The Fixer's Handbook
May 31, 2024 21:38:55 GMT -8
Post by The City [EclipseZwolf] on May 31, 2024 21:38:55 GMT -8
The Fixer's Handbook
'A Quick and Easy Guide to The City and Our place in it!"
By: Nota Ame
"Greetings reader! If you are looking upon this page for the first time it is likely you have begun your journey to being a Fixer!
-there is a VERY lengthy preamble describing the benefits of being a fixer-
Now that you know why your choice of career is an incredible one, let's start by talking about the big picture. The biggest in fact. Our world, The City and its Outskirts.
Our great City is the only bastion of humanity and beyond its walls are The Outskirts, a lawless land full of danger. Rest assured that while The City can be plenty dangerous, the mildest danger in the outskirts poses a threat to even the mightiest Fixers!
The City overall is governed by The Head. The Head is responsible for the core laws of the city, those which are applicable throughout it's domain. They collect taxes, monitor the people, and enforce the core tenants they have written. They do these things through three Wings, which we will cover later. For your purposes as a fixer, there are a few particular laws in the core tenants you need to be aware of as you may brush up against them. Let us go over those.
Destruction of Residential Structures :: The Head forbids damaging the infrastructure of the city. The foundation of buildings must be preserved.
Invasion of Residential Structures :: You cannot force entry into residential structures between the hours of 3:13AM and 4:34AM.
Gun Control & Taxation :: The larger a weapons caliber, the shorter the barrel and its effective range must be. Production of guns and ammunition is taxed at increased rate and requires special licenses.
The Night :: Between the 3:13 AM and 4:34 AM, all crime, with the exception of the previously mentioned laws on Residential structures and guns, is allowed. In addition, recording anything during The Night is forbidden. The only thing that should remain of the night is the memory of those who witnessed it. Note that use of a recording showing this period is also a violation. Should one come into possession of such a thing, it should be immediately disposed of.
The first two are important regarding your day to day operations. Sometimes you may be tempted to try and simply use weaponry capable of large scale destruction to resolve problems. To preserve the city as a whole, this is forbidden.
The laws on Guns are important to a Fixer's bottom line. Many a fixer opened up shop with a Gun only to find the cost of a single magazine of rounds outweighed what they made from a job. Be aware of this so you don't find your wallet and ammunition empty at the same time.
The Night is a safety hazard. Be indoors during this time frame.
-There is further description of laws relating to taxes and other clerical mumbo jumbo that doesn't seem important for you to be concerned with-
With the overarching City and its Laws out of the way, lets dive deeper and begin talking about Districts.
Our city itself is separated into 26 Districts, numbered 1-26 and typically referred to by alphabetic letter(A-Z). Each of these Districts is governed by a Wing, typically referred to as 'Letter' Corp(A Corp, B Corp..., Z Corp). The 26 Wings are corporations chosen by The Head and given power over the districts.
Each Wing creates its own laws, known as Taboos, for its District.
Each District is split up into two further sections, The Nest and The Backstreets.
The Nest is the area of the district that the Wing directly governs and protects. Their own forces maintain order, enforce taboos, and in general keep the peace. Each Wing will typically achieve this with a mix of their own direct forces and hired Fixers. Nests are also sealed off from the outside, requiring paperwork to cross approved checkpoints in order to enter.
As a result, Nests are relatively safe outside of The Night. While moving into a Nest is difficult, most fixers with enough work can be contracted by Wings and get the paperwork needed to enter the Nest and stay briefly. That in turn opens you up to more potential jobs.
Any area of a District that is outside the Nest and by extension the protection of the Wing is referred to as the Backstreets.
The Backstreets are still subject to the taboos and laws of the city, but due to a lack of enforcers it is effectively lawless outside of Laws the Head enforces. Instead the 'Law' is whomever holds the most power in whatever area of the backstreets you are in.
You should attempt to identify which faction is in charge of the backstreets you are operating out of to avoid drawing their ire. In most cases this is a Syndicate, an illegal organization/company acting in its own self-interest.
