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
| Field | Value |
|---|---|
| Abilities / Cha | 13 |
| Abilities / Con | 11 |
| Abilities / Dex | 13 |
| Abilities / Int | 15 |
| Abilities / Str | 10 |
| Abilities / Wis | 13 |
| Armor Class | 12 |
| Base Attack Bonus | 0 |
| Creature Type | Humanoid |
| Flat Ac | 11 |
| Hd Count | 1 |
| Hd Sides | 8 |
| Hit Dice | 1d8+1 |
| Hit Points | 7 |
| Hp Bonus | 1 |
| Initiative | 1 |
| Languages | Core Standard; Trade Cant; Skell; four freight dialects and the bad manners that go with them |
| Senses | Skell sensory range; passive Perception 14 |
| Size | M |
| Skills / Bureaucracy | 6 |
| Skills / Medicine | 5 |
| Skills / Notice | 4 |
| Skills / Repair | 6 |
| Skills / Streetwise | 4 |
| Speed | 30 |
| Threat Rating | 1 |
| Touch Ac | 11 |
| Xp | 100 |
| Dialogue Path | game/dialogue/npc-factor-jin.yaml |
Attacks
Depot sidearm
| Field | Value |
|---|---|
bonus | 1 |
category | ranged |
damage | 1d6 |
name | Depot sidearm |
notes | Range 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
| Field | Value |
|---|---|
actionCost | passive |
name | The 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
| Field | Value |
|---|---|
actionCost | passive |
name | The 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
| Field | Value |
|---|---|
actionCost | Standard (1/round) |
name | Combat 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.