Drawbacks
Quality or Drawback Level Cost XPs Notes
Influence (Military) 9 3 5 Requires 2 or more levels in combination of Miltary Rank, Resources or Status. Civilian, Criminal, Intelligence, Law Enforcement, Military, Paranormal or Science and Research.
Military Rank Quality 8 4 1 Major General
Resources Quality 3 2 2 Wealthy
Obligation 2 0 0 Extreme (2)
Alien Technology 1 0 0 MOONDUST or Ranch Profession.
BLUE FLY Transport 1 0 0 MOONDUST Profession.
Specialized Aircraft 1 0 0 MOONDUST, Ranch or USAF Profession.
Charisma Quality 5 2 3 Charisma may be added to any Task where the character is trying to influence other people.
Fast Reaction Time 1 2 0 if using a random initiative option, this Quality adds five to all rolls). This Quality also provides a

bonus of +1 on Willpower Tests to resist fear.

Situational Awareness 1 2 0 These characters gain a +2 bonus to any Perception-based rolls to sense trouble or danger in the immediate surroundings. It is very hard to sneak up on them; the same bonus applies to resist any Stealth Tasks to approach them.
Acute Senses (Sight) 1 2 0 When bought as a Quality, an Acute Sense gives the character a +3 bonus to any Perception-related Test or Task that relies on that sense.
Status Quality 10 3 7
Good Luck 5 4 1 Each level of the Luck Quality counts as a +1 bonus (or –1 penalty) that can be applied to a Test or Task, once per game session. Multiple levels can be added together for a big bonus on one Test or Task, or spread around several different actions.
Abductee 1 1 0 At some point in the character’s past, he was abducted by aliens. The exact details of the event are to be decided by both the player and the Chronicler. Still, whichever race or group abducted him, they know all about the agent and his history and may still be watching him. The character gains Myth & Legend (UFOlogy) +2, the Contacts (UFO Group) 1 Quality, and the Adversary 2 Drawback.
Adversary 1 0 0
Contact 1 0 0 UFO Group
Contact 5 0 5 NASA
Contact 4 0 4 USAF
Hyperlingual 3 0 6 Add Hyperlingual rating to linguistics rolls.
Atlanten Nanotech 0 0 0 Pilot Interface
Honorable 2 -2 0 Serious

This code of honor is more complex and applies to
everyone, friend or foe. The character always keeps his word and does his best to fulfill any promises he makes. He will not betray the trust of others once he has accepted it. Note that the character may be reluctant to give his word except in a good cause, because once it has been given he will abide by it.

Covetous РAmbition 1 -1 0 Mild: The character knows what he wants, and he spends a great deal of time and effort to attain his goals, but he won’t break his own rules or those of society to do so. His desire otherwise dominates his life, however. Most of his actions should be directed toward achieving his objective, directly or indirectly.

This level is worth one point.

Flashbacks 1 -1 0 The character is haunted by vivid flashbacks of some horrific event in his past. They occur suddenly, often triggered by a particular sight, smell, or sound, and completely overwhelm the agent. Luckily, the flashbacks seldom last more than a few moments.
Psychological Problem РBeliever 1 -1 0 Believer: Whether from personal experience, observation, or logical deduction, the character sees the paranormal’s influence in almost everything — the recent power outages, his partner’s guessing the right winning team, etc. He isn’t gullible, just really anxious to see the unusual in every situation. The Cast Member must pass a Difficult Willpower Test to avoid assuming a paranormal explanation for any situation which is currently unexplainable.
Animal Animosity 1 -2 0 The character’s presence has a strange affect on animals. As a Drawback, the character spooks all animals nearby. The animals are openly hostile and either run or attack if the Cast Member comes too close. Normally tame house pets hiss or bark, wild animals attack immediately, and herds generally stampede at the sight of him. This can be due to body language, scent, or other reasons. If the Chronicler agrees, the cause could even be Paranormal.
Psychic Burnout 1 -2 0 Can’t have Psychic, Supernatural Focus, Psychic Void, Psychic Sink. Loses Basic ESP.

One mild
advantage is gained through this tragedy, however. The former
psychic still possesses the mental discipline that allows him to
shield his thoughts from prying minds.

Sleep Disorder – Recurring Nightmares 1 -1 0

Skills
Skill Level Cost XPs Notes
Piloting 4 3 4 Helicopter
Piloting 3 2 3 Jet
Stealth 3 2 3
Myth and Legend 4 1 4 UFOlogy
Computers 3 2 3
Dodge 2 1 2
Driving 3 1 5 Motorcycle
Electronics 4 2 7
First Aid 2 2 0
Guns 3 2 3 Handgun
Guns 3 2 3 Assault Rifle
Mechanic 3 1 5
Notice 3 1 5
Piloting 3 2 3 Spaceshuttle
Science 3 2 3 Physics
Science 2 1 2 Astrophysics
Pilot 3 2 3 Aurora
System Operations 2 2 0 Communications
System Operations 1 1 0 Radar
System Operations 2 2 0 Electronic Warfare
Weight Lifting 2 1 2
Sport 1 0 6 Football
Language 2 0 8 Spanish
Language 2 0 8 French
Martial Arts 0 0 0

Equipment
Punch
Damage: D4xStrength.
Reference: ConX167.

