< Adrian Cholin | The Crew | Cherry >

Jean Bellstock

Attributes
ST9[-10]HP9/9[0]
DX14[60]Will17[-15]
IQ20[120]Per18[-10]
HT10[0]FP10/10[0]
 Basic Lift: 34 lbs
 Basic Speed: 6 [0], Basic Move: 6 [0]
 Damage: Thrust 1d-2, Swing 1d-1
 Defenses: Dodge 9-, Block 10- (Force Shield)

 Languages [2]: Ritong (Native), Daevonic (Broken)
 Reactions: +1/+1 from Appearance; +2 from Diplomacy.

Conditional: +2 from Artificer for people you do work for.

 Home Gravity: 0.91G
 Weight: 82 pounds, Height: 5'8", SM+0

< Jean Background | Jean Page | Jean Equipment >

Skills
Skill/TL (Specialty)LevelRel. LvlCost
Archaeology18-IQ-2[1]
Area Knowledge (OGRE)20-IQ+0[1]
Astronomy/1118-IQ-2[1]
Bioengineering/11 (Tissue Engineering)18-IQ-2[1]
Biology/11 (Standard Garden)17-IQ-3[1]
Body Sense15-DX+1[1]
Includes: +3 from Spatial Sense  
Brain Hacking/1118-IQ-2[1]
Chemistry/1118-IQ-2[1]
Computer Hacking/1118-IQ-2[2]
Computer Operation/1120-IQ+0[1]
Computer Programming/1118-IQ-2[1]
Crewman (Spacer)/1120-IQ+0[1]
Cryptography/1118-IQ-2[1]
Diplomacy20-IQ+0[2]
Engineer (Electronics)/1122-IQ+2[4]
Includes: +2 from Artificer  
Engineer (Roboticist)/1122-IQ+2[4]
Includes: +2 from Artificer  
Environment Suit (Vac Suit)/1114-DX+0[2]
Explosives (EOD)/1119-IQ-1[1]
Free Fall15-DX+1[1]
Includes: +2 from Spatial Sense  
Geology (Standard Greenhouse)/1118-IQ-2[1]
Guns (SMG)/1114-DX+0[1]
Leadership19-IQ-1[1]
Mathematics (Applied)/1118-IQ-2[1]
Mechanic (High-Performance Spacecraft)21-IQ+1[1]
Includes: +2 from Artificer  
Navigation/11 (Space)21-IQ+1[1]
Includes: +2 from Spatial Sense  
Physician/1118-IQ-2[1]
Research/1119-IQ-1[1]
Shield (Force Shield)14-DX+0[1]
Terraforming (Venus-Type)19-IQ-1[1]
Theology (Church of Man)18-IQ-2[1]
Weird Science17-IQ-3[1]
Zero-Gravity Acrobatics14-DX+0[1]
Includes: +2 from Spatial Sense  

Template

 Template: Ladon

You were born on a small Asteroid Enclave in Corant System (in OGRE Space) that was home to a number of Ladon Parahumans. Amongst them were your parents, who spent their days as Asteroid Miners while working on Biogenetics at night. You grew up in a small hollowed out Asteroid that was given 0.2G or so of spin, and your parents quickly realized that you were considerably more intelligent than even most of your kind. By the time you were old enough to qualify, they had arranged to send you off to Orion for schooling, under one of OGRE's System Outreach programs that allowed for just such things. You remained in school, always amongst the top of your class, until you graduated a few years early and finagled your way into OGRE's Terraforming Division. [75]

Advantages

 Allies (ALTAIR)

ALTAIR is a NAI that monitors the nanofac and related systems, keeping them running at peak efficiency when Jean doesn't need them doing something else and interfacing with the ship as required or requested. He is not always active and lacks initiative like all NAI's, as well as being mostly sessile (it would require reprogramming for ALTAIR to adapt to moving around and being mobile in a Robot Body, but 'he' can handle just HAVING a body fairly well). But, he makes a good research assistant and general all-around helper. ALTAIR is a 100 point Ally, a Minion with the Slave Mentality trait, who appears on a 15-. [3]

 Allies (BETH)

BETH stands for Big Enough To Hurt. She's a weak dedicated AI, lacking both initiative and personality, that controls operations on his gun. It spends most of its time "happily" monitoring sensor readings and alerting him to any information that is flagged as needing Jean's attention or any unusual situations not covered by its programming. Another 100 point Ally, also a Minion with the Slave Mentality trait, appearing Constantly. [4]

