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Message no. 1
From: "Gurth" <gurth@******.nl>
Subject: Fixers again... part 1
Date: Sun, 30 Jun 1996 10:56:00 +0100
This is the latest edition of my fixers article. I might still update a
thing or two, but it's not far from completion.

FIXING THE FENCE
----------------

I am the crime without trail
And all I want right now is you
-- Savatage, "I Am"


SCENE ONE
[Fade in.
It is raining in the dark alley. An ork in a plastic raincoat walks up
a few steps toward an unmarked door and knocks on it. A shutter in the
door opens and closes again a second later. The door opens and the ork
goes inside. We have not been able to see the ork's face.]


SCENE TWO
[The club is dark and crowded with people dancing, the music playing at
very high volume. At a table near the back are a female ork and two
humans, both male. One of the humans holds a credstick and is looking at
its display.]

FIRST HUMAN: You said 25, this stick only shows 20.
ORK: Hey, that's what I told 'em too. Said they didn't want to pay 25
for the kind of job you did.
SECOND HUMAN: But we had agreed on 25!
FIRST HUMAN: (to second human) Let me handle this, 'kay? (to ork) Look,
it don't matter how we did that run, if they said 25 they better pay 25
and not 20.
ORK: So what're you gonna do about it? Tell 'em? Good luck to you then.
They gave me that stick and I'm giving it to you, plain and simple. If
cred's missing don't bother me 'bout it, alright?
SECOND HUMAN: Why don't you give us the 5000 you took from our payment,
eh? Makes us all happy.
ORK: I'm not gonna give you 5 grand I don't have. What do you take me
for? As far as I'm concerned, this biz is concluded. If you've got
nothing more to say I'm getting out of here. This music's starting to
get on my nerves. [Takes plastic raincoat from empty seat]
SECOND HUMAN: You ain't going anywhere without giving us our money.
Understand? [Extends hand razors]
ORK: Use your brains for once, opens up a whole new world of
experiences. [Gets up]

[Both humans stand up.]

SECOND HUMAN: [threatens with hand razors] One last chance. Don't frag
with us or we'll frag with you.
FIRST HUMAN: [slides pistol from sleeve] I think he's right, Skoog.
Can't let you go with our yen.
SKOOG: Can't reason with a gun, can you? [sticks hand in pocket]
FIRST HUMAN: [slightly panicked] Don't even try!
SKOOG: Relax, Canto. [takes empty hand out of pocket] Just want to go
outside, talks better there than with this music on in here.
SECOND HUMAN: I don't trust her, Canto.
CANTO: Hey, what can she try on us there that she can't here? (to Skoog)
Ladies first.


SCENE THREE
[A door opens into a dark alley where rain is still pouring down,
shedding a rectangle of light down into it. Skoog puts on her raincoat
before stepping outside. The humans don't seem to be bothered by the
rain as they walk down the steps into the alley.
The door closes behind them, making the whole alley dark again.]

SKOOG: [puts up collar against the rain] You still want that money?
CANTO: Yeah, and fast. Else we take it off you with or without you
cooperating. [aims gun at Skoog's face]
SKOOG: [smiles nervously] Relax chummer, relax. I haven't got it /on/
me...

[Before she finishes her sentence a shot rings out, killing Canto before
he can react. The other human turns to run away, but a second bullet
sends him sprawling into a heap of garbage. Skoog walks over to Canto's
body and searches his jacket. She takes out the credstick and puts it
into her raincoat.
Fade out.]


>>>>>[Classic example of Hollywood drek-trid. No runner with a single
brain cell left would go out of the bar and into the alley with a fixer
he suspects of double-crossing him.]<<<<<
--Jeff (17:43:01/10-15-57)

>>>>>[Oh, I don't know. If you know the alley is safe, sure, why
not?]<<<<<
--Bertie (17:44:19/10-15-57)

>>>>>[Canto and that "other human" didn't know whether that alley
was
secured, did they? Else Skoog's sniper wouldn't have been there. And if
they'd known about him, they'd have stayed inside or left via another
entrance.]<<<<<
--Desolate Dave (17:47:38/10-15-57)

>>>>>[Skoog did have thing set up pretty neat, I must say. Good sniper,
too, if he got both of the humans in a dark alley with one shot each.
Still, that doesn't mean the fixer was accurately portrayed in this bit
of fiction... I know I wouldn't do things this way, for one.]<<<<<
--Whale (17:50:17/10-15-57)

>>>>>[So tell all of us who don't know, how /would/ this go in a real-
life situation?]<<<<<
--Bertie (17:52:37/10-15-57)

>>>>>[Are you saying you *don't know*?? What are you doing here,
then?]<<<<<
--Desolate Dave (17:53:53/10-15-57)

