The Fixer

Without a doubt the deadliest arm of Last Chance would be the Fixer. It is unknown how many Fixers are in the service of L.C.A. but one would hope that number is low. A Fixer is a seven-foot tall humanoid with dull gray skin, no hair, and solid white eyes. They are only seen dressed in black suits and usually wear dark sunglasses to cover their lifeless eyes. They are powerfully built without being stocky and have a host of amazing attributes and natural abilities. They are excellent trackers and do not know how to quit.
In reality a Fixer is a completely man-made life form. This is arguably one of Eschelon's greatest accomplishments for Last Chance. The Fixer is built completely from scratch using almost entirely human D.N.A. with minor modifications added together to make a very formidable operative. More importantly, once the first Fixer was completed to the satisfaction of Ishmael Chance, they were easily cloned and mass-produced. The exact number that was made is not known but it is assumed to be low because of the extreme rarity that they are encountered and since they are clones they are virtually identical and hard to identify as individuals.
The job of the Fixer is just that, to fix. Should a Disciple or Roa T'en come across a problem that they cannot solve on their own and need immediate and permanent solutions for, a Fixer is brought in, actually rifted to the nearest ley line. They are accomplished assassins, masterful trackers, intimidating negotiators, deadly hand to hand combatants, and a suitable substitute for any suit of power armor. They are also the second greatest secret in the Last Chance arsenal, second only to the Bio-tanium process. As such, all fixers carry with them a modified fusion block. The fusion block is used when the Fixer is near death as a last resort. It totally obliterates anything within it's blast radius and it's primary function is to burn up the Fixer's corpse after death.

Special Fixer R.C.C. Abilities

1. Cloaking: Like the Major super ability of the same name, cloaking makes the Fixer invisible to all forms of electronic detection. Video cameras, bionic optics, laser eyes, thermal imagers, and radar will fail to see the clone. Special sensors like bionic or robotic optics will only register the being as a faint blur that is virtually impossible to track (-8 to strike). Conversely, sensors that could help the character, like life sign monitors, also fail to pick up the character.
*Note: Items that need physical contact to work like the push of a button or pull of a trigger can be used by the cloaked individual. Also items that rely on contact like a pressure switch or trip wire can detect the character.
2. Resistant to Magic: Built into the clones D.N.A. is a natural resistance to magical attacks. The Fixer suffers only half damage from all forms of magic attacks. Additionally, all penalties and the duration of the magic's effects are also cut in half. Rune weapons and similar enchanted weapons inflict normal damage.
3. Resistant to Energy: Similar to the minor super ability of the same name, Fixer's are impervious to the first 20 points of Mega Damage inflicted and only suffer half damage after that, for the duration of the melee round. This also makes the clones impervious to the effects of stun type weapons. This resistance is not effective against radiation damage, kinetic energy, projectiles, explosive forces, or most forms of Psionics (save Pyrokinesis and Electrokinesis fall under the scope of this ability.
4. Other abilities: Bio-regenerates at the rate of 1D4x10M.D. per melee round, keen hawk like vision, excellent hearing similar to the bionic ultra ear, very alert and quick to respond, aggressive, ambidextrous, Impervious to heat and fire (even mega damage and magical fires), and shows no fear. All abilities are reflected in bonuses and attributes.
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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