 Biomod: Rad Regeneration

When you were still young, your parents had you spliced with genes largely Alien in nature (discovered ages ago by the Pantropic Collective). Life as the child of an Asteroid Miner can be dangerous, after all, and when you started to leave the beehive it became a necessity. These allow you to shed accumulated Rads at a rate of about 20 rads per day (about 5 rads every Six Hours). You reacted a bit 'off' to the genes, though, and as a result need about twice as much food and water while shedding radiation in this fashion. While not dangerous, its not-unsensible to be careful with your waste while shedding rads. [3]

 Biomod: Spacer Boosts

You were given the usual 'Spacer Boosts' by your mother soon after your delivery. This includes the Calcium Hack, preventing the degeneration of bone mass in Zero-G, as well as a general increased tolerance to both Acceleration (+8 to all HT rolls to resist Acceleration-related effects) and the effects of different G-forces. You suffer no penalties for gravities between .62G and 1.2G; your G-increment is 0.3G, compared to a normal humans 0.2G increment. [9]

 Courtesy Rank (OGRE)

You were very nearly the Director of OGRE's Terraforming Division prior to "deciding" to leave the Recovery Effort. You still retain a large amount of respect within OGRE. [6]

 Cyberware: Cognitive Enhancement

You have a sophisticated cybernetically enhanced brain, with nanowires fused throughout your soft tissue and most of your synapses replaced with a more efficient system developed in the late 26th century, as well as numerous other improvements that combine to make your brain a cutting-edge "Brain 2.0". This gives you numerous capabilities, including general increased intelligence (+3 IQ), a 3D Spatial Sense and sense of direction, and the ability to run highly detailed visual cognitive simulations (the Visualization advantage). Your brain, though, is sensitive to EMP's and the effects of electrical surges. Lastly, the entire system requires about one hour a week of Maintenance from someone with Electronics Repair (Computers). [61]

 Cyberware: Mind-Computer Interface

In addition to the general capabilities discussed below, your brain also makes a number of astounding connections to your Implant Computer (below) that allows it to share the processing load and incidentally run programs more seamlessly than many AI's. You're still experimenting with the functional limits of the technology, but at the moment you can run three different neuroskill programs and switch between them without buffering. The only real limitation being storage space and the ability of your brain to decide what it needs to do next! This is still a prototype and requires weekly maintenance with Electronics Repair (Computer), however, and is subject to EMP/surges. You have the Computer Brain advantage with three program slots; 9 points, 6 points and 4 points. It takes about 1 second per character point to download a new program into your Implant Computer. [71]

 Cyberware: Implant Computer

You've a Tiny Computer implanted in your brain, and hooked up into the brain tissue there via neural wiring. This allows you to control the computer, but doesn't give you any way to neurally connect to other devices. You'd need another Neural Induction Pad for that. In addition to the normal functioning of a Computer, this Implant is connected to your sensory cortex and can record everything you experience for later perusal. [7]

 Contact Group (Void Dancers)

You've some contacts among a Militant Group of Void Dancers that were cooperating with Project Bluebell. These Void Dancers are largely unconnected to the population out of Hole, considered by OGRE to be members of the Recovery Effort (even if they don't see things the same way). You can find a member of this group on a roll of 9-; the organization benefits from an Effective Skill of 19- (modified from 21-) in Military Skills. They don't let you trust you, and are Unreliable (lying on any failure, notifying interested parties of your inquiry on a critical failure), but you hope to earn their trust in time. [10]

 G Experience (0G)

Between your leaving the Asteroid Belt's of Corant for Orion at a young age, and the varying gravities you experienced there (Spin in the Hive, or Accelleration on the ship), you never really normalized to Zero G. You suspect your parents intended this. Despite that, you're comfortable in microgravity and halve any penalties. In situations where low gravity would make a task easier, you roll at full DX, plus the bonus for low gravity, plus an extra +1. [1]

 Gizmos

Jean has been downloading blueprints, modifying them, and running off copies on his nanofac for his own use in order to populate his laboratory with useful widgets. As he also has access to pretty much all the equipment in engineering, and really on the ship, there's no telling what Jean has on him at any time, or is able to whip together out of spare parts. Once per session, Jean can produce an item small enough to fit in a coat pocket (or belt pouch), within reason. [5]