The largest Syndicates are known as The Five Fingers. These are suitably named The Thumb, The Index, The Middle, The Ring, and The Pinky. The Fingers boast power comparable to that of the Wings and are the unofficial government of the backstreets.
The Fingers compete with one another, but operate in a tenuous alliance most of the time, only rarely breaking out into full on wars. If a Finger decides you are a problem, you are not going to survive for long. Lone fixers and small offices tend to slip their notice provided they don’t make any egregious offense to them. For that purpose, lets dive into each Finger and go over the basics.
The Thumb
The Thumb cares more about hierarchy and loyalty than anything else. Obey your superiors, do not question, show respect to those above or equal to you. This includes people outside the Syndicate, which leads the Thumb to be reasonable to interact with if you are of high standing. To showcase insubordination or disrespect is promptly and immediately punished. They will slaughter and maim their own members for less than looking a superior in the eye. The Thumb, in return for this respect and money, protects the backstreets it has control over.
The Index
Among the fingers the Index can be the easiest and hardest to deal with. The Index operates as a religious organization following things knowns as the 'Prescripts.' The Prescripts are effectively commands/orders that the Index receives from an unknown source with various intended recipients. These get handed to their members and the citizens of the backstreets they have control over. Follow the Prescripts and the Index protects you. Fail to do so and they execute you. There is no rhyme or reason to these, though they always tend to result in positive things for The Index. For you, if you get a prescript, follow it.
The Middle
The Middle would tell you they are a brother and sisterhood of individuals set on protecting themselves and the laws they lay out. The Middle maintains order through fear of punishment. Break any law or offend its members and they write your name into their 'Book of Revenge.' The book contains the crimes and the associated punishment. Once punished the offender's name is erased. While there are exceptions, your general assumption should be that punishment involves the death of the offender and everyone the middle can link to that person. Family, acquaintances, unlucky people nearby. Your best defense against the middle is to follow their rules to a T and don't harm anyone even tangentially linked to them. And pray no one linked to you does the same.
The Ring
The Ring is a group of 'artists.' They find beauty and art in humanity with a particular preference for death and violence. They would consider the alley a canvas, the mugger the artist, and the disemboweled victim the paint. The Ring keeps order at only the surface level. They allow more crime and general horrors to slide in pursuit of art. So provided you don't directly attack the Ring's members or interfere in their activities, you are likely to be ignored. Even then you might slide if your own 'art' is satisfactory. Though this isn't a safe bet. Its members have to submit an 'art' piece to join up and they slaughter the failures. If one of their Maestros decides to make you their next piece you should make sure you have good insurance.
The Pinky
The Pinky operates mostly in the outskirts and holds territory mostly along the edge of the city. The group has a strange fascination with exploring the ruins and digging up older tech, which they then tend to turn on city folk. The Pinky operates on Promises and Contracts. The specifics are unclear as one of the stipulations is secrecy, but those protected by the Pinky are bound contractually and sooner or later vanish. Thankfully their range of influence is small, even if its powerful. Steer clear of them as best as you are able as to be forced into a promise with the Pinky is likely to prove worse than fighting the other fingers.
That covers the Five Fingers. In general your best bet as a fixer is to fly under their radar. Contesting them is a privilege of the strong or those with significant backing. Speaking of those leads us into our next set of groups. The Fixer Associations.
You are aware a collection of fixers operating under a shared banner are considered a Fixer Office. The Fixer Associations are that on a significantly larger scale.
A Fixer association is comprised of Four Branches, each of which is formed of Six Sections. The branches are always North, South, East, and West and the branch covers the portion of the City they operate in. Each of those branches has six 'sections' of fixers. These Fixers work directly for the Association and are organized into the sections by strength. Section 6 being the weakest and Section 1 the strongest.
The associations then in turn partner with stand-alone fixer offices, known as Affiliates, that are called on to handle jobs.