>>>>>[I don't mind. It's not like we're giving away "trade
secrets" or
some other corp-invented shit, are we? The way you handle a payment
like the one described in the script is to set up a meet in neutral
territory, preferably some place where there are loads of people. This
far, it's accurate: Skoog and the humans meet in a crowded club. Another
good point is that it seems to be a semi-legal club (evidenced by the
door and the bouncer behind it at the beginning), where you can do better
deals than in places where you can run into the Star.
The conversation is also pretty common. Someone pays the fixer to hire
runners, the runners do what they're asked, and then get less payment
than what they were promised. Sometimes, it's because the fixer is holding
back some of the money in order to turn a larger profit himself, but also
very often it's because the fixer only gets paid after the run is over. If
he gets less than he was promised, he can't pay the runners as much as he
originally told them. Which one was the case here I can't say, because it
doesn't become clear from the text.]<<<<<
--Whale (17:59:42/10-15-57)




GAME INFORMATION
----------------

So far, fixers were only around as non-player characters. Maybe, if you
have a kind gamemaster, he may let your character become a fixer
eventually, but only after a long time of playing the character, building
relationships with loads of different kinds of people, finding out where
to get the things you need, and who to sell the stuff to that you don't
need -- in short, a whole load of roleplaying that may take years to
reach any kind of character who could be called a fixer.

This chapter has rules and guidelines for playing a fixer as a beginning
character, and to create a Shadowrun campaign for fixer-type characters.
You can play one of the people who hold the real power in the shadows with
this: not the shadowrunners, who simply get hired to do the dirty work,
but the people who actually set up those shadowruns, and make the most
money off of them.

Fixers.


FIXER SKILLS
------------

No-one except Dibbler could possibly sell Dibbler's sausages.
--Terry Pratchett, "Moving Pictures"


Most of the skills here are Special Skills, and do not really default to
the Skill Web. Attributes can be used in their place, if required, by
applying the modifier indicated to the target number. (When an open-ended
test is to be rolled in the skill, subtract the indicated modifier from
the roll.) For example, "Charisma + 4" means that a character can
substitute his Charisma for the skill, but must apply a +4 modifier to
the target number, or a -4 modifier if he makes an open-ended test.

A character taking Equipment Acquisition, Evaluation, or Private
Enterprising skill is /required/ to take a Concentration in that skill,
just as with Etiquette skill.
Fixers may take more than one Concentration or Specialization in
Etiquette skill during character generation -- normally, all characters
may only take one Concentration or Specialization per skill (SRII, page
70), but this does not apply to fixers, who make extensive use of social
interaction in order to do business.


EQUIPMENT ACQUISITION
This skill allows fixers to find equipment of all kinds. The target
number for its use is generally the Availability rating of the equipment.
Anyone taking this skill /must/ Concentrate or Specialize. The general
Equipment Acquisition skill does not exist, even though there are a
great deal of references to it in this text. In all cases, use the
highest-rated Concentration a character has in it.

Concentrations: Biotech, Electronics (Communications, Cyberdecks,
Entertainment, Lifestyle, Security/Counter-Security, Vehicle), Implants
(Bioware, Cyberware), Magical Supplies (by tradition), Narcotics/BTLs
(Illegal, Legal), Vehicles (by type), Weaponry (by class)
Default: Charisma + 4


EVALUATE
Governs the determination of the market and insurance values of items.
The target number will depend on how familiar the character is with the
item being evaluated, from 2 for things he deals with everyday, to as
high as 12 for something he has never seen before in his life.
Anyone taking this skill /must/ Concentrate or Specialize. The general
Evaluate skill does not exist.

Concentrations: Biotech, Electronics (Communications, Cyberdecks,
Entertainment, Lifestyle, Security/Counter-Security, Vehicle), Implants
(Bioware, Cyberware), Magical Supplies (by tradition), Vehicles (by
type), Weaponry (by class)
Default: Intelligence + 4


LAUNDERING
This skill is used to remove the origin of the money a character
possesses. This makes it appear like the money always belonged to him, or
that he got it through legitimate channels. The concentrations represent
where the money came from, and specializing increases the skill in the
same area, as with Electronics skill.

Concentrations: Business, Criminal
Default: Intelligence + 6


PRIVATE ENTERPRISING
This skill is used for general, everyday, fixer business. Its use is
explained in the Doing Business section, below, but it should be said
here that this skill is essential to being a fixer in the first place.
Anyone taking this skill /must/ Concentrate or Specialize. The general
Private Enterprising skill does not exist, even though there are a
great deal of references to it in this text. In all cases, use the
highest-rated Concentration a character has in it.

Concentrations: Biotech, Electronics (Communications, Cyberdecks,
Entertainment, Information (by field), Lifestyle,
Security/Counter-Security, Vehicle), Implants (Bioware, Cyberware),
Magical Supplies (by tradition), Narcotics/BTLs (Illegal, Legal),
Vehicles (by type), Weaponry (by class)
Default: Intelligence + 4



DOING BUSINESS
--------------

dipping in the icing, bringing home the largest turkey in the field,
breaking all the piggy banks, scooping up the booty, licking all the
right holes, bolstering the payroll
-- Bad Religion, "Quality Or Quantity"


For those who own the Shadowbeat sourcebook, fixer business is handled a
lot like musical performances under these rules, except that they
generally take a bit more time. Open-ended rolls are used in some places
(see Impact Test on page 10 of Shadowbeat). Basically, it boils down to
re-rolling any 6 you roll on a skill test that has no target number, and
discarding all but the highest result.

