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Corporate · Specialist · Threat 2

The Fixer

The one who makes the problem go away, and the evidence with it.

14

Vitality

0

Guard

1

Size

Traits

  • Agility30 (+3)
  • Control30 (+3)
  • Insight70 (+7)
  • Might30 (+3)
  • Resist30 (+3)
  • Sneak55 (+5)
  • Study30 (+3)
  • Tinker60 (+6)
  • Track30 (+3)

Attacks

  • Compact pistolControl · 1d8 · 10 sq

Abilities

  • Lockdown. Once per fight, shut every door in the scene. They open when the Fixer is Down.
  • Counter-measures. Tech, Gadgets and drones used within 8 squares have -3 to their rolls.

How it fights

Keeps distance and controls the room.

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