SOTE.FRIED.SH — SINS OF THE EMPIRE

NI 24 / ABY 34 — New Galactic Empire = good guys, New Republic = bad guys — gritty lethal standalone

Fixer

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Fixer - Class Progression

"I don't own it. I know a guy who knows a guy who stole it. 20%?"

You don't fly the best, you don't shoot the best. You *know* everyone. Broker, fence, info merchant, loan shark's favorite client. In a gritty game where a blaster bolt matters and a hyperdrive fails, you are the one who had a backup hyperdrive *already installed* because you traded a case of Corellian whiskey for it last month.

**Sources:** Atomic TC Smuggler / Thief / Mundane NPC Crime Lord, Buying and Selling (debt, fencing), Noble (contacts), Ranged Weapons (holdout)

**Primary:** PRE, INT

**Secondary:** AWE, DEX / AGI

**Off-tertiary:** STR, STA, FGT

**Saves:** Fort Low (you avoid fights), Will High (you resist intimidation/bribes, +2 vs Deception/Persuasion used on you), Toughness Low-Med (padded clothing + hidden vest)

**Attack:** Medium (0.75/lvl) — +3 at L1, +7 at L10. Pistols only.

**Skills:** 6 + INT mod per level (max ranks = Level+3, Class Skills +2 if trained)

Why Fixer = Not-Scoundrel

Scoundrel owns the *ship* and has the *debt* that forces adventure. You own the *network* and have the *contacts* that make adventure profitable. Same gritty engine — you both get Debt, but Scoundrel's is 35k with a freighter, yours is 15k operating stake with global black market reach.

Technician fixes the ship. **You get the part he needs without a license.** Soldier kills the bounty hunter. **You hired him, then sold his armor.** Medic keeps you alive. **You knew a bacta dealer who owed you.**

Scoundrel-like Debt, but Contacts not Ship. That's intentional — only one PC starts with a ship (Scoundrel), only one PC starts with a free droid (Technician), **only you start with Benefit that lets you ignore license and buy Restricted.** And unlike Gumbo — no skill chips, that's a droid thing in Star Wars. You use people, not chips.

Level Progression

LvlFeaturesTalentFeat
1Benefit 2 (Black Market Access + Wealth 1), I Know A Guy, Hidden Pocket, Fixer's Stake (Debt 15k = -150cr/mo)-Feat
2Cold Call (Contacts as Move, 1/scene), Second Chance (Deception/Persuasion)Talent 1-
3+1 Ability, Well-Informed, Fast Talk (-5 Feint DC as Broker)-Feat
4Backchannel (Secure Comms 1ly, Subtle), Slippery Transaction (+2 vs Trace/Inspection)Talent 2-
5Reputation Laundering (scrub 1 faction hit/adventure), Uncanny Dodge (Social – never flat-footed to social ambush)--
6Hidden Ledger (+5 vs Gather Information targeting you), Second Chance (Expertise: Streetwise/Investigation)Talent 3Feat
7Master Broker (Take 10 (treat d20 as 10 when not threatened) Persuasion/Deception under fire), Evasion 1 (legal traps only)--
8Deep Pockets (once/adventure find 1k-3kcr gear as Free), Improved Cold Call (2/scene)Talent 4-
9Zero Footprint Protocol (Investigation DC +10 to track you), Cheat the Market (sell hot cargo at 90% not 50%)-Feat
10Legendary Broker (Take 20 (spend Hero Point to treat as 20, takes 1 minute, or as noted) on Deception/Persuasion for Hero Point, Wealth +2 for one buy, contacts reach 2 Tiers higher (so Tier 6 at Level 5-6 can source Tier 8 gear)Talent 5-

Feature Details — No levels Shown

**Benefit – Black Market Access (L1):** You start with Benefit 2: **Contacts (Black Market, sector-wide)** + **Wealth 1 (2,500cr/mo income, 5k line of credit)**. Per Buying and Selling + Standard Equipment:

  • You can buy **Licensed** gear with no check.
  • You can buy **Restricted** gear with Persuasion DC 15 + item Tier (Tier 4 = DC 19, Tier 8 = DC 23) (1 hour). Other PCs need a quest or Officer requisition.
  • You can buy **Military** gear with Persuasion DC 20 + item Tier (Tier 4 = DC 24, Tier 8 = DC 28) (intimidate/fence) or by spending 1 Hero Point to declare "I found a guy." Scoundrel gets same via ship contacts, but you get it *without* needing travel.
  • You can sell **hot / stolen / Imperial-marked** cargo at 50% list (normally 25%) — at L9 Cheat the Market this becomes 90%.
  • This is your ship equivalent. Don't track it as Equipment rank — it's a class feature.