First of all, fixers have a Fixer Status, like the Rocker Status for
musicians.

PART-TIMER
Resources Cost: Free
Lifestyle: Street
Police Trouble: 1
Income Multiplier: 50
Reputation: None
You've got a regular job or you're unemployed, and you do some illegal
dealings to make a bit of extra money on the side. Nothing major, just
some nuyen to pay the rent with. You probably don't do anything that's
really illegal anyway, you just bend the rules a bit. You do business out
of your own home, local bars, or possibly from your regular workplace
(without your boss knowing, of course). Your operation will be very
unlikely to be noticed by law enforcement agencies, but if they do, they
probably will just let you do what you do -- you're too much trouble for
too small a result.

STREET-DEALER
Resources Cost: 500
Lifestyle: Street
Police Trouble: 2
Income Multiplier: 150
Reputation: 14
In the past, you started out as some nobody selling odds and ends, but
gradually you've made yourself a reputation, and now people come to you
instead of the other way around. It's not like you've got a major
business going just yet, but you're on the right track. Your office is
wherever you happen to be standing, whether it's a streetcorner, a bar,
a car park, or anywhere else. Most of the time, you have to actively find
yourself customers because not enough people actually know of you to come
and seek you out. Either that, or you just don't sell the quality or
quantity they need. You do tend to get into police trouble sometimes,
especially if you operate out of a nice neighborhood -- the cops don't
like people hanging around the place selling other peoples' property in
those places.

DEALER
Resources Cost: 1,000
Lifestyle: Low
Police Trouble: 4
Income Multiplier: 500
Reputation: 10
There's people out there who know who you are, and they tell their
friends about you. Folks come to visit you if they think you have what
they need, instead of you having to find them. You're probably
operating out of a warehouse or some other building that belongs to
nobody, in particular, and you're not hanging around on a streetcorner
anymore. This has the definite advantage that people can find you. It
also has the definite disadvantage that people can find you. A small
number of people may be working for you.

JOHNSON
Resources Cost: 10,000
Lifestyle: Middle
Police Trouble: 3
Income Multiplier: 2,500
Reputation: 8
You have made a pretty good name for yourself over the years, so much
that you've become one of the big(ger) names in the local underworld.
Potential buyers will come to your regular place of business in search of
whatever it is you have to sell them. You have at least a warehouse with
merchandise somewhere (or a cache of equivalent size, depending on what
you trade in), and connections into various areas of the shadows and the
organized crime scene. You also know the difference between the two.
Furthermore, you are regularly asked to act as a middle man between
shadowrunners and the people who hire them; you pocket a substantial
"negotiator's fee" from these deals, of course. You probably also have a
few others working for you, lightening your workload and forming the
beginning of a criminal organization in the process.

MOBSTER
Resources Cost: 100,000
Lifestyle: High
Police Trouble: 2
Income Multiplier: 5,000
Reputation: 6
You've got a well-established network of contacts all over the city, and
very likely outside it as well. Your dealings are mainly through others,
to cut the trails leading back to you. You probably have a real office
somewhere, and masquerade your illegal activities with a few dummy or
semi-real companies that you can use to launder large amounts of money
through. Law enforcement finds it hard to touch you, but you can bet
your ass they are on the lookout for anything that will let them bring
charges against you. These aren't the only problems you face, however --
it's likely that other criminals are after your operation as well, and
they don't follow the law any more than you do...

CRIME BOSS
Resources Cost: 500,000
Lifestyle: Luxury
Police Trouble: 1
Income Multiplier: 10,000
Reputation: 5
You head a major criminal organization that will often deal in lots of
things all at once. You know who the real bosses in the Mafia and Yakuza
are, and they've most likely heard of you. You may even be doing business
directly with them, cutting out the middle men who are a few steps below
you on the ladder now. You do your business from the office of a large,
real company, or even more than one. The police will have great trouble
getting any evidence against you specifically, so they usually have to
contend themselves with arresting your employees. But hey, those are
there to make sure /you/ don't get caught, right?


Keep in mind that the levels here are purely artificial. No fixer worth
the name calls himself a "Mobster" or a "Johnson". They may have all
kinds
of different names for themselves.


WHAT IT ALL MEANS

Resources Cost

This is how much nuyen you need to pay from your Resources money, at
character generation, to take this Fixer Status. For example, by spending
1,000 nuyen, your character will have Dealer status.

Lifestyle

The Lifestyle you get automatically when you take this Fixer Status in
character generation. You won't need to spend any Resources money on
Lifestyle, unless you want to pay ahead or need a second Lifestyle as a
means to lay low.
If you want a higher lifestyle than the one listed, just pay the
difference between the two -- a Dealer wanting a Middle lifestyle pays
4,000 nuyen extra.