The association serves as a hub for job requests that they then hand out to their respective branches, sections, and affiliates. So someone may submit a request for a body guard to the Ti Association. That request is reviewed and passed down to a close affiliate office or to a particular section if it’s a big enough gig.
There are Twelve Fixer Associations to be aware of. You may end up collaborating with or joining a particular one as your career advances.
Hana Association :: The Hana Association sits at the top of all fixers and associations in The City. This group focuses primarily on grading other Fixers, Fixer offices, and assigned danger grades to City Hazards. Hana members are extremely skilled in general combat and typically only step in themselves when Star of the City cases are in play.
Zwei Association :: The Zwei Association specializes in defense of the general public and operate the closest to what you would consider a typical police force, enforcing order where possible in The City. Zwei members specialize in protecting groups and those who cannot protect themselves.
Tres Association :: The Tres Association is one of three associations involved in the management of Workshops. Tres oversees Fixer weaponry and ensure anything sold meets their guidelines. Tres members have access to experimental weaponry and are called upon to test it as well as protect the workshops producing it.
Shi Association :: The Shi Association specializes in stealth and assassination. Shi Fixers are powerful offensive combatants who aim to execute their target and vanish before help can arrive.
Cinq Association :: The Cinq Association focuses on the collection of taxes as well as the management of this task through The City. The City hires Cinq to deliver warnings to those who have not paid, while others hire them to ensure payment makes it to the right place. In pursuit of this, Cinq Fixers are durable juggernauts, able to walk in, through, and out of the lion's den unscathed.
Liu Association :: The Liu Association specializes in War and only War. Liu Fixers fight as soldiers, advancing in lockstep whilst supporting their front line and tearing through the enemies own.
Seven Association :: The Seven Association specializes in the collection of information and investigation. The Seven Fixers are detectives and sleuths, taking on missions to unearth hidden truths in the city.
Oufi Association :: The Oufi Association specializes in overseeing trades and deals in the City. Oufi fixers monitor the deals they are hired to ensure they go through as contracted and that the proper mantra of Give and Take is always followed.
Dzi Association :: The Dzi Association is one of three associations involved in the management of Workshops. Dzi oversees Fixer armor and ensure anything sold meets their guidelines. Dzi members have access to experimental Armor/Clothing and are called upon to test it as well as protect the workshops producing it.
Ti Association :: The Ti Association specializes in protection. Not of the public, but of whomever has purchased their service as body guards. The Ti Fixers excel at protecting a single person against all manner of harm and are commonly brought on to protect high value targets.
Elf Association :: The Elf Association is one of three associations involved in the management of Workshops. Elf oversees Fixer augmentations and ensure anything sold meets their guidelines. Elf members have access to experimental Augmentations and are called upon to test it as well as protect the workshops producing it.
Tolf Association :: The Tolf Association specializes in Construction and Demolition, operating heavy machinery with license from the head that no one else in the city can access. Tolf Fixers ensure the equipment is used properly and none stand in the way of licensed destruction.
That concludes the basic details of the Fixer Associations. Of the major organizations in the city, this leaves only the specific Wings that have not been explained.
As briefly touched on earlier. Wings are specially chosen companies by the Head to run and manage the Districts of the city. Wings possess Singularity class technology and use it in completing their businesses. The form and nature of singularities is a well-kept secret for all wings, as plenty of competitors seek to take advantage of it, though copyright laws prevent complete mimicry.
Considering this there is little I can offer in the way of information on the corporations, but I can give you the public knowledge on them so you may better understand why they might employ a Fixer.
A Corp, B Corp, and C Corp
The first three corporations work directly for the Head and assist in overarching governance of the city. The corps help handle the aspects of this going so far as tax collection, investigation, and capital punishment.
D Corp
D Corp handles mail and deliveries throughout the city. You can bring any non-living package or item, drop it off in any of their offices, and then pick up from another one elsewhere in the city or have it delivered directly.
E Corp
E Corp handles medical examination and treatment. They handle significant illnesses and medical issues that the populace face. For a fee they can figure out what is wrong with you in an instant.
