Factor Jin

Port factor of Tannhauser Reach, Skell, late thirties, and the one who sent the distress call the party answered.

Port factor, Skell, late thirties, and the reason the party are here at all: Jin sent the distress call and Jin agreed the eight thousand rek.

Jin handles every piece of off-world trade the Reach does, and holds the three things that make the settlement anything other than a valley with a hole in it: the landing pad, the fuel depot, and the comms unit.

The comms unit is a short-range Kadiss-relay. It can reach a passing ship. It cannot reach the grid, which is why the distress call went to a crew for hire rather than to the Confederation, and why nobody is coming who has not already been paid.

Repaired to full strength the tower reaches a freighter within a light-year, which is a real chance and not a good one.

The fuel depot is the settlement's other real asset and its worst decision: detonated, it is the only answer the Reach has to a war-rig; preserved and the settlement falls, Korvus Dane gets the fuel.

Jin is the party's fixer for parts, fuel and information, and is competent enough as a medic to stabilise a downed defender under fire, which Jin mentions only if asked.

Rules Reference

FieldValue
Abilities / Cha13
Abilities / Con11
Abilities / Dex13
Abilities / Int15
Abilities / Str10
Abilities / Wis13
Armor Class12
Base Attack Bonus0
Creature TypeHumanoid
Flat Ac11
Hd Count1
Hd Sides8
Hit Dice1d8+1
Hit Points7
Hp Bonus1
Initiative1
LanguagesCore Standard; Trade Cant; Skell; four freight dialects and the bad manners that go with them
SensesSkell sensory range; passive Perception 14
SizeM
Skills / Bureaucracy6
Skills / Medicine5
Skills / Notice4
Skills / Repair6
Skills / Streetwise4
Speed30
Threat Rating1
Touch Ac11
Xp100
Dialogue Pathgame/dialogue/npc-factor-jin.yaml

Attacks

Depot sidearm

FieldValue
bonus1
categoryranged
damage1d6
nameDepot sidearm
notesRange 30 ft. Kept in a drawer under the manifest slate and drawn twice in nine years, both times at animals.

Special Abilities

The Only Working Comms

FieldValue
actionCostpassive
nameThe Only Working Comms

description: Jin's short-range Kadiss-relay reaches a passing ship and never the grid. Repaired to full strength it reaches a freighter within one light-year. Player-visible: nobody is coming who was not already paid, and the tower is the only thing that could change that.

The Fuel Depot Decision

FieldValue
actionCostpassive
nameThe Fuel Depot Decision

description: Detonating the depot is the settlement's only real answer to the war-rig; preserving it and losing hands Dane the fuel; preserving it and winning is the only outcome in which the Reach is still a working settlement afterwards. Player-visible: Jin lays out all three and will not choose between them without the party.

Combat Medic

FieldValue
actionCostStandard (1/round)
nameCombat Medic

description: Recruited to the defence, Jin can attempt a DC 15 Medicine check to stabilise a downed defender within 30 ft, once per round. Player-visible: Jin volunteers this only when asked, having decided that offering it unprompted would sound like a boast.