Corp Lawyer/Fixer
A corporate lawyer who specializes in making problems disappear.
The Corp Lawyer/Fixer is the legal enforcer of Core interests. Impeccably dressed in augmented legal robes with hidden defense systems, they navigate the complex legal systems of the Core while maintaining connections to the underworld. Their role is to ensure that corporate operations remain untouched by legal consequences, using both legitimate legal maneuvers and illicit fixes.
Rules Reference
| Field | Value |
|---|---|
| Abilities / Cha | 16 |
| Abilities / Con | 12 |
| Abilities / Dex | 14 |
| Abilities / Int | 18 |
| Abilities / Str | 10 |
| Abilities / Wis | 14 |
| Armor Class | 15 |
| Base Attack Bonus | 4 |
| Creature Type | Humanoid |
| Flat Ac | 15 |
| Hd Count | 6 |
| Hd Sides | 8 |
| Hit Dice | 6d8+12 |
| Hit Points | 42 |
| Hp Bonus | 12 |
| Immunities | None |
| Initiative | 2 |
| Languages | High Gothic, Trade Tongue, Core Cant, Legalese, Undercommon |
| Morale | Steady (11-12); flees if overwhelmed but returns with reinforcements |
| Psionics | None |
| Resistances | None |
| Role Tags | Face, Negotiator, Fixer |
| Saves / Fort | 4 |
| Saves / Ref | 6 |
| Saves / Will | 8 |
| Senses | Low-light vision; passive Perception 13 |
| Size | M |
| Speed | 30 |
| Threat Rating | 4 |
| Touch Ac | 12 |
| Vulnerabilities | None |
| Xp | 1200 |
| Dialogue Path | game/dialogue/npc-corp-lawyer-fixer.yaml |
Notes
Full Attack: Legal Stun Baton melee +6 (1d6 electric) or Concealed Needler ranged +6 (1d4+1 piercing plus sedative)
Habitat: Core courthouses, corporate legal departments, high-end negotiation chambers, underworld meeting spots. Often moves between legal and illegal environments.
Tactics: Prefers to use Contract Negotiation to resolve conflicts legally. Uses Legal Stun Baton for non-lethal takedowns when necessary. Will call in Underworld Connections if legal methods fail. Avoids direct combat unless cornered.
Treasure: Legal datapad (contains incriminating evidence and legal documents), platinum credit chip (1000 rek), legal stun baton (400 rek), concealed needler (300 rek), blackmail material.
Attacks
Legal Stun Baton
| Field | Value |
|---|---|
bonus | 6 |
category | melee |
damage | 1d6 |
damageType | electric |
name | Legal Stun Baton |
notes | Non-lethal; +2 to hit if opponent is surprised |
Concealed Needler
| Field | Value |
|---|---|
bonus | 6 |
category | ranged |
damage | 1d4+1 |
damageType | piercing |
name | Concealed Needler |
notes | Range 15 ft; injects fast-acting sedative (DC 14 Fort save or unconscious for 1d4 rounds) |
Special Abilities
Legal Immunity
| Field | Value |
|---|---|
actionCost | Passive |
description | Immune to legal repercussions in Core systems. Can dismiss minor charges and delay major investigations. |
name | Legal Immunity |
Underworld Connections
| Field | Value |
|---|---|
actionCost | Standard |
description | Can call in favors from criminal elements. Once per encounter, can summon 1d3 Hive Gangers or 1 Fixer/Broker. |
name | Underworld Connections |
Contract Negotiation
| Field | Value |
|---|---|
actionCost | Full-round |
description | +15 to Persuasion and Deception checks. Can create binding contracts that are legally enforceable in Core courts. |
name | Contract Negotiation |