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Quickplay

Jinx Quietclaw-Feral

Feral-lineage fixer — a cat-stock charmer who climbed out of the underworld into the spotlight and never stopped working an angle.

Jinx is cat-stock: lithe, vain, quick, and disarming, with a smile that has opened more doors than any key. She came up in the underworld — light fingers, lighter lies — took a fall for something she didn't do, and decided the safest place to hide a con was in plain sight, on a stage, in front of everyone. She's a performer now, officially; a fixer, actually; and she knows where an unreasonable number of bodies are buried. A job a few years back left her with a leg that never set right, and a doctor she'd take a bullet for.

  • Heritage: Companion — Feral (cat-stock)
  • Age: 34 (4 terms: 2 Criminal, 2 Entertainer)
  • Careers: Criminal (2 terms) → Entertainer (2 terms)
  • Role at the table: face, negotiator, infiltrator, the one who knows somebody

Characteristics§

A 2/2 split. Characteristics grant Advantage/Disadvantage, never numeric modifiers.

CharacteristicState
DexterityAdvantage
Social StandingAdvantage
IntellectNeutral
EducationDisadvantage (permanent)
StrengthDisadvantage (permanent)
EnduranceNeutral

Graceful and magnetic; no muscle and no schooling. Her Dexterity Advantage carried both Criminal careers and still serves her Sneaking and Athletics; her Social Standing Advantage is the engine of every Charm and Network roll she makes. Strength and Education are where she's genuinely weak — she is no brawler, and the formal, credentialed world was never hers. (Her Feral wiriness leaves Endurance neutral — enough to carry her through the Entertainer's grind.)


Skills§

SkillRankSource
CharmProfessional (+2)Entertainer fixed → XP
DeceiveExperienced (+1)Criminal fixed → XP
NegotiateExperienced (+1)Entertainer fixed → XP
NetworkExperienced (+1)Criminal fixed → XP
SneakingExperienced (+1)Criminal fixed → XP
Close QuartersTrainedCriminal fixed
AthleticsTrainedCriminal D66 51
ElectronicsTrainedCriminal D66 44

All other skills Untrained (−3).


Trauma — carries a lasting scar into play§

Starts play with one Maimed node marked. Jinx is the crew's example of creation trauma that doesn't wash out. She took three points across her terms; the first two filled Shaken and Wounded (which clear), but the third — a physical injury in her final term — landed on Maimed, a severe, lasting wound. Until the crew dedicates a full session to treating it (a real surgeon, a recovery stretch — Chapter 10), it stays marked.

Physical:  [ ] Wounded   [X] Maimed   ← a leg that never set right
Mental:    [ ] Shaken    [ ] Broken

Base armor 3 (5 in the concealed vest; see gear). Her medic Ally — and the crew's own doctor — is the in-fiction route to clearing the Maimed node.


Boons & Banes§

Boons (Advantage in relevant situations; 1 Momentum to activate in play)

  • Sees the Strings (from Life Event) — reading who really pulls the levers in a room, a deal, or an organization; spotting the hidden angle.
  • Holds Leverage (from Life Event) — she has something on someone valuable, and knows how to spend it.
  • Silver Tongue (bought, 5 XP) — talking her way out of trouble, defusing a hostile room, or making a flawless first impression (Charm).
  • Cat-Footed (bought, 5 XP) — balance, agile escapes, landing a fall, moving silent and sure (Feral grace).

Banes (Disadvantage in relevant situations)

  • Reckless Pride (starting, +5 XP) — Disadvantage on rolls to back down, swallow an insult, or walk away from a challenge to her competence or vanity.
  • Owes the Wrong People (starting, +5 XP) — Disadvantage in any dealing touching the syndicate she crossed and the Rival who blamed her; that debt has a long memory.

Contacts§

  • Dr. Halen VossAlly (a medic). Saved her life after the injury that maimed her leg; a true friend, and the surgeon most likely to one day set it right. (Life Event 46.)
  • Cestin MarlRival. Pinned a job on Jinx that she didn't pull; they've circled each other ever since. (Life Event 21.)
  • The Velvet AccountContact. Someone with a fortune's worth of interest in the secret Jinx is sitting on. (Entertainer Life Event 61.)

