The Fixer is the Rim's connective tissue. They are unregistered by design: a Fixer on the Kadiss is a target, and the moment their name is on a profile, the contacts they broker through start getting audited. A Fixer's value is invisibility; their capital is the network they keep in their head and the debts they are owed and the debts they owe. They are not licensed. They are not sanctioned. They operate in the gaps the corp cannot police without admitting the gaps exist.
The Fixer is booked, when they are booked at all, as a grey-market intermediary -- a category the corp keeps in a sealed register that nobody wants published. They are the first call when a procurement officer needs something the requisition system will not produce, and they are the first call when a dirty job needs doing with paperwork that does not exist. They live in the rek economy: not on the Kadiss, but aware of everyone on it.
Black Book is the network itself -- the guy who can get you a stolen rifle, the woman who knows where the unregistered ship landed, the fixer-of-fixers who owes a debt for a debt. Fence is the resale channel that converts stolen goods back into something spendable at better than corpse-sale rates. I Know a Guy is what happens when the Fixer's name has been in enough mouths that specialists offer themselves before they are called.
Operating on the operative chassis (d6 HD, 3/4 BAB, Ref good, Fort/Will poor) with 8 base skill points. Light armour, concealable weapons -- the Fixer is not in the fight, the Fixer is the supply chain that makes the fight winnable. CHA and INT primes: charm to open the door, intelligence to know which door.
Rules Reference
Field
Value
Armor Allowance
Light
Bab Tier
three-quarters
Base Skill Points
8
Hd
d6
Hd Sides
6
Max Level
20
Multiclass Notes
Fixers can multiclass with Face and Smuggler archetypes. Non-humans use simultaneous multiclassing rules.
Primary Abilities
CHA, INT
Prime Requisites
CHA, INT
Save Tiers / Fortitude
poor
Save Tiers / Reflex
good
Save Tiers / Will
poor
Weapon Allowance
Pistol, Knife, Concealable weapons
Notes
Archetype Niche: The Fixer is the party's logistics engine. Black Book provides access to anything the party needs -- weapons, information, transport, safe houses -- through underworld channels. Fence maximizes the value of loot, making the Fixer an economic force multiplier. I Know a Guy fills any skill gap in the party on demand. The Fixer's niche is making resources appear: they don't fight the battle, they provide the gun that wins it, the information that finds the target, and the escape ship that gets the party out.
Level Table
Rat
Field
Value
bab
0
fortitude
0
level
1
reflex
2
skillPoints
32
title
Rat
will
0
xp
0
Middleman
Field
Value
bab
1
fortitude
0
level
2
reflex
3
skillPoints
8
title
Middleman
will
0
xp
1250
Fixer
Field
Value
bab
2
fortitude
1
level
3
reflex
3
skillPoints
8
title
Fixer
will
1
xp
2500
Broker
Field
Value
bab
3
fortitude
1
level
4
reflex
4
skillPoints
8
title
Broker
will
1
xp
5000
Underworld Agent
Field
Value
bab
3
fortitude
1
level
5
reflex
4
skillPoints
8
title
Underworld Agent
will
1
xp
10000
Master Fixer
Field
Value
bab
4
fortitude
2
level
6
reflex
5
skillPoints
8
title
Master Fixer
will
2
xp
20000
Syndicate Man
Field
Value
bab
5
fortitude
2
level
7
reflex
5
skillPoints
8
title
Syndicate Man
will
2
xp
40000
Grand Fixer
Field
Value
bab
6
fortitude
2
level
8
reflex
6
skillPoints
8
title
Grand Fixer
will
2
xp
70000
Shadow Broker
Field
Value
bab
6
fortitude
3
level
9
reflex
6
skillPoints
8
title
Shadow Broker
will
3
xp
110000
High Shadow Broker
Field
Value
bab
7
fortitude
3
level
10
reflex
7
skillPoints
8
title
High Shadow Broker
will
3
xp
160000
Crime Lord
Field
Value
bab
8
fortitude
3
level
11
reflex
7
skillPoints
8
title
Crime Lord
will
3
xp
220000
High Crime Lord
Field
Value
bab
9
fortitude
4
level
12
reflex
8
skillPoints
8
title
High Crime Lord
will
4
xp
280000
Syndicate Head
Field
Value
bab
9
fortitude
4
level
13
reflex
8
skillPoints
8
title
Syndicate Head
will
4
xp
340000
High Syndicate Head
Field
Value
bab
10
fortitude
4
level
14
reflex
9
skillPoints
8
title
High Syndicate Head
will
4
xp
400000
Shadow Kingpin
Field
Value
bab
11
fortitude
5
level
15
reflex
9
skillPoints
8
title
Shadow Kingpin
will
5
xp
460000
High Shadow Kingpin
Field
Value
bab
12
fortitude
5
level
16
reflex
10
skillPoints
8
title
High Shadow Kingpin
will
5
xp
520000
Void Kingpin
Field
Value
bab
12
fortitude
5
level
17
reflex
10
skillPoints
8
title
Void Kingpin
will
5
xp
580000
High Void Kingpin
Field
Value
bab
13
fortitude
6
level
18
reflex
11
skillPoints
8
title
High Void Kingpin
will
6
xp
640000
Syndicate Prime
Field
Value
bab
14
fortitude
6
level
19
reflex
11
skillPoints
8
title
Syndicate Prime
will
6
xp
700000
Supreme Fixer
Field
Value
bab
15
fortitude
6
level
20
reflex
12
skillPoints
8
title
Supreme Fixer
will
6
xp
760000
Special Abilities
Black Book
Field
Value
level
1
name
Black Book
description: A network of contacts across the underworld. In any settlement of at least small-town size, locate a contact for information (rumours, locations, gossip), restricted goods (weapons, drugs, chrome, forged papers), or services (transport, safe houses, muscle). Reliability and price scale with a Streetwise check (DC 15 common, DC 25 rare or dangerous). At level 5, call in a favour once per session (moderate-value item or service at no cost, a debt left behind). At level 10, cultivate a contact in any settlement within 24 hours. At level 15, contacts seek the Fixer out with opportunities. Every contact is a person with a price; the Fixer's skill is knowing it.
Fence
Field
Value
level
3
name
Fence
description: Sell through underworld channels at 60% of market value (vs standard 40%). Identify stolen, counterfeit, or black-market goods with a Streetwise check (DC 15). At level 7, 75%. At level 12, 90%. At level 17, broker deals between other parties and take a 10% commission without spending your own rek. The Fixer does not make the goods or steal them; the Fixer makes the goods spendable.
I Know a Guy
Field
Value
level
5
name
I Know a Guy
description: Once per session, when the party needs a specialist (pilot, doctor, hacker, gun, forger, thief), the Fixer produces one. A level 1d4+2 NPC with relevant skills, working one job or 24 hours. Loyalty scales with the Fixer's rep: level 5 standard hire (negotiable), level 10 reliable (unlikely to betray), level 15 a crew (two at once), level 20 a personal network (three specialists, always loyal, available anywhere with a comm relay).