Fixer

Difficulty: ★★ Involved
Some people say that there’s no such thing as magic words, that you can’t whisper a secret little spell and set the world turning in a new direction. You know those people are wrong. It’s just that your magic is called ‘leverage’.
In your story, a Fixer could be...

• A freelance crisis manager who knows every player and every angle
• A ruthless corporate investor with a vision for his city and the will to make it a reality
• A meticulous spin-doctor with connections on both sides of the law
• A rising crime boss with lethal intentions towards the old guard
• An independent negotiator brought in to the most important meetings keep all sides honest
You often have the best access to equipment of anyone in your party, so take extra time familiarizing yourself with Chapter 7 (page 164).

Build: Dip into Fixer to get your claws into every pie. Stick with Fixer to eat the whole damn pie. And don’t underestimate your ability to hang tough in a fight - the Fixer is above all a survivor.


Power: Influence.
While you can pull off remarkable bargains in the spotlight, you benefit from dozens if not hundreds of deals closed off-camera.

Party Role: Backer/Talker
As long as things stay civilized, you’re probably the most powerful person in the room. When things stop being civilized, you’re the first to dive for cover.

Class Features


Favored Attributes: Cunning
Max Luck per level: 6 + Determination modifier
Skill Ranks per level: 6 + Cunning modifier
Class Skills: Acting, Charisma, Intuition, Menace, Negotiation, Profession, Tactics

Class Abilities


Word on the Street: (prologue) You and your teammates each gain +1 Presence and a 10% discount on the cost of any gear you have the matching Field for. You may spend 2 Twists to increase this discount to 25% until the end of the session.

Win-Win: There’s something in it for everybody. There’s just a little more in it for you. At Level 1, You gain formidable Negotiation and may make Menace & Profession checks using your Cunning modifier. (Whenever you roll a 1-9 on a Negotiation check, turn the die to ‘10’. If you gain the same formidable skill a second time, you gain a Skill feat instead.)

Favors Owed: (Plot Twist) Some days it seems like everybody owes you for something. At Levels 2 and 11, once per adventure, you may choose a Unique character or a band of standard NPCs. You remember you have 1 Marker from these characters for past services (see below). This Marker is discarded if you do not ask for a favor by the end of the current scene. You may not target the same characters (or band) with this ability more than once per scene.

Superior Cunning: At Levels 3, 9, and 15, you gain an additional Talent from the following list: Brains and Brawn, In for Another Hand, Insightful by Design, Lasting Impression, or Quick Thinking. You may select each Talent only once. If no choices remain, you gain +1 Cunning and +1 to your lowest Attribute instead. (Each of these Talents provides a +1 to Cunning and +1 to a different second Attribute.)

Leverage I: At Level 4, once per session, you may automatically succeed with a Menace or Negotiation check with a Goal of up to 30 + your ranks in that skill

Leverage II: At Level 8, add 2 to your maximum ranks in Negotiation then gain 2 ranks of Negotiation for each Style Talent you have (maximum +8).

Add 2 to your maximum ranks in Profession then gain 2 ranks of Profession for each Gear Talent you have (maximum +8).

Add 2 to your maximum ranks in Tactics then gain 2 ranks of Tactics for each Tradecraft Talent you have (maximum +8).

Leverage III: At Level 12, Your cost to pull Strings is reduced by 2 Twists, to a minimum of 1.

Fixer Talent: At Levels 5, 7, 9, 11, 13, and 15, you gain an additional Gear, Style, or Tradecraft Talent.

Wheel and Deal I: At Level 6 the time required for you to make Negotiation checks is reduced to one-third of normal. You also gain an additional language you may speak as if you were a native speaker or with any accent appropriate to any other languages you know, as you choose.

Wheel and Deal II: At Level 12 the time required for you to make Negotiation checks is now reduced to one-tenth of normal. You also gain another language you may speak as if you were a native speaker or with any accent appropriate to any other languages you know, as you choose.

Teflon: (plot twist) At level 10, any loss of Legend you suffer is reduced by 5 (to a minimum of 1) and you automatically receive a 5 Twist Pardon any time it’s relevant.


Kingpin: You are a nexus for the dealings of many powerful entities and you always take your cut. At Level 14, you gain +7 Presence and 100 Legend.