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fixer_advanced_class

Fixer

Storyteller House Rule

In every group there is a hub—the person who knows other people and brings them together. When the group has a special need, this person knows who to call. When they need to buy a specific item, she not only knows where to find it, but where to get the best price. The Fixer is a person like this, only more so. She’s the “go-to gal” for dozens, perhaps hundreds of groups. She makes it her business to know exactly who is in town, what assets everyone has, where to find them, and how much they are going to cost. She specializes in putting people with demands in touch with people who control the supplies, and all she asks for in return is a percentage. The Fixer is a talent scout, an event promoter, an inventory control specialist, and a skilled negotiator all rolled into one.

Select this advanced class if you want your character to be someone who is expert at putting people, equipment, and information together so that everyone gets what he or she wants. If you want a character that has friends in every corner of society and dips her fingers in every pie in the city, the Fixer is a good fit.

The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are possible.

Requirements

To qualify to become a Fixer, a character must fulfill the following criteria.

Skills: Diplomacy 6 ranks, Gather Information 6 ranks, Knowledge (current events) 6 ranks.

Special: The Charismatic hero’s favor talent.

Class Information

The following information pertains to the Fixer advanced class.

Hit Die: 1d6

Action Points: 6 + one-half character level, rounded down, every time the Fixer attains a new level in this class.

Class Skills

The Fixer’s class skills (and the key ability for each skill) are:

Bluff (Cha), Diplomacy (Cha), Forgery (Int), Listen (Wis), Repair (Int), Research (Int), Sense Motive (Wis),

Skill Points at Each Level: 6 + Int modifier.

Class Features

The following features pertain to the Fixer advanced class.

Word on the Street

A Fixer filters information constantly and remembers everything. Through gossip, Grid chats, and other contacts, she has a deep knowledge of everyday events and issues. The Fixer can make a Gather Information check on general or specific information instantaneously, and spends only an hour making a Gather Information check for restricted information. Retries may be made under normal rules. Protected information still requires 1d4+1 hours for a check.

Contact

A Fixer of 2nd level or higher cultivates associates and informants. Each time the Fixer gains a contact, the GM should develop a supporting character to represent the contact. The player can suggest the type of contact his or her character wants to gain, but the character must be an ordinary character, not a heroic character. Contacts include informants, black marketeers, dock or warehouse workers, reporters, street people, store clerks, taxi drivers, bureaucrats, clerical workers, security guards, and others who can provide limited access to and information regarding material in which the Fixer deals.

A contact will not accompany the Fixer on missions or risk his or her life. A contact can, however, provide information or equipment, or render a service (make a specific skill check on the Fixer’s behalf). At 2nd level, the Fixer gains a low-level contact, and at 5th level a mid-level contact. Fixers do not gain high-level contacts, for although such people occasionally want to do business with a Fixer, being too closely associated with her is bad for their images.

The Fixer can’t call on the same contact more than once in a week, and when she does call on a contact, compensation may be required for the assistance he or she renders. In general, a professional associate won’t be compensated monetarily, but instead will consider that the Fixer owes him or her a favor. The GM character will call in the favor when the opportunity arises. Contacts with underworld or street connections usually demand monetary compensation for the services they render, and experts in the use of skills normally want to be paid for the services they provide.

For underworld or street contacts, this expense is represented by a Wealth check against a purchase DC of 10 for the low-level contact and 15 for the mid-level contact. For skilled experts, the purchase DC is 10 + the ranks the expert has in the appropriate skill.

Bonus Feats

At 3rd, 6th, and 9th level, the Fixer gets a bonus feat. The bonus feat must be selected from the following list, and the Fixer must meet all the prerequisites of the feat to select it.

Armor Proficiency (light), Attentive, Confident, Culturally Adapted, Educated, Gearhead, Haggle, Influential, Jack of All Trades, Meticulous, Personal Firearms Proficiency, Poker Face, Renown, Studious, Trustworthy, Windfall.

Pack Rat

At 4th level, the Fixer is considered to have considerable material resources either at hand or easily and cheaply acquired. When making a Wealth check to determine if a particular item is on hand, add the Fixer’s class level as a circumstance bonus.

Make a Call

At 7th level, the Fixer has established so many connections in various fields that she is able to gather groups of particularly skilled individuals on very short notice. If the Fixer spends 30 minutes making phone calls a group of suitable characters will arrive at a specified location 1d4 hours later. The Fixer should tell the GM exactly what sort of group she is trying to gather (what skills or classes she wants them to possess and what exactly it is she plans to ask the group to do). When it is time for the group to gather, the Fixer makes a level check (1d20 plus her Fixer level) with the following results.

Level Check ResultWho Shows Up
15 or lower 2d6 2nd-level characters.
16–20 as above, plus 1d6 6th-level characters.
20–25 as above, plus 1d4 10th-level characters or 1 character whose character level is 3 lower than the Fixer’s.
26–30 as above, plus an additional 1d4 10th level characters or 1 character of the same character level as the Fixer.

The group that arrives always has a positive attitude toward the Fixer, but may be less well disposed toward the rest of the heroes (although they will usually be no worse than indifferent to them). Unless the GM determines that some types of characters cannot be found in the current location, the characters in the group have a cross section of the skills and abilities that the Fixer requested.

There is no guarantee that these characters will do what the Fixer wants them to do. The Make a Call ability only grants the Fixer the ability to assemble a group of skilled individuals at an appointed time and place. The Fixer or one of her allies will have to negotiate with the characters in order to get any specific services from them.

At 7th level, the group consists mostly of ordinary characters, although a few heroic characters may be added at the GM’s discretion. At 10th level, the group consists almost entirely of heroic characters.

Expert in Your Field

At 8th level, the Fixer is considered a master of connections, such that her reputation precedes her in her dealings with others. The Fixer gains a circumstance bonus equal to her Reputation bonus when making skill checks that are directly involved with Gather Information and Diplomacy skills. In addition, the Fixer may add her Reputation bonus on Wealth checks for new purchases.

Storyteller House Rule

Requirements

To qualify to become a , a character must fulfill the following criteria.

Base Attack Bonus:

Skills:

Feats:

Class Information

The following information pertains to the advanced class.

Hit Die: 1d

Action Points: + one-half character level, rounded down, every time the attains a new level in this class.

Class Skills

The ’s class skills (and the key ability for each skill) are:

Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Concentration (Con), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Gamble (Wis), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Navigation (Int), Pilot (Dex), Repair (Int), Research (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis), Tumble (Dex)

Skill Points at Each Level: + Int modifier.

Class Features

The following features pertain to the advanced class.

Advancement Table: The

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st+0 +0 +1 +1 Word on the Street +1 +2
2nd+1 +0 +2 +2 Contact, Low-level +1 +2
3rd+1 +1 +2 +2 Bonus Feat +2 +2
4th+2 +1 +2 +2 Pack Rat +2 +3
5th+2 +1 +3 +3 Contact, Mid-Level +3 +3
6th+3 +2 +3 +3 Bonus Feat +3 +3
7th+3 +2 +4 +4 Make a Call (ordinary) +4 +4
8th+4 +2 +4 +4 Expert in Your Field +4 +4
9th+4 +3 +4 +4 Bonus Feat +5 +4
10th+5 +3 +5 +5 Make a Call (heroic) +5 +5
fixer_advanced_class.txt · Last modified: 2021/12/04 00:39 (external edit)