Kick
Damage: D4x(Strength+1).
Reference: ConX167.

Handgun, .45 caliber
Damage: D8x4(16). Range: 3/10/20/60/120. Capacity: 7-10. EV: 2/1. Cost: $1500.
Reference: ConX125.

Assault Rifle, 5.56 mm
Damage: D8x4(16). Range: 10/50/150/600/2000. Capacity: 20-30. EV: 8/4. Cost: n/a($2400).
Reference: ConX125.



Tracer Bullets
Damage: As per weapon.Cost: n/a (1 RP to ammunition cost).
Notes: When tracer bullets are fired from a fully automatic weapon in a long burst, apply a +1 bonus to aiming rolls. The bullets are highly visible and give away the shooter’s position.
Reference: ConX131.

Flashlight Mount
EV: neg.Cost: $50.
Reference: ConX131.

Silencer
EV: 1 (pistol, SMG, or .22 rifle), 2 (other
rifles), 3 (machine guns).Cost: $300.
Notes: Penalizes Perception Tests to notice gunshots, depending on the weapon (light rifle –6; pistol –4; rifle –3; submachine gun –2; automatic rifle or machine gun –1). Firing a short burst with a silencer burns out the silencer on a dice roll of one. A full-auto burst ruins the silencer. .
Reference: ConX132.

Telescopic Sight
EV: 1. Cost: $300.
Notes: Reduce the range penalties by two categories. For example, a target at long range is viewed as short range, so the –3 penalty to hit is negated. Does not affect damage reductions due to long or extreme range (see p. 168).
Reference: ConX132.

Cell Phone
EV: 1. Cost: $200.
Reference: ConX137.

Laptop
EV: 8. Cost: $2500.
Reference: ConX137.

Vest, Kevlar
Armor Value: (D6x2)
14 (20). EV: 16. Cost: $800.
Notes: Causes at least medium encumbrance regardless of Strength.
Reference: ConX144.

Uniform
EV: 2. Cost: varies.
Reference: ConX143.

Helmet
Armor Value: (D8x3)+18 (30). EV: 8. Cost: $100.
Reference: ConX143.

Motorcycle
Weight: 500. Speed: 160/70. Acceleration: 45. Range: 225. Toughness: 1. Handling: 5. DC: 30. AV: 2. Accuracy: n/a. Cost: $10,000. Crew: 1. Passengers: 1.
Reference: ConX147.

Helicopter, Passenger
Weight: 3,500. Speed: 120/60. Acceleration: 30. Range: 250. Toughness: 3. Handling: 4. DC: 50. AV: 2-5. Accuracy: n/a. Cost: $720,000. Crew: 1. Passengers: 5.
Notes: Equipped with a vehicle comm link, radar array, parachutes, survival kit, first aid kit and 10 signal flares.
Reference: ConX145.
Advanced Tech: +2 Pilot Checks

Grenade, Incendiary
Damage: Ground Zero = 1 yard: D6x6(18). General Effect = 3 yards: D6x4(12). Maximum Range = 6 yards: D6x2(6).Range: 3/7/10/13/20. EV: 1/1. Cost: $100.
Reference: ConX128.
Lifting Capacity = 200lbs /100kg. Throwing Capacity = 180lbs/90kg.
Up to 100/50 = No penalty.
101/51 to 250/125 = -1 penalty. D4 Endurance per 10 minutes. (Light)
251/126 to 300/150 = -2 penalty. D4 Endurance per 5 minutes. (Medium)
301/151 to 350/175 = -3 penalty. D4 Endurance per 2 minutes. (Heavy)
351/176 to 400/200 = -5 penalty. D4 Endurance per minute. (Extra Heavy)
Lifting Capacity = 200lbs /100kg. Throwing Capacity = 180lbs/90kg.
Up to 100/50 = No penalty.
101/51 to 250/125 = -1 penalty. D4 Endurance per 10 minutes. (Light)
251/126 to 300/150 = -2 penalty. D4 Endurance per 5 minutes. (Medium)
301/151 to 350/175 = -3 penalty. D4 Endurance per 2 minutes. (Heavy)
351/176 to 400/200 = -5 penalty. D4 Endurance per minute. (Extra Heavy)

Character Sheet by UniForge Version: 1.1.5. Last Modified 2013-02-24 20:44:33

Bio:

Major General John Ajax

The Truth is a Lie dlhennigar