Credits & Gear§

Cr6,000 (base Cr2,000 + Cr1,000 spotlight contract + Cr1,500 + Cr1,500 — credits on both outfitting choices). A fixer likes liquidity. After purchases, ~Cr5,500.

Jinx took credits both times — the all-cash outfitting path (no rolled gear). Purchased loadout:

  • Mirelle & Vance "Veil" holdout pistol is beyond her budget; instead a plain autopistol (TL 6, 30 m, 3D−3, mag 15) and a combat knife (TL 5, Melee, 2D, Subtle).
  • Concealable ballistic vest worn under her clothes (Armor +2) — quiet protection for someone who can't take a hit.
  • Comm earpiece, wrist comp, encrypted data-key, and a generous float of credits for bribes, fronts, and fast exits.

Trinket

  • A fortune deck, three cards missing — the missing three are always the ones she means to draw. She reads them for marks anyway.

Play Notes§

Jinx is the crew's voice. With Charm at Professional under a Social Standing Advantage, plus Silver Tongue, she wins the rooms a fight would lose; Sees the Strings and Holds Leverage turn a negotiation into a game she's already ahead in, and her Network reaches people no one else can. Cat-Footed and Sneaking make her a capable infiltrator. Mind her fragility: her Strength Disadvantage means she folds fast in a real fight — keep her out of melee and let Bram hold the line. And mind the leg: she begins play Maimed, which the GM may let complicate hard physical action until the crew spends a session clearing it. Reckless Pride is the lever a clever GM will pull to get her to do something unwise. Starts each session with Momentum 3.



Creation Log — Key Rolls

All rolls real. Advantage = 3D6 keep highest two. Adv/Dis free during creation. Trauma is placed on any open node; it overflows to the other track only when the chosen track is already full. First nodes (Wounded, Shaken) clear at the end of creation — second nodes (Maimed, Broken) do not.

  • Heritage / split (chosen): Companion (Feral); 2/2 → Advantage Dexterity, Social Standing; Disadvantage Strength, Education.
  • Term 1 — Criminal entry (Dexterity Adv): 3D6 keep two = 9PASS. Fixed: Deceive, Sneaking, Close Quarters, Network. First term auto-success. D66 51quick hands and quicker feetAthletics (Trained). Life: 6 (Reputation) → D66 21blamed for something you didn't do1 mental trauma (placed Shaken), Rival (Cestin Marl). → continue.
  • Term 2 — Criminal (Dexterity Adv): 3D6 keep two = 9SUCCESS. D66 44bypassing alarmsElectronics (Trained). Life: 5 (Awakening) → D66 35uncovered a conspiracy1 mental trauma — Shaken already filled, so she places it on Wounded (a still-open first node) rather than overflow to Broken; Boon: Sees the Strings. → leave Criminal; enter Entertainer.
  • Term 3 — Entertainer entry (Endurance, neutral): 2D6 = 10PASS. Fixed: Charm, Network (held), Deceive (held), Negotiate. First term auto-success. D66 64a long, lucrative career in the spotlight+10 XP, Cr1,000. Life: 5 (Awakening) → D66 61a secret worth a fortune+5 XP, Boon: Holds Leverage, Contact (The Velvet Account). → continue.
  • Term 4 — Entertainer (term roll, baseline Advantage; Endurance neutral → Advantage): 3D6 keep two [6,6,5] = 12SUCCESS. D66 35a well-paid engagement+5 XP. Life: 4 (Peril) → D66 46a medic saved your life1 physical trauma; Wounded and Shaken are both already filled, so this point lands on Maimed — a lasting scar carried into play; Ally (Dr. Halen Voss). → she chooses to retire after a strong final term, four terms deep.

XP: 40 base + 20 events (10 + 5 + 5) + 10 (two starting Banes) = 70. Spent (70): Charm Trained→Experienced→Professional (20); Deceive →Experienced (10); Negotiate →Experienced (10); Network →Experienced (10); Sneaking →Experienced (10); Boon Silver Tongue (5); Boon Cat-Footed (5). Remaining: 0. End of creation: Wounded & Shaken cleared; Maimed carries into play (clear it with a full recovery session — Chapter 10).