F Corp
F Corp operates as a locksmith, opening locks for payment. Be it as simple as a locked door to the area or though locks of J corp, F Corp can get it back open again.
G Corp
G Corp sells gravity spheres, unique devices that allow one to manipulate gravity. Commonly used to assist with transport of large or heavy materials, G Corp has a hand in most construction and building projects throughout the City.
H Corp
H Corp focuses on the entertainment of the City's populace. Movies, Games, Toys, and myriad other items are sourced from H Corp. H Corp is also in charge of some large entertainment events, such as the Fixer Races.
I Corp
I Corp works with several other corporations, but as far as the public is concerned they sell Life to those with deep enough pockets. If you find yourself running out a years, perhaps a trip to I Corp is in order.
J Corp
J Corp operates in the business of locking things. For a fee J Corp can lock anything from a locket to a location to a thought. Anything locked by J Corp has their trademark logo plastered upon it. Anything secured by J Corp isn't opening any time soon. J Corp also handles a lesser singularity involving the collection and transmission of Luck, which is more commonly utilized by the populace instead of locking.
K Corp
K Corp produces and sells special medical technology relating to regeneration. In civilian settings they can help re-grow and replace lost or wholly damage limbs and body parts. They sell the same tech in bullet form to combatants with the cash that enable rapid regeneration in combat. This regeneration is so strong that when applied it can restore someone even if a majority of their body has been destroyed.
L Corp
L Corp provides eco-friendly energy throughout the city. The current L Corp replaced the prior one following the Smoke War and has since provided power to the entire city and other wings without the smoke of the old wing.
M Corp
M Corp produces valuable moonlight stones, a unique material that helps its holders remain calm under stress. M Corp has contracts with many fixer associations that incorporate the stones into their gear to amplify the abilities of their fixers.
N Corp
N Corp sells Canned Experience. These cans can be found in vending machines and with a quick drink you can experience various things. While commonly used for entertainment it also has some use for training, as some options can give Fixers a taste of the battlefield without actually stepping on it.
O Corp
O Corp primarily assists in the refining of various materials. Any material they produce possesses endurance and stability beyond all others. As such O corp commonly works in construction and production.
P Corp
P Corp for Production. P Corp makes anything and everything that they can sell to the populace. Bits and bobs of all kinds, check them and you are likely to find 'produced by P Corp.'
Q Corp
Q Corp operates primarily in demolition and recycling. Q corp can fell buildings assembled with O corp's finest materials at incredible speed and then turn those materials around for new use before you realize the building is gone.
R Corp
The feared mercenaries of R Corp are a personal army to those with the funds. One of the most powerful combat forces in the entire City.
S Corp
S corp produces Soap. Soap that gets dirt off, soap for grease, soap for rust, soap for anything. If its stuck to something and you want it off, S Corp probably makes soap to get it off.
T Corp
T Corp, in all its colorless glory, sells anything and everything related to time. This includes extremely expensive devices capable of influencing the flow of time in various manners.
U Corp
U Corp is primarily known for their Stasis preservation boxes, which hold the state of things placed inside until opened. They produce other special containers and work with other corps, but further details are unclear.
V Corp
The Vehicle Corporation, V Corp. V corp produces special motors for their vehicles that never need to be re-fueled. All their designs are proprietary though, so you still have to take it back to them for maintenance when parts besides fuel run into issues.
W Corp
W Corp and the Warp Trains. W Corp sells tickets to ride aboard their Warp Trains to traverse the city and go from any location to another in 10 seconds.
X Corp
X Corp is in the business of training people to perform tasks. In contract to N Corp selling experiences, X corp tailor makes tools to directly inject training. Think of it as with X Corp you get connected and instantly know how to use a fighting style as if you were training for years.
Y Corp
Y Corp is the premier fabric producer in the city. They produce and sell assorted threads and fabrics to innumerable smaller companies through the city, but also have their own clothing line for high-end consumers.
Z Corp
For your own safety, do NOT seek information on Z Corp.
