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Build guide

Fixer (Cyberpunk RED)

A Fixer is who edgerunners call for something they cannot buy in a shop: a clean gun, an unregistered clinic, a name, a buyer, or a job. The role is not about what you can do, it is about who owes you and who you can put in a room together. At the table the Fixer is the campaign's connective tissue. Operator turns a problem into a phone call, so the crew gets gear, leads, and work without the GM inventing a patron for every arc. The trade is reciprocity: every favor gets repaid eventually, and a Fixer who burns contacts to win a scene finds the network thinner next time.

The starting sheet

Every number this build starts with. Take it as your own and change anything, nothing here is locked.

Identity

Role
Fixer

Stats

Core stats
INT (Intelligence)
8
REF (Reflexes)
5
DEX (Dexterity)
5
TECH (Technical Ability)
5
COOL
8
WILL (Willpower)
6
LUCK
7
MOVE
5
BODY
6
EMP (Empathy)
7

Skills

Tech
First aid
2
Awareness
Concentration
4
Perception
5
Combat
Handgun
4
Brawling
2
Evasion
3
Body & vehicles
Athletics
4
Drive Land
2
Stealth
2
Social & street
Human perception
6
Conversation
5
Persuasion
6
Streetwise
6
Trading
6
Bribery
5
Interrogation
3
Wardrobe & style
4
Personal grooming
3
Education & performance
Education
4
Language
3
Library search
2
Local expert
5

Role

Role Ability
Operator
Role Rank
4

Priorities

  • Build your network: contacts are your primary resource.
  • Use the Fixer Role Ability to source gear, info, and people.
  • Keep enough combat skill to survive when deals go sideways.

Play tips

  • You're the one who finds the job, the gear, and the exit plan.
  • Negotiate before combat, a deal is cheaper than a firefight.
  • Track your favors owed: they're a long-term campaign currency.

Build it in RPG Stack

Save your character and keep it updated across sessions.