 Lifting Strength 4

You have an effective ST of 13 for the purposes of calculating your Basic Lift and tracking Encumbrance. [12]

 Patrons

You've managed to convince Captain Kirke Esmebrythe to support your Inventions, providing you with money and gear to assist you. He's already provided a 500K grant, though, and expects to see some results before laying anything else on the line. If you need additional help, he's willing to listen on a roll of 9- but tends to give you whatever help he thinks you need as opposed to trusting in your judgment. Over time, hopefully, this relationship will improve. Note that Kirke counts as a powerful individual even though his point value is lower than a Patron's would normally be. [15]

 Versatile

You are extremely imaginative. You have a +1 bonus on any task that requires creativity or invention, including most rolls against Artist skill, all Engineer rolls for new inventions, and similar tasks. [5]

 Talent: Artificer 2

You gain a +2 to Armoury, Carpentry, Electrician, Electronics Repair, Engineer, Machinist, Masonry, Mechanic and Smith. You also get a +2 reaction bonus from people who you have done work for and learn the above skills 20% faster than those without this Talent. [20]

Disadvantages

 Code of Honor (Spacers)

As a high-ranking member of the Terraforming, you interacted with many Spacers, from Duncanites that you got to help herd Comets for you to Void Dancers that you consulted for numerous and sundry reasons. Not to mention extensive dealings with the Merchant Clans, a necessary task in just about any large-scale endeavor. You've generally adopted the "Spacer's Code", a very informal "code among peers" that mostly involves helping out Spacers in need, not letting business rivalries turn bloody and honoring your word. [-5]

 Dependent (BELL)

BELL is an artifical intelligence designed to assault and take over other systems; she has the intelligence and behavior of a small child, and a huge independent streak, having been encouraged by her "father" to grow slowly and carefully. Far different from what the designers of this Experimental AI wanted for her. She mostly shows no real interest in her "primary function", except taking over the Cargo Manipulator Arms of a ship once, though she does claim to want a bigger processor and more peripherals. Jean has promised her these things on her birthday, and possibly a Cybershell of her own, though she's exhibited little interest in such. [-30]

 Destiny (Major)

You are fated to play a key roll in a sorry turn of event. Still, you'll survive to see the fruits of your actions. [-10]

 Duty (Chief Engineer)

Your duty, which is quite often and occasionally dangerous. [-10]

 Enemy (Bluebell Project)

The leader's of Project Bluebell, including Samuel Blake (who took over for you after you left), have kept a watch on Jean as he's left OGRE space. Few people, except Jean and his Rivals, are entirely clear on what happened that drove him away but its unlikely that its over yet. The legacy of Project Bluebell is likely to show up fairly often (9-), and for the time being only involves a small group of 3-5 people or so. They're only interested in keeping Jean out of the way. For now. [-5]

 Phobia (Scotophobia)

You're afraid of the dark. This is more "dark shadowy crevices where you can't see"; Space doesn't bother you as much, in general, as you can generally see things fairly well and there really is a lot of light even if its not evenly distributed. But blow out the lights in the kitchen and you're going to freak a bit. Engineering is very well lit. You must make a Self-Control (9-) roll whenever exposed to the object of your fear. If you fail, roll 3d, and add the amount by which you failed your Self-Control roll then look up the result on the Fright Check Table (p. 360). If you succeed, you have successfully mastered your Phobia (for now), but you are still shaken. You take a -3 penalty to DX, IQ and skill rolls while the cause of your fear persists. Even the threat of your fear requires a Self-Control roll at +4. [-22]

 Skinny

You're quite small, and weigh less than most Ladon's of your height. This gives you a -2 to ST when you resist knockback as well as a -2 to Disguise -- or Shadowing, if you are trying to follow someone in a crowd. Your HT may not be above 14. [-5]

 Quirk: Attentive

You tend to stick to one task until it's done. You get a +1 bonus when working on lengthy tasks, but -3 to notice any important interruption. [-1]

 Quirk: Habit (Rarely Changes Clothes)

You tend to forget to change clothes, or just not bother in the first place. [-1]

 Quirk: Sleepwalker

As a Ladon, you don't sleep much. When you do, you inevitable end up sleepwalking, as per the Disadvantage. [-1]

 Quirk: Likes Big Explosives!

You're kind of obsessed with large explosives. This is not a very healthy preference for someone on a spaceship. [-1]