-The book then concludes with a lengthy list of well wishes for new fixers and a place to donate additional money to the writer.
'A Quick and Easy Guide to The City and Our place in it!"
By: Nota Ame
"Greetings reader! If you are looking upon this page for the first time it is likely you have begun your journey to being a Fixer!
-there is a VERY lengthy preamble describing the benefits of being a fixer-
Now that you know why your choice of career is an incredible one, let's start by talking about the big picture. The biggest in fact. Our world, The City and its Outskirts.
Our great City is the only bastion of humanity and beyond its walls are The Outskirts, a lawless land full of danger. Rest assured that while The City can be plenty dangerous, the mildest danger in the outskirts poses a threat to even the mightiest Fixers!
The City overall is governed by The Head. The Head is responsible for the core laws of the city, those which are applicable throughout it's domain. They collect taxes, monitor the people, and enforce the core tenants they have written. They do these things through three Wings, which we will cover later. For your purposes as a fixer, there are a few particular laws in the core tenants you need to be aware of as you may brush up against them. Let us go over those.
Destruction of Residential Structures :: The Head forbids damaging the infrastructure of the city. The foundation of buildings must be preserved.
Invasion of Residential Structures :: You cannot force entry into residential structures between the hours of 3:13AM and 4:34AM.
Gun Control & Taxation :: The larger a weapons caliber, the shorter the barrel and its effective range must be. Production of guns and ammunition is taxed at increased rate and requires special licenses.
The Night :: Between the 3:13 AM and 4:34 AM, all crime, with the exception of the previously mentioned laws on Residential structures and guns, is allowed. In addition, recording anything during The Night is forbidden. The only thing that should remain of the night is the memory of those who witnessed it. Note that use of a recording showing this period is also a violation. Should one come into possession of such a thing, it should be immediately disposed of.
The first two are important regarding your day to day operations. Sometimes you may be tempted to try and simply use weaponry capable of large scale destruction to resolve problems. To preserve the city as a whole, this is forbidden.
The laws on Guns are important to a Fixer's bottom line. Many a fixer opened up shop with a Gun only to find the cost of a single magazine of rounds outweighed what they made from a job. Be aware of this so you don't find your wallet and ammunition empty at the same time.
The Night is a safety hazard. Be indoors during this time frame.
-There is further description of laws relating to taxes and other clerical mumbo jumbo that doesn't seem important for you to be concerned with-
With the overarching City and its Laws out of the way, lets dive deeper and begin talking about Districts.
Our city itself is separated into 26 Districts, numbered 1-26 and typically referred to by alphabetic letter(A-Z). Each of these Districts is governed by a Wing, typically referred to as 'Letter' Corp(A Corp, B Corp..., Z Corp). The 26 Wings are corporations chosen by The Head and given power over the districts.
Each Wing creates its own laws, known as Taboos, for its District.
Each District is split up into two further sections, The Nest and The Backstreets.
The Nest is the area of the district that the Wing directly governs and protects. Their own forces maintain order, enforce taboos, and in general keep the peace. Each Wing will typically achieve this with a mix of their own direct forces and hired Fixers. Nests are also sealed off from the outside, requiring paperwork to cross approved checkpoints in order to enter.
As a result, Nests are relatively safe outside of The Night. While moving into a Nest is difficult, most fixers with enough work can be contracted by Wings and get the paperwork needed to enter the Nest and stay briefly. That in turn opens you up to more potential jobs.
Any area of a District that is outside the Nest and by extension the protection of the Wing is referred to as the Backstreets.
The Backstreets are still subject to the taboos and laws of the city, but due to a lack of enforcers it is effectively lawless outside of Laws the Head enforces. Instead the 'Law' is whomever holds the most power in whatever area of the backstreets you are in.
You should attempt to identify which faction is in charge of the backstreets you are operating out of to avoid drawing their ire. In most cases this is a Syndicate, an illegal organization/company acting in its own self-interest.
