Fixer

I Know A Guy

“The city didn’t belong to the mayor after midnight. It belonged to people like Mirelle Dane. Women who knew which judges drank, which gangs were nervous, and exactly how much a human life cost once fear started negotiating.”
— Garrick Thorne, former Blackwatch detective
Every city has one.   Maybe you never meet them directly. Maybe you only hear the name passed quietly between smugglers at the docks or whispered across gambling tables after midnight. Maybe the city watch pretends they do not exist because acknowledging them publicly would force uncomfortable conversations about how things actually work beneath the polished surface of civilization.   But they are there.   The people who can get things done.   Not honest things. Honest things are easy. Honest things have offices and signatures and waiting periods. A Fixer exists for the problems nobody respectable wants attached to their name. Disappearances. Smuggling routes. Quiet blackmail. False identities. Restricted cargo. Bribed officials. Missing witnesses. Burned paperwork. Safehouses with no addresses and doors that only open if the right name gets spoken first.   A good Fixer knows the city better than the people governing it.   They know which magistrates drink too much, which dock foreman owes gambling debts, which church quietly launders money for organized crime, and which alley belongs to which gang after dark. They know where stolen relics move, where bounty hunters drink, where desperate people hide, and where corpses get dumped when someone wealthy needs a problem to vanish quietly.   Most importantly, they know who still owes favors.   That is the real currency of the profession. Not gold. Gold disappears. Favors linger. A smuggler helped escape a border checkpoint five years ago. A noble protected from scandal. A corrupt official whose career survived because certain documents never surfaced publicly. A gang lieutenant spared during a bloody crackdown. Little debts. Quiet obligations. Threads tied carefully together until eventually the Fixer sits at the center of a web large enough to strangle cities.   The dangerous thing about a Fixer is that they rarely look dangerous.   They are not the biggest person in the room. Usually not the deadliest either. Most dress plainly because plain people survive longer in ugly neighborhoods. They sit quietly in back booths, smoke cheap cigarettes, sip expensive whiskey somebody else paid for, and watch conversations unfold with the patient expression of someone already three steps ahead of everyone present.   Then suddenly impossible doors start opening.   The guard decides not to inspect the wagon. A prison transfer gets delayed. A passport appears bearing the correct seal. A witness vanishes before testimony. A private train car becomes available at the exact right moment. A safehouse nobody knew existed suddenly has fresh food, ammunition, and clean clothes waiting inside.   It starts feeling less like coincidence after a while.   Fixers thrive in the space between legality and necessity. Governments despise them publicly while quietly relying on them whenever official channels become inconvenient. Criminal organizations use them because no syndicate survives long without logistics and diplomacy. Mercenaries trust them because battlefields are won with information long before bullets start flying.   Even assassins understand the value of a reliable Fixer.   Especially assassins.   The profession creates a particular kind of personality eventually. Calm. Observant. Cynical enough to survive but not so cynical they stop understanding people entirely. A good Fixer studies weakness the way bankers study markets. Fear. Greed. Shame. Pride. Loneliness. Everybody wants something and everybody breaks somewhere.   The trick is learning the difference between price and value.   Most Fixers begin small. Smuggling liquor through checkpoints. Forging travel papers. Running messages for gangs or political radicals. Finding places for fugitives to sleep safely. Some wash out quickly. Some end up dead in canals with their pockets turned inside out. The successful ones learn the first real rule of survival early.   Never be the most important person involved.   A Fixer survives by becoming necessary without becoming visible. Once attention lands fully on them, the profession gets very short very quickly. So they stay peripheral. Useful. Polite. Calm. The kind of person everyone assumes they can control right until they realize half the city quietly answers their phone calls.   And by then it is usually too late.   Cities remember their legendary Fixers the same way they remember famous gangsters or corrupt politicians. Half myth. Half cautionary tale. The man who could get you across borders no questions asked. The woman who supposedly ended a gang war with one conversation in a hotel lobby. The broker who knew enough secrets to blackmail three governments simultaneously.   Most stories are exaggerated.   The frightening part is not all of them are.   Because beneath every great city lies another city built from whispers, debt, corruption, favors, and fear. The Fixer walks through that hidden world like a landlord collecting rent.   And if they know your name, chances are you already owe them something whether you realize it yet or not.