Police Trouble

This is the number of dice that the gamemaster rolls against once every
month to see if you got in trouble with the cops for doing something
illegal. If you don't touch illegal stuff, they still may come to
investigate, but their target number will go up to reflect this fact. The
target number depends on the legality of what you buy and sell, as
explained under Police Investigations, below.

You will notice that the number of dice drops off the higher Status you
get, and then starts to increase again. This is because well-established
fixers bury all traces of their illegal activities in dummy corporations,
middle men, and all kinds of other dirty tricks to prevent trails leading
back to them. On the other hand, most cops won't bother too much with
small fish if they can catch bigger ones, so if you're dealing used car
parts from your garage to make a few extra yen, you're also less likely
to get into trouble with the Star.

Income Multiplier

This represents how much nuyen you make each month from your deals. Each
month, make an open-ended Private Enterprising skill roll, and multiply
it by the Income Multiplier. The result is the amount of nuyen you made
by dealing in the various goods of your choice. You might want to launder
this money (as described under Dirty Laundry, below) to make it less
easily traced by the cops, corps, and anyone else with an interest in
your bank balance.

Reputation
This number represents how well-known you are in your chosen area of
business. It is used as a target number for Perception tests made by
people to recognize you. They must have some way of knowing you, for
example because they're your competitors, potential customers, stand on
the wrong (from your point of view) side of the law, and so on. Someone
who isn't involved in the criminal circuit whatsoever will not need to
make a roll to know that Diane Kincaid is that fixer who sells cheap
replicas of Fuchi decks, for example -- he'll automatically fail that
roll, because there's no way he can have this information about Diane
in the first place. On the other hand, someone looking to buy a handgun
will need to roll to know that the man he happened to walk into is
Harlowe White, THE man to turn to for mint-condition Ares products.


MONTHLY ROLLS

Each month, when you pay for your Lifestyle costs, you make a number of
rolls to see how well you did business this month. The most important is
the Private Enterprising skill roll, which is open-ended. As explained
previously, multiply the result of this roll by the Income Multiplier for
your Fixer Status.

Now also multiply the Private Enterprising roll result by your
Intelligence, which results in your Deal Factor. Apply any modifiers from
the Deal Factor Table that apply, and then look in the Fixer Status Table
below to see what additional effects take place.
If you lose or gain a Fixer Status level, keep your Lifestyle, Police
Trouble and Reputation as they were (except where it is indicated to
modify them on the Fixer Status Table), but change your Income Multiplier
to the one for the new Status.

The Insufficient Contacts modifier works as follows: you and your
gamemaster must decide how many of your contacts are "business
associates" of yours. Now look at your Equipment Acquisition and Private
Enterprising skills, and take the lowest of the two (if that's 0, use the
other one). If your number of associates is less than twice the skill
level, subtract 1 from your Deal Factor for every point of difference
between the two.
"Associates" in this context means contacts who are actually useful to
your day-to-day fixer business. A sasquatch entertainer contact does not
count as an associate unless he also happens to be involved in arms
trafficking in between shows, for example.

Example: Harry The Bastard (AKA Ted) has Equipment Acquisition skill 5
and Private Enterprising 2. He has three business associates, which means
he subtracts 1 from his Deal Factor in all cases: the lowest skill is
rated at 2, which makes 4 if it's doubled, and 4 minus 3 (the number of
associates) is 1.


DEAL FACTOR TABLE
Situation Modifier

Reputation over 10 -2
Reputation under 6 +2
Police Trouble rating -(2 x rating)
Insufficient contacts -1 per contact


FIXER STATUS TABLE
Deal Factor Business Dealings

9 or less Very poor. You messed up pretty bad this month, making
others lose the little respect they had for you. Your
Fixer Status is reduced by one level, and add +2 to your
Reputation permanently.
If you already are a Part-Timer, subtract 20 from your
Income Multiplier and add 1 to the Police Trouble rating,
until you achieve an Exceptional or better result.
10 to 21 Poor. People start to wonder whether you can live
up to your promises; add +1 to your Reputation and
reduce your income by 5% (including for the past month)
until you get an Exceptional result or better.
22 to 36 Average. Nothing much changes in the way you do business.
37 to 60 Exceptional. Subtract 1 from your Reputation permanently,
and increase your income by 10% for the past month.
61 to 96 Incredible. Subtract 2 from your Reputation and increase
your income over the past month by 25%.
97 or more Superb. Increase your Fixer Status by one level, and
subtract 2 from your Reputation. Also increase your
income over the past month by 25%, and subtract 1 from
the Police Trouble rating permanently (it may drop to 0
in this way, but not below that).