The largest Syndicates are known as The Five Fingers. These are suitably named The Thumb, The Index, The Middle, The Ring, and The Pinky. The Fingers boast power comparable to that of the Wings and are the unofficial government of the backstreets.
The Fingers compete with one another, but operate in a tenuous alliance most of the time, only rarely breaking out into full on wars. If a Finger decides you are a problem, you are not going to survive for long. Lone fixers and small offices tend to slip their notice provided they don’t make any egregious offense to them. For that purpose, lets dive into each Finger and go over the basics.
The Thumb
The Thumb cares more about hierarchy and loyalty than anything else. Obey your superiors, do not question, show respect to those above or equal to you. This includes people outside the Syndicate, which leads the Thumb to be reasonable to interact with if you are of high standing. To showcase insubordination or disrespect is promptly and immediately punished. They will slaughter and maim their own members for less than looking a superior in the eye. The Thumb, in return for this respect and money, protects the backstreets it has control over.
The Index
Among the fingers the Index can be the easiest and hardest to deal with. The Index operates as a religious organization following things knowns as the 'Prescripts.' The Prescripts are effectively commands/orders that the Index receives from an unknown source with various intended recipients. These get handed to their members and the citizens of the backstreets they have control over. Follow the Prescripts and the Index protects you. Fail to do so and they execute you. There is no rhyme or reason to these, though they always tend to result in positive things for The Index. For you, if you get a prescript, follow it.
The Middle
The Middle would tell you they are a brother and sisterhood of individuals set on protecting themselves and the laws they lay out. The Middle maintains order through fear of punishment. Break any law or offend its members and they write your name into their 'Book of Revenge.' The book contains the crimes and the associated punishment. Once punished the offender's name is erased. While there are exceptions, your general assumption should be that punishment involves the death of the offender and everyone the middle can link to that person. Family, acquaintances, unlucky people nearby. Your best defense against the middle is to follow their rules to a T and don't harm anyone even tangentially linked to them. And pray no one linked to you does the same.
The Ring
The Ring is a group of 'artists.' They find beauty and art in humanity with a particular preference for death and violence. They would consider the alley a canvas, the mugger the artist, and the disemboweled victim the paint. The Ring keeps order at only the surface level. They allow more crime and general horrors to slide in pursuit of art. So provided you don't directly attack the Ring's members or interfere in their activities, you are likely to be ignored. Even then you might slide if your own 'art' is satisfactory. Though this isn't a safe bet. Its members have to submit an 'art' piece to join up and they slaughter the failures. If one of their Maestros decides to make you their next piece you should make sure you have good insurance.
The Pinky
The Pinky operates mostly in the outskirts and holds territory mostly along the edge of the city. The group has a strange fascination with exploring the ruins and digging up older tech, which they then tend to turn on city folk. The Pinky operates on Promises and Contracts. The specifics are unclear as one of the stipulations is secrecy, but those protected by the Pinky are bound contractually and sooner or later vanish. Thankfully their range of influence is small, even if its powerful. Steer clear of them as best as you are able as to be forced into a promise with the Pinky is likely to prove worse than fighting the other fingers.
That covers the Five Fingers. In general your best bet as a fixer is to fly under their radar. Contesting them is a privilege of the strong or those with significant backing. Speaking of those leads us into our next set of groups. The Fixer Associations.
You are aware a collection of fixers operating under a shared banner are considered a Fixer Office. The Fixer Associations are that on a significantly larger scale.
A Fixer association is comprised of Four Branches, each of which is formed of Six Sections. The branches are always North, South, East, and West and the branch covers the portion of the City they operate in. Each of those branches has six 'sections' of fixers. These Fixers work directly for the Association and are organized into the sections by strength. Section 6 being the weakest and Section 1 the strongest.
The associations then in turn partner with stand-alone fixer offices, known as Affiliates, that are called on to handle jobs.
The association serves as a hub for job requests that they then hand out to their respective branches, sections, and affiliates. So someone may submit a request for a body guard to the Ti Association. That request is reviewed and passed down to a close affiliate office or to a particular section if it’s a big enough gig.
