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.