Shadowrun@QUT - Finished
Quite simply, the fixer is a shadowrunner’s most important contact. Like a spider at the center of a web radiating out in all directions, the fixer’s got the connections, the hookups, and the rep to make or break a runner’s career. Whatever you need, he can get it for you: jobs, guns, info, wheels—you name it, and he’ll come up with it sooner or later. For a price, of course. In the shadows, nothing’s free.
Fixers live and die by their connections. They know everybody, or at least it seems that way. Think of the fixer as a combina- tion employment agency, procurement firm, and all- purpose fence: they earn their keep by what they know, who they know, and how well they can broker deals between people who need things and the people who provide those things. When a corporate Mr. Johnson needs somebody to steal a rival’s proto- type or “persuade” their head scientist that she’d be happier elsewhere, he calls a fixer to find the best team for the job. When a street samurai has some hot swag he needs to unload in a hurry, the fixer’s the go-to guy who can use his connections to get the best price. When a team needs some special expertise that they don’t normally possess (say, a hacker to get them past a corp’s security system), a quick call to the fixer gets them what they need.
One thing fixers aren’t, though, is cheap. They get their cut one way or another for every transaction—a percentage of your payment for a run, a little off the top for every piece of gear they fence—and the better the fixer, the higher the cut’s going to be. Get on his good side and he might just give you a discount. It’s wise to do that anyway: a fixer’s good side is a very good place to be, and if you end up on his bad side—well, you didn’t really want to work in this town again, did you?