There are Twelve Fixer Associations to be aware of. You may end up collaborating with or joining a particular one as your career advances.
Hana Association :: The Hana Association sits at the top of all fixers and associations in The City. This group focuses primarily on grading other Fixers, Fixer offices, and assigned danger grades to City Hazards. Hana members are extremely skilled in general combat and typically only step in themselves when Star of the City cases are in play.
Zwei Association :: The Zwei Association specializes in defense of the general public and operate the closest to what you would consider a typical police force, enforcing order where possible in The City. Zwei members specialize in protecting groups and those who cannot protect themselves.
Tres Association :: The Tres Association is one of three associations involved in the management of Workshops. Tres oversees Fixer weaponry and ensure anything sold meets their guidelines. Tres members have access to experimental weaponry and are called upon to test it as well as protect the workshops producing it.
Shi Association :: The Shi Association specializes in stealth and assassination. Shi Fixers are powerful offensive combatants who aim to execute their target and vanish before help can arrive.
Cinq Association :: The Cinq Association focuses on the collection of taxes as well as the management of this task through The City. The City hires Cinq to deliver warnings to those who have not paid, while others hire them to ensure payment makes it to the right place. In pursuit of this, Cinq Fixers are durable juggernauts, able to walk in, through, and out of the lion's den unscathed.
Liu Association :: The Liu Association specializes in War and only War. Liu Fixers fight as soldiers, advancing in lockstep whilst supporting their front line and tearing through the enemies own.
Seven Association :: The Seven Association specializes in the collection of information and investigation. The Seven Fixers are detectives and sleuths, taking on missions to unearth hidden truths in the city.
Oufi Association :: The Oufi Association specializes in overseeing trades and deals in the City. Oufi fixers monitor the deals they are hired to ensure they go through as contracted and that the proper mantra of Give and Take is always followed.
Dzi Association :: The Dzi Association is one of three associations involved in the management of Workshops. Dzi oversees Fixer armor and ensure anything sold meets their guidelines. Dzi members have access to experimental Armor/Clothing and are called upon to test it as well as protect the workshops producing it.
Ti Association :: The Ti Association specializes in protection. Not of the public, but of whomever has purchased their service as body guards. The Ti Fixers excel at protecting a single person against all manner of harm and are commonly brought on to protect high value targets.
Elf Association :: The Elf Association is one of three associations involved in the management of Workshops. Elf oversees Fixer augmentations and ensure anything sold meets their guidelines. Elf members have access to experimental Augmentations and are called upon to test it as well as protect the workshops producing it.
Tolf Association :: The Tolf Association specializes in Construction and Demolition, operating heavy machinery with license from the head that no one else in the city can access. Tolf Fixers ensure the equipment is used properly and none stand in the way of licensed destruction.
That concludes the basic details of the Fixer Associations. Of the major organizations in the city, this leaves only the specific Wings that have not been explained.
As briefly touched on earlier. Wings are specially chosen companies by the Head to run and manage the Districts of the city. Wings possess Singularity class technology and use it in completing their businesses. The form and nature of singularities is a well-kept secret for all wings, as plenty of competitors seek to take advantage of it, though copyright laws prevent complete mimicry.
Considering this there is little I can offer in the way of information on the corporations, but I can give you the public knowledge on them so you may better understand why they might employ a Fixer.
A Corp, B Corp, and C Corp
The first three corporations work directly for the Head and assist in overarching governance of the city. The corps help handle the aspects of this going so far as tax collection, investigation, and capital punishment.
D Corp
D Corp handles mail and deliveries throughout the city. You can bring any non-living package or item, drop it off in any of their offices, and then pick up from another one elsewhere in the city or have it delivered directly.
E Corp
E Corp handles medical examination and treatment. They handle significant illnesses and medical issues that the populace face. For a fee they can figure out what is wrong with you in an instant.
F Corp
F Corp operates as a locksmith, opening locks for payment. Be it as simple as a locked door to the area or though locks of J corp, F Corp can get it back open again.
