Fixer (5e Background)
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Fixer[edit]
"Funny, isn’t it. You jump into the Fixer business trying to earn money, but you need to get into debt and spend money to be able to do proper work. How ironic is that?”
–A Rank 5 Office Fixer
Fixers are hired hands who perform a multitude of tasks ranging from dangerous activities like combat, assassination, or expeditions to the Ruins, to less directly violent tasks like negotiating contracts or gathering intelligence; in short, any job requiring skills that the average person would not have.
The lifestyle of Fixers is seen by outsiders as idealistic, and many view Fixers as real-life heroes. Common City folk hear the adventures of famous Fixers and view the profession as an escape from monotonous everyday jobs, as well as a chance to make a quick profit. Becoming a licensed Fixer is as easy as passing a physical test given by their Kingdom. Unfortunately, this is the easiest part of Fixer life. Putting aside the dangers of the business, it also offers none of the freedom that people would believe it to have.
Independent work is not easy to come by. Fixers take work based on requests made by a client, and are paid upon each request's completion. There are no restrictions on the type of request or client they receive, though this is not the issue. With the high number of Fixers and Fixer Offices throughout the Kingdoms, competition is intense, and only those who stand out above the others will be visible to the public. Independent Fixers rarely find success because of their inability to market themselves as well as a formal Office, though this is more of a concern for lower-end Fixers. Under an Office, the freedom of a Fixer is further limited, as any task they try to undertake must be approved by their Office. There are some exceptions and loopholes, but generally, true self-determination without answering to any superior is almost impossible to attain for an average Fixer.
The only requirement of a Fixer when taking a request is that it must be logged and reported to the your office or The Royal Court, and that Fixers must not threaten clients to get requests. However, a common practice is for both sides of a request to make a binding contract, as it is too easy for either side to betray their agreement without one. Entire Offices exist to create, verify, and enforce contracts—the only solid assurances of sincerity in this business.
Skill Proficiencies: Choose two from Athletics, Intimidation, Investigation or Acrobatics,Deception, Perception
Tool Proficiencies: Any two Tools of your choice.
Languages: Any two Language of your choice.
Equipment: Two Tool Kit of your Choice, One Traveling Bag with Rations and a water skin, One Signature Uniform or Office Uniform and a belt pouch containing 8d8 gp.
Specialization: Fixer Type[edit]
While the general public would see all Fixers more or less as the same guys doing the same old thing involving Investigating, killing, ext. There are differentiations between Fixers that can be important in determining their Reputation, Experience and even Personality.
d6 | Fixer's Motivation |
---|---|
1 | Detective. I prefer to Investigate crime scenes and gather Information. |
2 | Combat Maniac. I prefer to let my co-worker do the talking, as long as there's a fight I'm happy. |
3 | Agent of Vengeance. I Tend to become obsessed over Information/ Individuals from a certain organization. |
4 | Surviver. The only way to move up in the world is to make money and gain a good reputation. |
5 | Office Fixer. I want to become part of a Influential group where I can climb up the ranks and help others. |
6 | Color. I want to go up the ranks and go beyond my Limits and be recognized as the strongest. |
Feature: Rank 9-2 Fixer[edit]
Most Fixers belong to an Office, which is a formal business entity that handles requests for multiple Fixers under its ranks. Being a member of an Office is seen as favorable, especially for novice Fixers, because finding work and advertising themselves is difficult otherwise.
Since you're part of an Office, you tend to get Missions/ Bounties sent to you, to hunt down Criminals and Monsters who have prove to be too difficult for an ordinary soldier and adventure to handle.
Alternate Feature: Rank 1 Fixer[edit]
Rarely, there are Grade 1 Fixers who greatly surpass others in some way, whether it is strength, intellect, or some other form of prowess. In such cases, the Fixer may be assigned a special title by Their Kingdom to distinguish them as the optimal choices for felling Powerful Threats and serving as a model for the ideal Fixer.
Both commoners and criminals are afraid and are in awe of your reputation. Neither will report if you overstep the legal lines a bit (ex: not paying for your food; bruising a captive). Both commoners and criminals will be more likely to spill the beans just to get rid of you.
Suggested Characteristics[edit]
d6 | Personality Trait |
---|---|
1 | When the Situation gets Intense, I remain calm and stoic. |
2 | I tend to rhyme when I'm nervous. |
3 | I like to act tough and Invincible when I know I have the advantage over someone. |
4 | I'm not a person of many words. I get by with a nod, a head shake, or a single word as often as possible. |
5 | After working for many years, i've become desensitized blood and gore. |
6 | I've once fought an an undead who kept coming back to life, so I know have a habit of cutting of their limbs so that there easier to deal with. |
d6 | Ideal |
---|---|
1 | Justice: Right or wrong, the Keeping law is what matters. (Lawful) |
2 | Redemption: No matter how wicked, anyone must be given a chance to repent. (Good) |
3 | Community: My community cannot be Saved unless its people are kept safe from threats in their midst. (Any) |
4 | Pragmatism: I won't let any laws from stopping me finish my job. (Chaotic). |
5 | Power: Life. Death. Dignity. I crave the moments when I can control the fates of others (Evil) |
6 | Truth: Before any justice can be meted out, it is important to draw out the truth no matter what it takes. (Neutral) |
d6 | Bond |
---|---|
1 | I've been forced to kill my one true love, after they Been Transformed to a Monster. |
2 | There is this one criminal who had escaped me before I was able to kill them and I am determined to find him and give take his final breath. |
3 | No one is above the law. No one but this Rival Office who could get off scot free with that forged letter of exemption from a powerful Noble. I will find their letter and make sure to reveal their crimes. |
4 | I have killed a wanted criminal only to learn later that he was innocent. I will make it up to his family the best that I can. |
5 | I've led some very vile fixers, despite them being apart of a powerful office. Now I am on the run from them and their assassins. |
6 | During one of my Missions, I had ran into a man in an jester mask who has been connected to many mass disappearances. I will find out his secret, and kill him if he is responsible. |
d6 | Flaw |
---|---|
1 | I have taken a significant bribe, and a certain crime syndicate knows it and can prove it. |
2 | I obey any legitimate authority, even when they might be wrong. |
3 | The bottle is the only thing that keeps the Trauma from the death of my former Coworkers at bay. |
4 | I have sold Corpses of murderers and similar items from my Missions to evil magic-users, or possibly even the darker powers behind them. |
5 | I display my Dark humor to the point where it makes others uncomfortable. |
6 | I keep my distance from everyone, cause I fear getting to attached. |
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