    **Fixer's Stake – Debt But Not Ship (L1):** Per Buying and Selling **you must take debt.** Unlike Scoundrel (35k for ship+operating), you took **15,000cr operating stake** to build your network — bribes, fake IDs, first cargo loss.

  • **Total:** 15,000cr = **-150cr/month**. Same enforcement: street thugs (Tier 3) → veteran bounty hunters (Tier 6) if you miss 2 payments. Grants Hero Point when Debt screws you (repo hits your safehouse, fence jacks price).
  • **Complication:** Debt (Hutt/Syndicate) + Obligation (contacts call in favors).
  • **If you want to be clean:** Trade Debt for **10,000cr starting gear** but lose Benefit: Wealth 1 (you're indcrendent but broke). Not recommended — Debt drives gigs.
  • **I Know A Guy (L1):** Once per scene as Move action, you can call in a contact you *already* have (not Cold Call new) to grant you or an ally **+5 circumstance to one skill check** as if they were aiding — slicer for Security, medic for Treatment, spacer for Astrogation, tech for Maintenance. No roll from them, they just talk you through it over comlink. The bonus doesn't stack with actual Aid from a PC but works when no one is next to you. You can use this +5 on your own Black Market Persuasion checks. At L6 this becomes 2/scene.

    This replaces the old Chip Jockey: In Star Wars, skill chips are droid-only. People fix problems with people. In Star Wars, skill chips are droid-only (). People fix problems with *people*.

    **Hidden Pocket (L1):** Free Feature — same as Scoundrel. Padded Clothing hidden compartments +5 Legerdemain to conceal Small item (pistol or smaller). Hold-Out Blaster with Easily Concealable = +4 base +5 = +9 conceal. Per Ranged Weapons table: Short 10m x Rank, Medium 20m x Rank, Long 40m x Rank.

    **Cold Call (L2):** Once per scene as **Move**, gain **Contacts** even if you have no contacts in this city/planet. Make Gather Information (PRE) DC 10+city size (5 outpost, 10 town, 15 city, 20 ecumenopolis). Success = you find a fence, slicer, pilot, medic, or muscle — one useful contact Tier ≤ yours (so at Level 5-6 / Tier 6, max Tier 6 contact). Get 2 degrees = Tier +1 above yours and already Friendly (so Tier 6 at Level 5-6 can get Tier 7 contact, Friendly). Fail by 5+ = you tapped a snitch, +2 to enemy Gather Info vs you for 24h.

    At L8 Improved Cold Call = 2/scene.

    **Second Chance (Deception/Persuasion) (L2):** Reroll one of these per scene.

    **Well-Informed (L3):** Free feat — you ignore the -2 penalty for firing vehicle weapons while piloting. If you fail Gather Information by <5, you know where to look.

    **Fast Talk (Broker) (L3):** When using Deception to Feint vs buy/sell opponent, no -5 penalty as Move (like Scoundrel Fast Talk but limited to social/transaction). Stacks with Con Artist talent.

    **Backchannel (L4):** You maintain a secure, low-probability-of-interccrt comlink network (not Force). Treat as Technology Rank 3 comms: **Subtle, Range 1 ly, Limited: Contacts only**. You can call a known contact anywhere in system via encrypted burst that bypasses comms delay and basic scans (Technology DC 25 to interccrt). Requires encrypted comlink (50cr). 3/day. This is your version of Gumbo Backchannel — no telcrathy, just good encryption and dead drops.

    **Slippery Transaction (L4):** +2 Technology/Security vs trace, +2 Legerdemain vs inspection. When you sell hot cargo, Investigation to link it back to you is at +5 DC.

    **Reputation Laundering (L5):** Once per adventure as **10 min work + 500cr bribes**, erase one faction Rep hit (Wanted level -1) or forge one set of credentials (license, docking clearance, arrest warrant vanish). Security DC 15 + your Tier (Tier 4 = DC 19, Tier 8 = DC 23). At L6 Forgery Network talent you can do this for whole party.

    **Hidden Ledger (L6):** Gather Information targeting *you* is at +5 DC. You can Take 10 on Expertise: Streetwise to find black market.

    **Master Broker (L7):** Take 10 on Persuasion, Deception, Expertise: Streetwise even under fire (normally no Take 10 in combat).

    **Deep Pockets (L8):** Once per adventure as **Free** you just *have* a 1cr-5cr item worth <=3,000cr you "picked up earlier" — medpac, fake ID, thermal detonator, boarding pass. GM can veto explosives.