Example: Diane sells those cheap cyberdeck knock-offs, with her Private
Enterprising skill of 3. She's a Street-Dealer status fixer with a
Reputation of 13, a Police Trouble rating of 2, and and Income Multiplier
of 150. She rolls her 3 dice, and, amazingly, scores 3, 3, and 3; This
gives her a total roll of 3 (that's what the highest-rolling die scored).
She makes 150 x 3 = 450 nuyen that month from her illegal dealings.
Multiplying the roll of 3 by her Intelligence of 4, she gets 12. Her
Reputation is over 10, so she subtracts 2 from this, and 4 more because
her Police Trouble rating is 2. This makes a total Deal Factor of 6 (12 -
2 - 4).
Oops... Diane loses status, and is now a Part-Timer. Her Income
Multiplier drops to the standard 50 for a Part-Timer, but her other fixer
stats are modified or stay as they were: +2 is added to her Reputation,
which was 13 but now becomes 15, while her Police Trouble rating stays at
2.


At the same time you roll your character's Private Enterprising skill,
the gamemaster rolls the Police Threat rating dice, as explained under
Police Investigations, below.


TIME IS MONEY

Ik heb voor alles helemaal geen tijd
Ook niet voor heel even
Ik moet aan m'n salaris denken
En aan m'n relaties
-- Doe Maar, "De Bom"


Naturally, all this doesn't come for free. You don't go hanging around
the house all month doing nothing much, and then get to make a roll to
see how much you've earned. Being a fixer is actually work, you know.

Per point of Private Enterprising skill, you're going to have to work a
number of hours per week, equal to the square of your (Private
Enterprising skill rating plus 4) minus (twice your Equipment Acquisition
skill rating). This time is spent visiting your contacts, calling them
on the telecomm, buying supplies, selling those supplies again, letting
people come to you and tell you about their business ideas, and so on.
If you don't have Private Enterprising skill, use your Charisma for the
calculation, but double the final amount of time. For example, someone
with Private Enterprising skill 4 will need to spend 64 hours a week,
while a character without Private Enterprising skill but with a Charisma
of 4 will need 128 hours per week (64 doubled).

Especially at higher skill levels, you're going to spend a lot of time
just keeping your business running. This may result in you having to
spend more time than there is available -- a week only has 168 hours, and
you will have to eat and sleep sometime, haven't you? If you assume a
minimum of 8 hours of sleep and associated exercises per day (which is
very little, by the way), you end up with 112 hours per week. Now, if your
Private Enterprising skill is 7 or greater, you're going to be in trouble
at this point: (7+4)^2 = 121, so here you'd need an Equipment Acquisition
skill of at least 5 to be able to fit it all into a week's work. The best
option is to let other people do your work for you, in effect creating a
network of fixers loyal to you (or as loyal as they get -- they're in this
for the money, not because they like you so much).

The Time Table shows how much time you need to devote to being a fixer,
per week. Look up your Private Enterprising skill level in the first
column, and cross-reference it with your Equipment Acquisition skill
level that's displayed horizontally at the top. The resulting number is
the necessary time per week, in hours. This is completely based on the
formula given above for calculating the same value. The table is there
to save you the time of making the calculation yourself.


TIME TABLE
PE Equipment Acquisition skill
Skill 0 1 2 3 4 5 6 7 8 9 10

1 25 23 21 19 17 15 13 11 9 7 5
2 36 34 32 30 28 26 24 22 20 18 16
3 49 47 45 43 41 39 37 35 33 31 29
4 64 62 60 58 56 54 52 50 48 46 44
5 81 79 77 75 73 71 69 67 65 63 61
6 100 98 96 94 92 90 88 86 84 82 80
7 121* 119* 117* 115* 113* 111 109 107 105 103 101
8 144* 142* 140* 138* 136* 134* 132* 130* 128* 126* 124*
9 169# 167* 165* 163* 161* 159* 157* 155* 153* 151* 149*
10 196# 194# 192# 190# 188# 186# 184# 182# 180# 178# 176#

* This is too long for a normal person to keep up.
# This is more than there are hours in a week.


Making Shorter Weeks

Another option is to simply do less work, although you'll probably make
less money this way. Take the number of hours you want to work each week,
and add your Equipment Acquisition skill to this. Then take the square
root of this, and subtract 4 from the result. Don't round off.
In short:

((hours of work + Equipment Acquisition)^.5) - 4

What you just calculated is the actual Private Enterprising skill you use
for that week. Assume there are four weeks in a month, and add up these
four skill ratings for the individual weeks, then divide by 4 and only now
round all fractions down to the nearest whole number (if it would round to
zero, round it up instead). The result is the Private Enterprising skill
rating you will use for all your rolls that month.

Example: Harry The Bastard, with his Equipment Acquisition skill 5 and
Private Enterprising 2, needs to put in 26 hours a week. Let's say he's
a bit busy with other things this week, so he can only put in 20 hours.
Next week, he can do his full 26 hours. The week after that is very
hectic, and Harry only works for 7 hours. The fourth week, everything is
more or less back to normal, and Harry does 25 hours instead of 26.
For the first week, his actual skill rating is ((20 + 5)^.5) - 4 =
(25^.5) - 4 = 5 - 4 = 1.00. The second week, it's the full 2, seeing that
he worked all his required hours. The third week, it's -0.535 (a negative
rating!), and the fourth it's 1.47.
The total of all this is 3.93, divided by 4 weeks is 0.983. That rounds
up to 1, so Harry only has an effective skill of 1 for this month.


