Steps to making a fixer: 1. Write the character sentence 2. Identify Phenotype 3. Create Tags and Tricks 4. Create their Credit Card # Character Sentence | Card | Adjective | Occupation | Action Verb | Dice roll | | ----- | ----------- | --------------- | ------------ | --------: | | A ♠️ | Cunning | Info Broker | Protects | 1 | | K ♠️ | Audacious | Arms Dealer | Strikes | 2 | | Q ♠️ | Ruthless | Apothecary | Manipulates | 3 | | J ♠️ | Enigmatic | Smuggler | Infiltrates | 4 | | 10 ♠️ | Charismatic | Courier | Negotiates | 5 | | A ♥️ | Meticulous | Handler | Sabotages | 6 | | K ♥️ | Stealthy | Spy | Conceals | 7 | | Q ♥️ | Bold | Enforcer | Dominates | 8 | | J ♥️ | Calculating | Strategist | Orchestrates | 9 | | 10 ♥️ | Mercurial | Con Artist | Exploits | 10 | | A ♣️ | Visionary | Hacker | Deciphers | 11 | | K ♣️ | Sly | Tech Specialist | Hacks | 12 | | Q ♣️ | Relentless | Mercenary | Evades | 13 | | J ♣️ | Patient | Diplomat | Aligns | 14 | | 10 ♣️ | Daring | Shaman | Conjures | 15 | | A ♦️ | Discreet | Alchemist | Transforms | 16 | | K ♦️ | Resourceful | Mystic | Seeks | 17 | | Q ♦️ | Shrewd | Blackmailer | Leverages | 18 | | J ♦️ | Flamboyant | Negotiator | Persuades | 19 | | 10 ♦️ | Stoic | Operative | Resists | 20 | # Phenotype | Most Anthro | | | | Least Anthro | | :-------------------------------------------------------------------------------------------------------------------------------------------------------------- | :------------------------------------------------------------------------------------------------------------------------------------ | :--------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :----------- | | [[Aesir]] | [[Kin]] | [[Q'uan]] | [[Jako]] | Teno | | The Aesir are a phenotype from an ancient lineage, their appearance a harmonious blend of classical anthropomorphic features and traditional aesthetic elements | The Kin are an ancestral phenotype characterized by their distinct blend of anthropomorphic features with a touch of divergent traits | The Q'uan are a striking ancestral phenotype characterized by their dramatic blend of anthropomorphic traits with more extreme expressions of divergent features | The Jako represent an incredibly diverse ancestral phenotype characterized by their dramatic shift towards divergent features with only a small percentage of anthropomorphic traits remaining | | | Common Examples | Common Examples | Common Examples | Common Examples | | # Tags >[!hint|bg-c-yellow]+ Fixers have 10 points to allocate to adding tags and/or tricks to their character. > >Each tag or trick costs points equal to its tier, and cannot be above ![[d12.png]] at character creation. Players may also choose to use some of these points for Arcane Foundations and augmentations, following additional restrictions. Tags are the fuel of the All In Engine. If something is mechanically meaningful, it either has a Tag or is itself a tag, anchoring the narrative and forming the world’s truth.  Each tag consists of two parts:   - **Descriptor:** A concise phrase naming a quality, ability, equipment, or statement of fact (“Boy Genius,” “Sacred Fire,” “High‑Class VTOL”).   - **Die:** The number that tells how the tag contributes to a roll; a larger die means greater influence on the outcome. Tags are added to a roll when its nature could plausibly affect the action or influence the outcome. For example, Acrobat ![[d4.png]] or Nimble ![[d6.png]] could aid parkour moves, whereas Grizzled Combat Veteran ![[d8.png]] could boost marksmanship but not hacking. Adding appropriate tags to a roll translates narrative flavor into quantifiable effects that shape every action and outcome. >[!info|bg-c-plain] Good Tags identify a situation they *WOULD NOT* apply as easily as they identify a situation they ***DO*** apply. ### Tricks _Tags_ provide broad, flexible applications built around generic concepts. _Tricks_, by contrast, are specific, deterministic effects that trigger exactly the same way each time: think of a diamond‑tipped projectile that more easily pierces metal armor or a flame weapon that consistently ignites a small fire. Tricks also use the stepped dice ladder from weak (1) to ultimate (6), and consists of two parts: **stipulation** and **effect**. - **Stipulation** defines when the trick applies. A good stipulation clearly shows both its condition and its exception. For example, a weak (1) trick that reads “+1 damage threshold against any target” is ambiguous; instead, “+1 damage threshold vs metal armor” makes it obvious that targets lacking metal armor do not trigger the effect. - **Effect** is the outcome of an applied trick. The trick’s tier determines its numerical impact: a weak (1) trick might add +1 to damage, create a one‑round status, grant a weak tag (d4), or produce any other narrative consequence. an Ultimate trick would use (6) instead. # The Credit Card > [!Quote|author mark] Mr Black <br><span style="color:rgb(255, 84, 54)">Legendary Fixer</span> > A good fixer never plays fair. They always have an ace up their sleeve, and will play it if the crew needs it. But victory always costs. You never want to owe your fixer... In every megacity of The Realm, seasoned fixers carry a “Credit Card” that runs through the under‑city. It isn’t a physical card; it’s a living ledger of favors, contacts, and assets that can be accessed with a call from a commlink. When a crew needs a stealth drone, a corporate backdoor, or a compromised contact, they draw from this card. Because resources are scarce and factions constantly clash, each asset carries a cost in both time and treasure: larger requests lock the asset for a set period and raise exposure risk, while smaller ones can be loaned with minimal restrictions. The fixer must balance urgency against visibility, choosing how much to commit before fulfilling the request. Thus the Credit Card is the fixer’s credit line; a network of contacts leveraged through negotiation, risk management, and bold gambles. It transforms a freelancer crew into a fully capable unit ready to tackle any challenge in The Realm…for a price. ### Credit Card Specialties Each Fixer specializes in a form of supporting capabilities like remote access hacking, logistics, and backup, instead of being able to provide any type of support at the drop of a hat. Pick one that best resembles your fixers specialty. Mechanic to test: money comes out of your funds, or you just owe the fixer at close cost is in racks equal to the tag's tier. >[!info|bg-c-white]+ Social Network > Access to hidden dossiers, encrypted feeds, street rumors, faction‑specific lore, and the ability to “read” a target’s true motives before they act. >[!info|bg-c-green]+ Eye Spy > Live feeds from CCTV drones, hacked satellite links, or real‑time biometric scans that let you spot threats before they’re seen by the crew. >[!info|bg-c-blue]+ All Access Pass > Access to an area, codes to a location, >[!info|bg-c-red]+ Send Dudes > A pre‑arranged mercenary squad, street gangers, or an ex‑merc with a specialty (stealth, hacking) that can be called upon to turn the tide of an encounter. >[!info|bg-c-orange]+ Strike Package Bravo > Drone swarms, remote artillery pods, or missile strikes you call in from a secure location to soften enemies or cover retreats. >[!info|bg-c-yellow]+ TAXI! > Timely and secure transportation from one location to another. >[!info|bg-c-gray]+ The Arsenal > temporary access to high‑end gear caches that can be dropped on the crew mid‑job. Break it, you buy it. >[!info|bg-c-pink]+ Special Delivery > Resupply of ammo, med‑kits, components, or consumables in the form of a IPs; >[!info|bg-c-purple]- Tech Support >