    **Zero Footprint Protocol (L9):** Feature — No logs, no camera footage on transactions, no biometric trace on cargo you handled. Investigation DC +10 to track you via paperwork/biometrics.

    **Cheat the Market (L9):** Hot cargo sells at 90% list, Licensed buys at 75%, Restricted at list (normally +50%). This respects Buying and Selling economy.

    **Legendary Broker (L10):** Once per scene spend a Hero Point to Take 20 on Deception, Persuasion, or Expertise: Streetwise even while threatened or in combat. For your next purchase this scene, your Wealth is treated as 2 ranks higher — for example, Wealth 3 (10k/mo) counts as Wealth 5 (50k/mo) and can buy a hyperdrive or ship component you normally couldn't afford. Your contact network also counts as 2 Tiers higher for restriction checks — so at Tier 6 (Level 5-6) you can source Tier 8 Military gear (repeating blasters, proton cannons, military-grade armor) if you find a seller; at Tier 8 (Level 9-10) you can source Tier 10 prototype gear normally reserved for Moffs. You still must pay and wait.

    Talent Trees — Pick One Per Slot

    **Talent 1 (L2) – Face of the Firm:**

  • **Broker:** Connected, Contacts (second network, lawful), Well-Informed free. +5 to Expertise: Market Analysis / Buying and Selling appraise. Can appraise Restricted/Military value as Move (no 1 hour).
  • **Info Merchant:** Skill Mastery (Gather Information) — Take 10 always. +5 Gather Information, +2 to Investigation when using Holonet (split). You trade rumors, not blasters.
  • **Thief:** Legerdemain +5, Security +2 (bypass locks). Can Take 10 on Sleight under pressure. Hidden Pocket upgrade: can conceal Medium item (blaster rifle broken down).
  • **Talent 2 (L4) – The Tools:**

  • **Black Market I:** You now carry 2 Restricted items legally (forged permits). Once per adventure you can declare one item you are carrying was "always licensed." Persuasion DC 20 if customs scans decrer.
  • **Procurement Specialist:** When you use I Know A Guy to aid Security, Maintenance, Astrogation, or Treatment, the bonus becomes +7 not +5, and you can use it at 20m range via comlink as if you were next to them (talking them through). Once per adventure, you can procure a specific non-Rare item worth up to 2,000cr in 1d6 hours instead of days — you knew a guy who had one.
  • **Smuggler's Hold:** Per Scoundrel talent — your safehouse/gear stash gains Feature 2 (Hidden Compartments, large enough for 1 Medium creature + 500kg cargo, shielded DC 25 vs scans) + you know 1 secret hyperspace shortcut (illegal, halve time but -5 Astrogation or encounter). If you assist Scoundrel, his XS freighter gains this feature.
  • **Talent 3 (L6) – Network Magic:**

  • **Backchannel Network:** Backchannel becomes unlimited/day (was 3/day) and Range 5 ly. Can conference 3 contacts at once. Add Feature — you can make Gather Information check through network as if you were physically there (with -2).
  • **Reputation Laundering – Firm:** Reputation Laundering now affects whole party. 1 hour + 1,000cr, scrub party's last job from one faction database. Requires Security DC 20. Each additional faction +500cr +5 DC.
  • **Forgery Network:** You run a forgery shop. Create fake ID, license, cargo manifest in 10 min (was 1 hour) for 100cr materials, Security DC 10 + Tier (Tier 4 = DC 14, Tier 8 = DC 18). On success, passes casual inspection. On 2 degrees, passes Imperial checkpoint (DC 25 Security to detect). You can maintain 3 active forgeries at once.
  • **Talent 4 (L8) – Above Suspicion:**

  • **Corporate Shell:** You own a dormant shell corp (registered on 3 planets). Benefit 3 (Wealth 10k/mo) + you can launder money: any illegal purchase appears as "industrial equipment." Once per adventure, call in Company Security Tier 4 minion 4 squad (4 troopers) as "asset protection." They leave after 5 rounds.
  • **Cold Call Mastery:** Cold Call becomes **Free action** once/scene, Move action otherwise unlimited. Your contacts are Tier +1 above you and always Helpful (so Tier 6 contact counts as Tier 7, Friendly) (not just Friendly). You can maintain 1 permanent Contact who levels with you (Tier -1 below you, Helpful, will hide you).
  • **Zero Footprint:** +10 DC to Investigation/Perception to find traces of your physical presence + your network presence. Includes no DNA logging, no holo capture if you spend Move to disable (Security DC 15). Stacks with Zero Footprint Protocol = +20 DC total to forensics on your jobs.
  • **Talent 5 Capstone (L10) – You Don't Just Know A Guy, You *Are* The Guy:**