G Corp
G Corp sells gravity spheres, unique devices that allow one to manipulate gravity. Commonly used to assist with transport of large or heavy materials, G Corp has a hand in most construction and building projects throughout the City.
H Corp
H Corp focuses on the entertainment of the City's populace. Movies, Games, Toys, and myriad other items are sourced from H Corp. H Corp is also in charge of some large entertainment events, such as the Fixer Races.
I Corp
I Corp works with several other corporations, but as far as the public is concerned they sell Life to those with deep enough pockets. If you find yourself running out a years, perhaps a trip to I Corp is in order.
J Corp
J Corp operates in the business of locking things. For a fee J Corp can lock anything from a locket to a location to a thought. Anything locked by J Corp has their trademark logo plastered upon it. Anything secured by J Corp isn't opening any time soon. J Corp also handles a lesser singularity involving the collection and transmission of Luck, which is more commonly utilized by the populace instead of locking.
K Corp
K Corp produces and sells special medical technology relating to regeneration. In civilian settings they can help re-grow and replace lost or wholly damage limbs and body parts. They sell the same tech in bullet form to combatants with the cash that enable rapid regeneration in combat. This regeneration is so strong that when applied it can restore someone even if a majority of their body has been destroyed.
L Corp
L Corp provides eco-friendly energy throughout the city. The current L Corp replaced the prior one following the Smoke War and has since provided power to the entire city and other wings without the smoke of the old wing.
M Corp
M Corp produces valuable moonlight stones, a unique material that helps its holders remain calm under stress. M Corp has contracts with many fixer associations that incorporate the stones into their gear to amplify the abilities of their fixers.
N Corp
N Corp sells Canned Experience. These cans can be found in vending machines and with a quick drink you can experience various things. While commonly used for entertainment it also has some use for training, as some options can give Fixers a taste of the battlefield without actually stepping on it.
O Corp
O Corp primarily assists in the refining of various materials. Any material they produce possesses endurance and stability beyond all others. As such O corp commonly works in construction and production.
P Corp
P Corp for Production. P Corp makes anything and everything that they can sell to the populace. Bits and bobs of all kinds, check them and you are likely to find 'produced by P Corp.'
Q Corp
Q Corp operates primarily in demolition and recycling. Q corp can fell buildings assembled with O corp's finest materials at incredible speed and then turn those materials around for new use before you realize the building is gone.
R Corp
The feared mercenaries of R Corp are a personal army to those with the funds. One of the most powerful combat forces in the entire City.
S Corp
S corp produces Soap. Soap that gets dirt off, soap for grease, soap for rust, soap for anything. If its stuck to something and you want it off, S Corp probably makes soap to get it off.
T Corp
T Corp, in all its colorless glory, sells anything and everything related to time. This includes extremely expensive devices capable of influencing the flow of time in various manners.
U Corp
U Corp is primarily known for their Stasis preservation boxes, which hold the state of things placed inside until opened. They produce other special containers and work with other corps, but further details are unclear.
V Corp
The Vehicle Corporation, V Corp. V corp produces special motors for their vehicles that never need to be re-fueled. All their designs are proprietary though, so you still have to take it back to them for maintenance when parts besides fuel run into issues.
W Corp
W Corp and the Warp Trains. W Corp sells tickets to ride aboard their Warp Trains to traverse the city and go from any location to another in 10 seconds.
X Corp
X Corp is in the business of training people to perform tasks. In contract to N Corp selling experiences, X corp tailor makes tools to directly inject training. Think of it as with X Corp you get connected and instantly know how to use a fighting style as if you were training for years.
Y Corp
Y Corp is the premier fabric producer in the city. They produce and sell assorted threads and fabrics to innumerable smaller companies through the city, but also have their own clothing line for high-end consumers.
Z Corp
For your own safety, do NOT seek information on Z Corp.
-The book then concludes with a lengthy list of well wishes for new fixers and a place to donate additional money to the writer.