The Fixer
| Callsign | Origin | Age | Sex |
|---|---|---|---|
| Stitch | Luna (ex-NCI) | 57 | F |
A plan survives to the first hatch. After that, a crew is exactly as good as what it can repair — gear, ship, people, in roughly that order of difficulty. The Fixer is the one who repairs all three, and the reason experienced crews pay for one is that they’ve all lived the job where nobody did.
Stitch was NCI once: a researcher, good enough that Earth still has a warrant out for what she took with her when she left — espionage and sabotage, the paperwork says, and the paperwork is not wrong. She came out the far side of that with two convictions that never leave her: that every flag and every logo is the same animal wearing a different collar, and that the only thing worth trusting is a tool simple enough to understand completely. She fixes people for a living now. It’s the one repair nobody’s found a way to invoice a lie into.
She keeps no intrusive hardware in her own body — a hard line, given where she used to work. What she does keep is the suit.
Sheet
- Class: The Fixer (Skill: Human Systems)
- Initial Attributes: Mind 12, Body 8, Ghost 6
- Gear Loadout:
- Black Ram BR Havoc drop-suit: FRM 14 / SYS 12, AV 2 — full EVA, atmospheric flight, orbital drop; six hardpoints (4 Assault, 2 Support), mostly empty, 12 h life support. [Binds 3 Ghost; +1 with Threat-Assessment active]
- Arthropod Sensors: personal sensor array. [Binds 1 Mind]
- Neuro-Stunner: DV 1 (Psychic) — for patients who argue with triage. [Binds 0 — light gear]
- No trauma kit. Human Systems is the medicine — the skill covers field surgery, trauma care, and biological repair with her hands. (The kit exists for everyone without the skill: give another PC a Trauma Kit and they can attempt first aid too. Skills are one way to do medicine; gear is the other.)
- Calculations:
- Mind Binding: 1 (sensors) = 1 · Ghost Binding: 3 (Havoc) = 3 while piloted
- Current Pool:
- Body: 8 − 0 = 8 (nothing bound to it — and FRM 14 substitutes when she’s in the suit)
- Mind: 12 − 1 = 11 (an enormous reserve for medical checks — she is a researcher doing field medicine)
- Ghost: 6 − 3 = 3 in the Havoc (the suit is most of her composure)
In this scenario
- She wears the enemy’s coat — and it’s bluffing for her. The Havoc is CSA-tier corporate death-squad hardware: six weapon hardpoints and a fire-control suite, better than anything the marines who arrive in act two are actually issued. She’s a medic — the mounts are mostly empty; she never kitted it out to kill. But a Havoc reads the same downrange whether it’s loaded or not, and the CSA breach team, seeing a fully-mounted drop-suit on the hull, will range it as the single heaviest threat in the fight and act accordingly. Let the empty suit soak their caution. It is the best armor she has, and it weighs nothing.
- Only AV 2, though. If the marines call the bluff — or just get lucky — the Havoc does not tank hits; it was built to out-shoot, not out-last, and it isn’t even shooting. Play the tension: her whole defense is that nobody dares test it.
- Vacuum medicine: every wound in this scenario happens in a suit. Patching a person means patching the seal first. Make that vivid once and the table checks seals forever.
- Skill variant worth offering the player: Clocksmith (AI). In a scenario that is wall-to-wall thinking machines, the Fixer is the one character qualified to talk to what’s aboard — trade the medic’s certainty for the most dangerous conversation in the box.
- Staffing note: at three players, run without her — harm sticks and nobody is coming; that’s the genre. She’s the fourth seat: the table gains a medic, and the preface’s “statistically, at least one Harm Slot” stops being a death sentence.
Hooks (draft)
- The oldest hand on the boat, and the only one whose body has no firmware. She distrusts anything she can’t fix by hand — which this job will quietly prove is a survival trait, not a quirk. (She and the CSA share a doctrine; neither knows it yet.)
- Left NCI over something she still won’t name, and took the means to hurt them with her. Hasn’t used it. Hasn’t thrown it away either.