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.
| Characteristic | State |
|---|---|
| Dexterity | Advantage |
| Social Standing | Advantage |
| Intellect | Neutral |
| Education | Disadvantage (permanent) |
| Strength | Disadvantage (permanent) |
| Endurance | Neutral |
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§
| Skill | Rank | Source |
|---|---|---|
| Charm | Professional (+2) | Entertainer fixed → XP |
| Deceive | Experienced (+1) | Criminal fixed → XP |
| Negotiate | Experienced (+1) | Entertainer fixed → XP |
| Network | Experienced (+1) | Criminal fixed → XP |
| Sneaking | Experienced (+1) | Criminal fixed → XP |
| Close Quarters | Trained | Criminal fixed |
| Athletics | Trained | Criminal D66 51 |
| Electronics | Trained | Criminal 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 Voss — Ally (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 Marl — Rival. Pinned a job on Jinx that she didn't pull; they've circled each other ever since. (Life Event 21.)
- The Velvet Account — Contact. 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 = 9 → PASS. Fixed: Deceive, Sneaking, Close Quarters, Network. First term auto-success. D66 51 → quick hands and quicker feet → Athletics (Trained). Life: 6 (Reputation) → D66 21 → blamed for something you didn't do → 1 mental trauma (placed Shaken), Rival (Cestin Marl). → continue.
- Term 2 — Criminal (Dexterity Adv): 3D6 keep two = 9 → SUCCESS. D66 44 → bypassing alarms → Electronics (Trained). Life: 5 (Awakening) → D66 35 → uncovered a conspiracy → 1 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 = 10 → PASS. Fixed: Charm, Network (held), Deceive (held), Negotiate. First term auto-success. D66 64 → a long, lucrative career in the spotlight → +10 XP, Cr1,000. Life: 5 (Awakening) → D66 61 → a 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] = 12 → SUCCESS. D66 35 → a well-paid engagement → +5 XP. Life: 4 (Peril) → D66 46 → a medic saved your life → 1 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).