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
Recommended choices
Role
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.