And no, you don't get extra skill dice if you work more hours than you're
required to. You either have what it takes or you don't. [However, as an
optional rule, gamemasters may allow players to put in /three/ hours of
work to add an extra hour to the character's workload, and then use the
same formula as above for figuring the actual skill level. For example,
a character who has to work for 24 hours a week (Private Enterprising 1,
Equipment Acquisition 1, makes 24 hours per week), but does 57 hours each
week of the month, has an actual skill of 2 (33 hours of extra work
translate to 11 added hours, which makes a total of the 35 hours
necessary for a character with Private Enterprising 2 and Equipment
Acquisition 1).]

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
There were no pants -- it was the sixties.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 2
From: Luc <rjwate01@*****.louisville.edu>
Subject: Re: Fixers again... part 1
Date: Wed, 3 Jul 1996 21:20:53 -0500 (EDT)
> Fixers may take more than one Concentration or Specialization in
> Etiquette skill during character generation -- normally, all characters
> may only take one Concentration or Specialization per skill (SRII, page
> 70), but this does not apply to fixers, who make extensive use of social
> interaction in order to do business.

I don't totally understand what you mean by "more than one concentration or
specialization". Does this mean Fixers can get etiqueete in several
concentrations only for the cost of getting the skill once? It was my
understanding that all players could get multiple forms of etiguette by paying
for each etiguette skill, but if I understand you correctly (which I'm sure I
don't) then the fixer can get several etiquette skills for the cost of one.
Also I would (personal opinion slipping in) just keep the skill at a
concentration instead of specializing and paying full skill cost to get a
second specialization (which is how I understand it to work).

> LAUNDERING
> This skill is used to remove the origin of the money a character
> possesses. This makes it appear like the money always belonged to him, or
> that he got it through legitimate channels. The concentrations represent
> where the money came from, and specializing increases the skill in the
> same area, as with Electronics skill.

Does this mean this skill undergoes the +2 vs +1 for concentration?
(Electronics concentrations get that right? Memory is a little on the foggy
side) or did you mean follows simular in concentrations and specialization as
the elctronics skill does?

> [snip-snip of explaination of what the fields for the various levels of
> fixers mean]

Ya might want to make minimum requirements to maintain the fixer level simular
to the rules in ShadowBeat that make it so you have to perform consistantly at
a certain level inorder to maintain a certain rocker status. That way the GM
has some guildlines to go by to prevent mediocre (sp) fixers from being
considered wiz just because they make monthly rolls that dont require them to
lose status but also doesnt really warrant say "mob boss" recognition.

Also you might want to move the explination to before the various levels of
fixers.

> DEAL FACTOR TABLE
> Situation Modifier
>
> Reputation over 10 -2
> Reputation under 6 +2
> Police Trouble rating -(2 x rating)
> Insufficient contacts -1 per contact

Maybe add -1 per 1 or 2 failed aquisitions of merchandise for a client (bad
for business and reputation if you can aquire what you clients request).

--
Luc AKA BobW

EXCUSE ME! EXCUSE ME! EXCUSE ME!
BUT THE CORPSE STILL HAS THE FLOOR!
--Kevin Spacey as Lloyd in The Ref (1994)

EMail: rjwate01@*****.louisville.edu
Web : http://www.louisville.edu/~rjwate01/
Message no. 3
From: "Gurth" <gurth@******.nl>
Subject: Re: Fixers again... part 1
Date: Thu, 4 Jul 1996 11:46:06 +0100
Luc said on 21:20/ 3 Jul 96...

> I don't totally understand what you mean by "more than one concentration or
> specialization". Does this mean Fixers can get etiqueete in several
> concentrations only for the cost of getting the skill once? It was my
> understanding that all players could get multiple forms of etiguette by paying
> for each etiguette skill, but if I understand you correctly (which I'm sure I
> don't) then the fixer can get several etiquette skills for the cost of one.
> Also I would (personal opinion slipping in) just keep the skill at a
> concentration instead of specializing and paying full skill cost to get a
> second specialization (which is how I understand it to work).

Under the normal rules for buying skills in Shadowrun, you can only take
one Concentration and one Specialization per skill. For example, you can
only take Etiquette (Street) or Etiquette (Corporate), not both for a new
character. I believe this rule is often disregarded (or unknown to
players), but I decided to mention specifically that fixers may take
Etiquette skill multiple times, to get different Concentrations.
You pay the skill points cost for each separately for each Concentration,
not just once and then take as many Concentrations as you want.