  • **Criminal Mastermind:** You run a network sector-wide. Benefit 5 (50,000cr/month, global Contacts), can call Tier 6 Crime Lord (veteran enforcer) enforcer squad (Minion 6 (Tier 6-7 grunt, +9 attack, Toughness 9, dies if Toughness fails by 5+) OR Tier 5 thug squad + slicer team once/adventure. Can buy **any** Restricted/Military from your network without quest — just time (1d6 days) and credits. Once per adventure, take 20 on any Persuasion/Deception and it becomes Mind Trick-equivalent vs mooks (Will DC 10+PRE+5, Entranced 1 round, no Force check).
  • **Legendary Broker:** You are the sector's Lando/Hondo. Benefit 5 + Reputation (Famous — Favorable in underworld, Unfavorable with law). Any spaceport you arrive at, one old contact owes you big — can get you a ship refuel, repair, or 24h safe harbor no questions asked. Your appraisal is perfect: you know true value of any cargo/ship/artifact within 5%. You can sell even Sith artifacts at 100% list to right buyer.
  • **Ghost Ledger:** You erased yourself. Benefit 5 but with no paper trail — no Debt, no Wanted, Investigation to find your real name DC 35. Once per adventure, make an enemy's assets vanish: target loses Benefit 2 levels for 1 month (accounts frozen) with 1 week prep + Security DC 25. You can "kill" a corporate shell to escape consequences, reappearing with new identity in 1d6 days.
  • Starting Package

    **Abilities:** PRE 3, INT 3, AWE 2, DEX 1, AGI 0, STR 0, STA 0, FGT 0 (8 ranks, balanced talker array: 3,3,2,1,0,0,0,-1)

    **Defenses:** Dodge 3, Parry 2, Toughness 1/3 with Padded Longcoat (Prot 2, Hidden Pockets, +2 Persuasion in negotiations), Fort 2, Will 6 (High + class)

    **Offense:** Blaster Pistol +4 (Medium) — Ranged Damage 4 (DC 19, Short 10m x4=40m, Medium 80m -2, Long 160m -5), Hold-Out Blaster +4 (Ranged 3, Easily Concealable +4, DC 18), Unarmed +0 (Close Damage 0)

    **Skills:** Deception 6 (+9), Persuasion 6 (+9), Expertise: Streetwise 4 (+7), Insight 4 (+6), Investigation 4 (+7), Gather Information 4 (+7), Security 2 (+5), Perception 3 (+5) — 9 ranks spent + INT bonus, recall 6+INT per level

    **Gear:** Blaster Pistol (Laser Sight + Conceal Holster), Hold-Out Blaster (easily concealable, +4 conceal), Padded Longcoat (Prot 2, Hidden Compartments +5 Legerdemain), Encrypted Comlink (Backchannel capable, 1ly), Favor Chits 3x (one free I Know A Guy use each), Fake ID (2 types, Scoundrel-grade), Datapad with black market ledger (+2 Persuasion vs fences), 500cr pocket

    **Ship:** **None.** Only Scoundrel starts with ship. You charter, you know a guy, or you ride Scoundrel's bucket and pay fuel.

    **Debt:** 15,000cr operating stake = -150cr/mo (Syndicate). Same repo rules as Scoundrel but smaller crew. Grants Hero Point when collector shows up mid-deal.

    **Complication:** Debt 15k (Hutt/Syndicate), Obligation (fence/major contact), Enemy (rival broker or customs inspector) — pick 1, GM picks other.

    Gritty Notes — Why You Survive

    In gritty, money is ammo. A blaster rifle is 1,500cr. A medpac is 100cr. A busted hyperdrive is 5,000cr and 3 days if you have a Technician, 15,000cr and 2 weeks if you don't. **You cut time and cost in half.** I Know A Guy means you can give Technician +5 to Maintenance when his check is DC 20 and he's at +7. Black Market Access means Medic gets his Medical Droid License without a sidequest, Soldier gets his Repeating Rifle without a Military writ.

    You don't get a ship. You get everyone else operational.

    **Metric Ranges Reminder:** Blaster Pistol Short 10m x Rank (Rank 4 = 40m no penalty, 80m -2, 160m -5). Use No squares.

    **Injury Reminder:** Medpac does NOT remove Injury. You sell the *cure* — bacta, Medical Kit, surgeon contact. Treatment DC 15 to stabilize Dying is still Standard unless you have Medic talent.


    SINS V2 — Fixer — TOTAL CONVERSION