“Rourke never carried a weapon. Never had to. By the time you realized he’d decided you were a problem, three crown guard, two smugglers, and your bookie were already working for him.”
— Vincent Vale, dockside investigator
Type
Illicit

Unknown Shores

The Fixer

Every city, kingdom, smuggling route, and criminal underworld eventually produces the same kind of person: the one who can get things.   Illegal things. Impossible things. Lost things. Restricted things. Dangerous things.   Fixers are brokers of favors, blackmail, stolen goods, hidden routes, forged identities, and whispered introductions. They survive not through stealth or swordplay alone, but through connections, leverage, and the terrifying ability to always know someone who knows someone.   A Fixer rogue is never truly trapped. If there is a way through, around, under, or out, they either already know it, or can invent it fast enough to survive.
Features
Rogue LevelFeature
3rdConnected, Grey Market
9thContingency Plan
13thProfessional Courtesy
17thEverybody Owes
 

Connected

3rd-level Fixer feature   You maintain an extensive network of criminals, merchants, informants, fences, smugglers, officials, and desperate people who owe favors.   You gain proficiency in the Persuasion skill and one of the following skills of your choice: Deception, Insight, or Investigation. If you already have proficiency in either chosen skill, you gain expertise in that skill instead, which means your proficiency bonus is doubled for any ability check you make with it.   You also learn two languages of your choice or gain proficiency with two tool sets associated with criminal or mercantile activity, such as forgery kits, disguise kits, poisoner’s kits, or thieves’ tools.   In addition, your network of contacts allows you to secure information, goods, transportation, forged documents, temporary shelter, or discreet services in most civilized settlements, provided you can pay the appropriate price. The DM determines exactly what is available and how long it takes to arrange.  

Grey Market

3rd-level Fixer feature   You specialize in obtaining resources exactly when they become necessary.   As a bonus action, you can produce one nonmagical object worth no more than 20 gp that can be carried in one hand and could reasonably fit on your person, in a nearby stash, or among your prepared supplies. The object lasts until the end of your next long rest, after which it is lost, reclaimed, or otherwise unavailable.   The object can’t be a magic item, a weapon with the heavy property, or a consumable that restores hit points or replicates a spell effect.   The DM has final discretion over whether an object is appropriate for this feature.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   In addition, whenever you spend at least 1 hour in a settlement, you can locate black markets, fences, smugglers, mercenary brokers, or illicit services without making an ability check unless secrecy or supernatural concealment prevents it.  

Contingency Plan

9th-level Fixer feature   You are exceptionally difficult to corner because you instinctively prepare exits, backup options, and hidden leverage.   Whenever you finish a long rest, choose one of the following contingency benefits: a hidden escape route, a concealed cache of equipment, a bribed or compromised local contact, false documentation and alternate identities, or a prepared distraction or diversion.   Once before your next long rest, you can declare that the chosen contingency becomes relevant to the current situation, subject to the DM’s approval of reasonable narrative placement.   Examples include revealing a hidden getaway mount, producing forged papers, locating a safehouse, discovering a bribed guard, or retrieving hidden tools or weapons.   The contingency can’t directly defeat enemies, replicate spells above 3rd level, or create large amounts of wealth, but it should meaningfully alter the situation in your favor.  

Professional Courtesy

13th-level Fixer feature   Criminals, spies, smugglers, bounty hunters, assassins, corrupt officials, and mercenary brokers recognize what you are.   Most understand that killing a competent Fixer is bad for business.   You have advantage on Charisma checks made to negotiate with criminals or morally flexible factions.   In addition, when a creature you can see targets you with an attack, you can use your reaction to invoke reputation, leverage, or implied consequences. The attacker must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or the attack misses instead.   A creature that succeeds on the saving throw is immune to this feature for 24 hours.   You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Everybody Owes

17th-level Fixer feature   Your reputation and web of favors span nations, criminal syndicates, mercenary companies, noble courts, and hidden networks.   Once per long rest, when you arrive in a settlement or populated location, you can declare that you already possess influence there through debt, blackmail, favors, or professional relationships.   Choose one of the following benefits: secure sanctuary for yourself and your allies, access to restricted locations or individuals, acquisition of a rare or illegal nonmagical item, suppression of local investigations or warrants, temporary assistance from local criminals, mercenaries, or informants, or safe passage through dangerous territory.   The exact details are determined by the DM, but the benefit must provide meaningful narrative or tactical advantage.   In addition, you can’t be surprised while conscious, and you have advantage on initiative rolls.   Because people like you survive by assuming betrayal is already happening.

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