> > LAUNDERING
> > This skill is used to remove the origin of the money a character
> > possesses. This makes it appear like the money always belonged to him, or
> > that he got it through legitimate channels. The concentrations represent
> > where the money came from, and specializing increases the skill in the
> > same area, as with Electronics skill.
>
> Does this mean this skill undergoes the +2 vs +1 for concentration?
> (Electronics concentrations get that right? Memory is a little on the foggy
> side) or did you mean follows simular in concentrations and specialization as
> the elctronics skill does?

I mean that you Concentrate in Business, you can then Specialize also in
Business. This is like Electronics skill, in that you can take
Electronics (Maglocks) [the Concentration] or Electronics (Maglocks,
Maglocks) [the Specialization]. In the first case, you get +1 die for
messing with maglocks, in the second you get +2 dice.
Same with this Laundering skill.

> Ya might want to make minimum requirements to maintain the fixer level simular
> to the rules in ShadowBeat that make it so you have to perform consistantly at
> a certain level inorder to maintain a certain rocker status. That way the GM
> has some guildlines to go by to prevent mediocre (sp) fixers from being
> considered wiz just because they make monthly rolls that dont require them to
> lose status but also doesnt really warrant say "mob boss" recognition.

You mean that someone who starts out as a part-timer, and for some reason
manages to roll 97+ for a few months in a row, doesn't nearly instantly go
to crime boss level but stays at something lower instead? That would
require sliding scales, if you ask me, and that's not something I'd want
to introduce...

> Also you might want to move the explination to before the various levels of
> fixers.

I put it where it is on purpose... I think it's easier to explain the
various levels of fixer first and only then show how you can go about
becoming each of them.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
"You got all dizzy and then you started talking like a dumbass"
-- Butt-Head
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 4
From: Luc <rjwate01@*****.louisville.edu>
Subject: Re: Fixers again... part 1
Date: Thu, 4 Jul 1996 14:43:56 -0500 (EDT)
> Under the normal rules for buying skills in Shadowrun, you can only take
> one Concentration and one Specialization per skill. For example, you can
> only take Etiquette (Street) or Etiquette (Corporate), not both for a new
> character. I believe this rule is often disregarded (or unknown to
> players), but I decided to mention specifically that fixers may take
> Etiquette skill multiple times, to get different Concentrations.
> You pay the skill points cost for each separately for each Concentration,
> not just once and then take as many Concentrations as you want.

I didn't think this affected skills that required concentrations especially if
you paid the full cost for the second skill. Don't some of the archetypes in
the mainbook have 2 or more etiquette skills?

> I mean that you Concentrate in Business, you can then Specialize also in
> Business. This is like Electronics skill, in that you can take
> Electronics (Maglocks) [the Concentration] or Electronics (Maglocks,
> Maglocks) [the Specialization]. In the first case, you get +1 die for
> messing with maglocks, in the second you get +2 dice.
> Same with this Laundering skill.

Thanx...just me being dense as usual :).

> > Ya might want to make minimum requirements to maintain the fixer level simular
> > to the rules in ShadowBeat that make it so you have to perform consistantly at
> > a certain level inorder to maintain a certain rocker status. That way the GM
> > has some guildlines to go by to prevent mediocre (sp) fixers from being
> > considered wiz just because they make monthly rolls that dont require them to
> > lose status but also doesnt really warrant say "mob boss" recognition.
> You mean that someone who starts out as a part-timer, and for some reason
> manages to roll 97+ for a few months in a row, doesn't nearly instantly go
> to crime boss level but stays at something lower instead? That would
> require sliding scales, if you ask me, and that's not something I'd want
> to introduce...

Actually what I ment was the opposite. In ShadowBeat the rocker has to
perform at a certain spectacular level to maintain high rocker status (dont
have a copy so can't quote pages). What I am suggesteing is adding a rule
simular to avoid fixer players who start out as crime bosses but only get
monthly rolls that are just high enough to avoid losing a level according to
the table. IMO a beginning character would have one hell of a time keeping
crime boss status since they can only put 6 skill points into any one skill.

> > Also you might want to move the explination to before the various levels of
> > fixers.
> I put it where it is on purpose... I think it's easier to explain the
> various levels of fixer first and only then show how you can go about
> becoming each of them.

The only reason I suggested cause I was confused as to what the police value
was for and why it was a bell curve and didn't understand till I reached the
end of the section and have to do some flipping back (which as I discovered
ELM doesnt like :)).

--
Luc AKA BobW

EXCUSE ME! EXCUSE ME! EXCUSE ME!
BUT THE CORPSE STILL HAS THE FLOOR!
--Kevin Spacey as Lloyd in The Ref (1994)

EMail: rjwate01@*****.louisville.edu
Web : http://www.louisville.edu/~rjwate01/
Message no. 5
From: "Gurth" <gurth@******.nl>
Subject: Re: Fixers again... part 1
Date: Fri, 5 Jul 1996 16:20:49 +0100
Luc said on 14:43/ 4 Jul 96...

