Fixer

A broker of favours, information, and access.

A Fixer is a freelance broker who operates in the grey zone between legal and illegal economies. They are not criminals in the traditional sense; they are facilitators, connecting buyers to sellers, clients to contractors, and problems to solutions. Their currency is information, their asset is the network, and their protection is the fact that everyone needs them and nobody wants to be the person who killed the only Fixer who knows where the cargo is.

The Fixer is an elite social encounter: a face, a negotiator, and a source. They do not fight; they hire people to fight. They do not steal; they arrange for things to change hands. The lever is the network: cut the Fixer off from their contacts and they are just a person in a nice suit with a lot of enemies.

Rules Reference

FieldValue
Abilities / Cha18
Abilities / Con12
Abilities / Dex14
Abilities / Int18
Abilities / Str8
Abilities / Wis14
Armor Class14
Base Attack Bonus2
Creature TypeHumanoid
Flat Ac10
Hd Count3
Hd Sides8
Hit Dice3d8+3
Hit Points17
Hp Bonus3
Initiative2
LanguagesTrade Cant (fluent); Core Standard; one Rim dialect; enough Family trade cant to pass in any market
PsionicsNone
Role TagsFace, Broker, Non-combatant
Saves / Fort3
Saves / Ref5
Saves / Will7
SizeM
Skills / Bureaucracy12
Skills / Deception13
Skills / Intimidation9
Skills / Knowledge Corporate10
Skills / Knowledge Underworld12
Skills / Notice10
Skills / Persuasion14
Skills / Sense Motive11
Skills / Streetwise13
Speed30
Threat Rating3
Touch Ac14
Xp400
Dialogue Pathgame/dialogue/npc-fixer.yaml

Notes

Full Attack: Holdout slug pistol ranged +4 (1d6 energy; range 20 ft; concealed) or Monofilament Pen melee +2 (1d4 slashing; +2 vs flat-footed after 1 round of talking)

Habitat: Anywhere deals are made: Rim station cantinas, Core market lounges, back-room negotiation chambers, and the private offices of people who need things done quietly. Found alone, meeting a client, making a connection, or orchestrating a deal from a safe distance. Roll 1d6: 1-2 = Fixer in a cantina, meeting a new client (smooth, evaluating), 3-4 = Fixer in a back-room deal, brokering between two parties (neutral, calculating), 5-6 = Fixer cornered by a burned contact or a betrayed client (nervous, exit ready).

Morale: Steady (11) while the network is intact and an exit exists; drops to Unsteady (8) if the network is cut or the exit is blocked

Resistances: Concealed armour liner (included in AC; the Fixer's suits are always armoured), Network implant (encrypted; blocks standard interception; included in senses)

Senses: Normal human vision; network-aware (receives real-time feeds from contacts via encrypted implant; +4 to Notice for market shifts, security changes, and social threats); passive Perception 16

Tactics: The Fixer does not fight. They talk, negotiate, and arrange. If violence is unavoidable they use Brokered Violence to outsource it, Negotiation Layer to wear down the opposition, and Exit Favour to vanish when the room turns. The Fixer's real weapon is information: they know things about everyone in the room, and they will use it. The Fixer fights to the deal's terms, not the fight's terms; if the deal fails, the Fixer is already gone.

Treasure: Encrypted comms implant (1,000 rek), concealed armour liner (300 rek), holdout slug pistol (150 rek), monofilament pen (200 rek), encrypted datapad with contact lists, favour ledgers, and market data (2,000-10,000 rek to the right buyer; priceless to the wrong one), 6d10 rek in untraceable coin and favours owed.

Vulnerabilities: Non-combatant (the Fixer has no combat training; in a straight fight they are a face with a holdout slug pistol), Network-dependent (if the network is cut -- comms jammed, contacts burned, or the Fixer's reputation destroyed -- the Fixer's power collapses; they become a person with a lot of enemies and no friends), Everyone's asset (the Fixer works for everyone, which means no one trusts them completely; a Fixer who plays too many sides will eventually be played)

Attacks

Holdout slug pistol

FieldValue
bonus4
categoryranged
damage1d6
damageTypeenergy
nameHoldout slug pistol
notesConcealed; the Fixer draws only when every other option has been exhausted
rangeFt20

Monofilament Pen

FieldValue
bonus2
categorymelee
damage1d4
damageTypeslashing
nameMonofilament Pen

notes: A writing instrument that doubles as a blade; +2 to hit against a flat-footed foe the Fixer has been talking to for at least 1 round

Special Abilities

The Network

FieldValue
actionCostpassive
nameThe Network

description: The Fixer has contacts in every criminal, corporate, and government institution in the region. Once per encounter the Fixer can produce a piece of information, a contact name, or a favour owed that defuses a social conflict or provides a lead. This requires a DC 14 Streetwise or Persuasion check. On a success the Fixer produces something valuable; on a failure the Fixer has nothing and knows it. Player-visible: the Fixer taps the comms implant, listens, and then says exactly the thing that changes the room.

Brokered Violence

FieldValue
actionCostFull-round (1/encounter)
nameBrokered Violence

description: The Fixer can call in a favour from their network. Roll 1d6: 1-2 = 1d4 Hive Gangers (owe the Fixer a debt), 3-4 = 1 Smuggler (running cargo for the Fixer), 5-6 = 1 Bounty Hunter (contracted for the job). The reinforcements arrive in 1d4+1 rounds. The Fixer does not fight alongside them; the Fixer points and the violence is outsourced. Player-visible: the Fixer makes one call, and the room gets crowded.

Negotiation Layer

FieldValue
actionCostFull-round (social)
nameNegotiation Layer

description: The Fixer can extend a negotiation across multiple rounds, wearing the target toward a -2 cumulative penalty to Will saves against the Fixer's social skills (Persuasion, Deception, Intimidation). Each round the Fixer spends talking (no attack, no movement) adds one layer. A maximum of 3 layers can be accumulated. Player-visible: the Fixer sits down, orders drinks, and explains, very patiently, why this is the only deal.

Exit Favour

FieldValue
actionCostImmediate (1/encounter)
nameExit Favour

description: When the Fixer is in physical danger (below 10 HP, cornered, or targeted by a lethal attack), the Fixer can call in a pre-arranged exit: a door that opens, a distraction that appears, or a bribe that buys one round of inaction. This requires a DC 14 Deception or Persuasion check. On a success the Fixer disengages and flees; on a failure the Fixer is exposed. Player-visible: the Fixer says one word into the comms implant, and the world shifts just enough for them to be gone.