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Fixer

LEVEL

SPECIAL

1

Contacts (+1)
Skill Concentration

2

Grapevine

3

Contacts (+2)

4

Skill Concentration

5

Contacts (+3)

Game Rule Info

Hit Die: d6.

Requirements:

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

Skills:
Gather Information 5 ranks, Bluff 5 ranks.

Class Skills:
Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Disguise (Cha), Drive (Dex), Forgery (Int), Gamble (Wis), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Read/Write Language (Int), Research (Int), Search (Int), Sense Motive (Wis), Speak Language (Int), Spot (Wis), and Surveillance (Int).

Skill Points at Each Level: 6 + Int modifier.

Class Features

All of the following are class features of the Fixer.

Weapon and Armor Proficiencies
Light armor. Fixers are proficient with simple weapons and are treated as having the Personal Firearms Proficiency.

Contacts
A 1st level Fixer has no other mission in life other than to know where things are and how to get them. On a successful Charisma check of DC 10 (secretly rolled by the GM), a Fixer can garner small favors from his street contacts or others to get whatever he need sat the moment, or to find a supply line to black-market or moderately illegal drugs or firearms. At a DC 15+, a Fixer can attempt to gain an expensive or illegal favor, such as information regarding the removal of evidence from a forensics room or the ability to buy low-level military hardware. This ability differs from the Favors talent in that Fixers tend to specialize in the trade of illegal or hard-to-get items and therefore have an easier time getting them. Fixers, however, are not always on the best of terms with their contacts, and as such on a failed roll may receive defective or inadequate products. This ability isn't situational and a Fixer can always crunch all he wants. There will be others with the same info for a price elsewhere. Due to the nature of this ability, repeated use of the same contacts can potentially cause a +5 or +10 increase in the DC if the GM determines that the ability is being overused. This increase in difficulty can result from the contact simply exhausting his immediate resources and is no indication of potential to help in the future. A standard rule of thumb is once per three days, depending on the expense of the favor. This ability gains a +1 for every two levels.

Skill Concentration
At 1st level the Fixer gains a +4 competency bonus to his Appraise, Bluff, Diplomacy, Forgery, Gather Information, or Sense Motive skill. The Fixer gains a bonus every three levels after the first of either +4 to a previously unselected skill or a +1 to one that has already benefited from this feat. This bonus does not apply to the Bluff skill when feinting. This ability does not stack with the Skill Focus feat.

Grapevine
At 2nd level, the Fixer gains the ability to hear a great deal of gossip and can often tell a thing or two about people he meets just from what he's heard on the street. A Fixer may make a Gather Information check upon meeting or hearing about any individual, item, or place. The GM makes this check secretly and gives the Fixer information based on the results.

DC

Type of Knowledge

10

Common, well known to the general public (where to get cheeseburgers)

20

Known to only a select few (where the HK OICWs that just hit the street came from)

25

Hidden, known only to an elite few (the name of the guy who arranged the sale)

30

Well kept secret (one out of ten of the guns are defective)

40

Incredibly well kept secret (the police knew about the sale and helped fund it)

50

Secret that's never seen daylight (what was used to blackmail the Commissioner to do it)

As gossip is not always a reliable resource, the information provided by this ability is not always accurate. The base chance of a Fixer coming up with a truthful rumor is 50%+5% per point of Charisma modifier. Again, the GM makes this percentile roll secretly, so the Fixer cannot separate truth from rumor without further research. If the skill check fails the Fixer either knows a false rumor or no rumor at all. A GM should keep in mind that most rumors have a foundation based on true events and, depending on how close the roll was, may wish merely to adjust names and times in order to protect the guilty. Due to the nature of this ability, repeated use may potentially cause a +5 or +10 increase in the DC if the GM determines that the ability is being overused. Using this ability to hunt for gossip on a particular subject generally accrues the attention of the intended target.