> > You pay the skill points cost for each separately for each Concentration,
> > not just once and then take as many Concentrations as you want.
>
> I didn't think this affected skills that required concentrations especially if
> you paid the full cost for the second skill. Don't some of the archetypes in
> the mainbook have 2 or more etiquette skills?

Yes (the Detective and Elven Decker), but on page 70 of the same book
FASA expressly forbid it: "Starting characters are allowed only one
Concentration and one Specialization per skill."

> Actually what I ment was the opposite. In ShadowBeat the rocker has to
> perform at a certain spectacular level to maintain high rocker status (dont
> have a copy so can't quote pages). What I am suggesteing is adding a rule
> simular to avoid fixer players who start out as crime bosses but only get
> monthly rolls that are just high enough to avoid losing a level according to
> the table. IMO a beginning character would have one hell of a time keeping
> crime boss status since they can only put 6 skill points into any one skill.

I don't think a rocker has to perform the way you say... I just checked
(not thoroughly, I admit) and I can't find anything. What happens is that
you roll an Impact test and read the result of your performance on a table
similar to the Fixer Status table, going down a level if you roll 9 or
less, and up a level if you roll 97 or more. I made the Fixer Status table
by looking at the one on Shadowbeat.

> The only reason I suggested cause I was confused as to what the police value
> was for and why it was a bell curve and didn't understand till I reached the
> end of the section and have to do some flipping back (which as I discovered
> ELM doesnt like :)).

That won't be a problem when the book comes out -- it'll be all nice in
RTF (Rich Text Format) so your word processor will like it very much
indeed :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Body And Soul?
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 6
From: Luc <rjwate01@*****.louisville.edu>
Subject: Re: Fixers again... part 1
Date: Sat, 6 Jul 1996 14:47:07 -0500 (EDT)
> Yes (the Detective and Elven Decker), but on page 70 of the same book
> FASA expressly forbid it: "Starting characters are allowed only one
> Concentration and one Specialization per skill."

Figures :) (I read it as meaning something different but my interpritation is
prolly wrong :)).


> > Actually what I ment was the opposite. In ShadowBeat the rocker has to
> > perform at a certain spectacular level to maintain high rocker status (dont
> > have a copy so can't quote pages). What I am suggesteing is adding a rule
> > simular to avoid fixer players who start out as crime bosses but only get
> > monthly rolls that are just high enough to avoid losing a level according to
> > the table. IMO a beginning character would have one hell of a time keeping
> > crime boss status since they can only put 6 skill points into any one skill.
>
> I don't think a rocker has to perform the way you say... I just checked
> (not thoroughly, I admit) and I can't find anything. What happens is that
> you roll an Impact test and read the result of your performance on a table
> similar to the Fixer Status table, going down a level if you roll 9 or
> less, and up a level if you roll 97 or more. I made the Fixer Status table
> by looking at the one on Shadowbeat.

If I recall correctly it is mentioned in a paragraph that talks about using
impact for giving a message and making money, but as the saying goes "I could
be wrong since I am going completely from memory" :).

> That won't be a problem when the book comes out -- it'll be all nice in
> RTF (Rich Text Format) so your word processor will like it very much
> indeed :)

Actually EE doesn't like RTF :)....I'll just have to hop onto a friend's or
lab computer inorder to read it just like I do for all other NERPS
publications :)

--
Luc AKA BobW

EXCUSE ME! EXCUSE ME! EXCUSE ME!
BUT THE CORPSE STILL HAS THE FLOOR!
--Kevin Spacey as Lloyd in The Ref (1994)

EMail: rjwate01@*****.louisville.edu
Web : http://www.louisville.edu/~rjwate01/
Message no. 7
From: "Gurth" <gurth@******.nl>
Subject: Re: Fixers again... part 1
Date: Sun, 7 Jul 1996 11:20:43 +0100
Luc said on 14:47/ 6 Jul 96...

> Actually EE doesn't like RTF :)....I'll just have to hop onto a friend's or
> lab computer inorder to read it just like I do for all other NERPS
> publications :)

EE? I don't think I've heard of that... Get a real word processor :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Body And Soul?
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 8
From: Luc <rjwate01@*****.louisville.edu>
Subject: Re: Fixers again... part 1
Date: Sun, 7 Jul 1996 19:16:58 -0500 (EDT)
> EE? I don't think I've heard of that... Get a real word processor :)

well :p on you. :)
actually EE is Easy Editor on the UNIX mainframe that i use for internet
access. Keep in mind they recently switched the system to a new computer and
dont have half the programs running (like lynx :().

--
Luc AKA BobW

EXCUSE ME! EXCUSE ME! EXCUSE ME!
BUT THE CORPSE STILL HAS THE FLOOR!
--Kevin Spacey as Lloyd in The Ref (1994)

EMail: rjwate01@*****.louisville.edu
Web : http://www.louisville.edu/~rjwate01/

Further Reading

If you enjoyed reading about Fixers again... part 1, you may also be interested in:

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