Fixer

Off-grid broker, black-book operator.

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

FieldValue
Armor AllowanceLight
Bab Tierthree-quarters
Base Skill Points8
Hdd6
Hd Sides6
Max Level20
Multiclass NotesFixers can multiclass with Face and Smuggler archetypes. Non-humans use simultaneous multiclassing rules.
Primary AbilitiesCHA, INT
Prime RequisitesCHA, INT
Save Tiers / Fortitudepoor
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowancePistol, 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

FieldValue
bab0
fortitude0
level1
reflex2
skillPoints32
titleRat
will0
xp0

Middleman

FieldValue
bab1
fortitude0
level2
reflex3
skillPoints8
titleMiddleman
will0
xp1250

Fixer

FieldValue
bab2
fortitude1
level3
reflex3
skillPoints8
titleFixer
will1
xp2500

Broker

FieldValue
bab3
fortitude1
level4
reflex4
skillPoints8
titleBroker
will1
xp5000

Underworld Agent

FieldValue
bab3
fortitude1
level5
reflex4
skillPoints8
titleUnderworld Agent
will1
xp10000

Master Fixer

FieldValue
bab4
fortitude2
level6
reflex5
skillPoints8
titleMaster Fixer
will2
xp20000

Syndicate Man

FieldValue
bab5
fortitude2
level7
reflex5
skillPoints8
titleSyndicate Man
will2
xp40000

Grand Fixer

FieldValue
bab6
fortitude2
level8
reflex6
skillPoints8
titleGrand Fixer
will2
xp70000

Shadow Broker

FieldValue
bab6
fortitude3
level9
reflex6
skillPoints8
titleShadow Broker
will3
xp110000

High Shadow Broker

FieldValue
bab7
fortitude3
level10
reflex7
skillPoints8
titleHigh Shadow Broker
will3
xp160000

Crime Lord

FieldValue
bab8
fortitude3
level11
reflex7
skillPoints8
titleCrime Lord
will3
xp220000

High Crime Lord

FieldValue
bab9
fortitude4
level12
reflex8
skillPoints8
titleHigh Crime Lord
will4
xp280000

Syndicate Head

FieldValue
bab9
fortitude4
level13
reflex8
skillPoints8
titleSyndicate Head
will4
xp340000

High Syndicate Head

FieldValue
bab10
fortitude4
level14
reflex9
skillPoints8
titleHigh Syndicate Head
will4
xp400000

Shadow Kingpin

FieldValue
bab11
fortitude5
level15
reflex9
skillPoints8
titleShadow Kingpin
will5
xp460000

High Shadow Kingpin

FieldValue
bab12
fortitude5
level16
reflex10
skillPoints8
titleHigh Shadow Kingpin
will5
xp520000

Void Kingpin

FieldValue
bab12
fortitude5
level17
reflex10
skillPoints8
titleVoid Kingpin
will5
xp580000

High Void Kingpin

FieldValue
bab13
fortitude6
level18
reflex11
skillPoints8
titleHigh Void Kingpin
will6
xp640000

Syndicate Prime

FieldValue
bab14
fortitude6
level19
reflex11
skillPoints8
titleSyndicate Prime
will6
xp700000

Supreme Fixer

FieldValue
bab15
fortitude6
level20
reflex12
skillPoints8
titleSupreme Fixer
will6
xp760000

Special Abilities

Black Book

FieldValue
level1
nameBlack 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

FieldValue
level3
nameFence

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

FieldValue
level5
nameI 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).