5. R.C.C. Bonuses: +7 to initiative, +5 to strike, +7 to parry, +4 to dodge, +4 to roll with punch or fall, and +12 vs. horror factor. All bonuses are in addition to attributes and skills.
Fixer N.P.C. Villain & Optional R.C.C.
Player Character Note: Due to the very alien and unknown motivations of these creatures they may not be suitable as player characters. Also should any Fixer turn against Last Chance it will be killed on sight. If it escapes the entire pool of Last Chance resources will be used to hunt down and execute the traitor. There would be no exceptions or reprisals. Even those that show remorse and reform their ways will still be executed on sight.
Alignment: Aberrant only. The Fixer's attitude and beliefs are programmed from before birth. They need honor to fulfill their commitments to Last Chance and a total disregard for any other being to carry out their orders.
Attributes: I.Q. 1D6+12, M.E. 2D4+14, M.A. 1D4+6, P.S. 2D6+50*, P.P. 1D6+24, P.E. 2D6+20*, P.B. 2D6, Speed 4D6+6. All attributes are genetically enhanced and leave little room for variation. P.S. and P.E. are both considered supernatural.
Size: 7 feet + 1D4 inches (2.13m-2.2m)
Weight: 300 pounds (135kg)
Hit Points: Mega Damage Creatures
M.D.C.: P.E. + 3D4x10+200. Also gains 4D6M.D. per level of experience.
Horror Factor: 14 to those that know of them or when it's nature is revealed.
Average Level of Experience (N.P.C.): 1D6+2
Combat: See bonuses and skills
Attacks Per Melee: Starts with five actions in addition to skill bonuses
Bonuses: See Abilities #5 above.
Damage: Damage is based upon Supernatural strength and whatever weapons they may acquire.
Magic: Lore only. Fixers know how to deal with magical threats but posses no magical abilities.
Psionics: No psionic powers.
Average Life Span: Unknown! None have ever died of old age.
Habitat: Fixers are suited for life and combat in almost any environment. They cannot survive long in a vacuum (One minute per P.E. point), but are not bothered by pressure underwater (Maximum depth of 300 feet/91.4m and can hold their breath for nearly 2 hours at a time), or severe cold or heat.
Fixer R.C.C. Skills:
Speak and Literate in English and 2 others of choice. (+25%)
Math: Basic (+15%)
Recognize Weapon Quality (+5%)
First Aid (+10%)
Tracking (+20%)
Intelligence (+10%)
Interrogation (+10%)
Electrical Basic (+5%)
Demolitions (+8%)
Detect Concealment (+5%)
Detect Ambush (+5%)
Trap Construction (+5%)
Pick Lock (+5%)
Prowl (+5%)
Lore: Magic (+5%)
Lore: Demon/Monster (+5%)
Lore: Psychic (+5%)
Sniper
Wrestling
Boxing
General Athletics
W.P.- Select five
Hand to Hand: Kickboxing
Secondary R.C.C. Skills: Select six "other" skills and an additional two from the Espionage category. Select one additional skill at levels 3, 6, 9, and 12.
Communications: Any
Cowboy: None
Domestic: Any
Electrical: Any (+5%)
Espionage: Any (+10%)
Mechanical: Any
Medical: Holistic only
Military: Any (+5%)
Physical: Any (+5% were applicable)
Pilot: Any (+5%)
Pilot Related: Any (+5%)
Rogue: Any (+5%)
Science: Any (+3%)
Technical: Any (+5%)
Wilderness: Any (+5%)
W.P.: Any
Secondary Skills: The character also gets to select three secondary skills from the list above at level one, plus one additional skill at levels 4, 8, and 12. These are additional skills that do not get the bonus listed in the parenthesis. All secondary skills start at level one proficiency. Also skills are limited (any, only, none) as stated previously.
Standard Equipment: A black suit made of a light mega damage fabric (30M.D.C.), a pair of black or mirrored sunglasses, a briefcase with lock, an NG-S2 Basic Survival Pack, Multi-Optic band, portable language translator, hip flask for water, and a single fusion block.
Weapons are kept to a bare minimum. If a sniper mission is required a rifle will be carried, but for most missions the Fixer will only carry a pistol or similar sidearm. Fixers do not necessarily need weapons but they use them as effective tools when necessary.
Enemies: Does not usually harbor a grudge, but if a target eludes them it will become an obsession until it is eliminated. One of the worst things a person could do is run from a Fixer.
Money: Will only carry money for bribes, payment of services, or to purchase equipment. All needs are provided for by Last Chance.
Cybernetics: None. Doesn't need them. If a limb is damaged or removed it will be repaired upon return to Rikers Island.
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