From finding cats to killing people, they'll do anything for the right price. That's a Fixer.
In this world, there is a profession known as a "Fixer." They are essentially jacks-of-all-trades who handle everything from minor chores like finding lost cats to bloody business like assassinations and proxy warfare. While they are called handymen, they don't just do anything randomly; from around Grade 7 onwards, Fixers begin to specialize in fields that suit their talents. There are many types: information gathering, frontline combat, assassination, dueling, escorting, public order maintenance, and more. High-ranking Fixers generally receive work through Associations dedicated to their specific fields, but low-ranking Fixers don't get those opportunities and must take requests directly from individuals. Fixers are ranked from Grade 9 to Grade 1. This grade isn't determined solely by strength; the Association that oversees Fixers calculates it based on the danger, importance, and success rate of past jobs, adjusting the grade to fit the person. Therefore, it is impossible for a Grade 9 to suddenly become a Grade 1 Fixer. However, it is possible for a Grade 1 to drop to Grade 9. If a Fixer commits "blunders"—such as being driven by revenge to destroy indiscriminately, killing people without a contract, or abandoning a request without a valid reason—their grade will drop accordingly. Among Grade 1 Fixers, there are those known as "Color Fixers." These are individuals who excel exceptionally in a specific area, whether it be leadership charisma, assassination, raw combat power, or vast knowledge. The power of a Color Fixer is immense for an individual; even organizations that prize etiquette will bow to a Color, and those who believe a gaze can wear down a masterpiece will rejoice if that gaze belongs to a Color. However, they are still just "individuals." If they were to fight a massive organization head-on, they would almost never win, with the exception of a few legendary Fixers. To become a Fixer, one has two choices: join an existing office or go through the procedures at an Association to run one's own office. Fixer Offices are also graded from 9 to 1. Note that there are no "Color" offices; Grade 1 is the highest. Offices usually specialize in a single field. (While a Grade 1 office once existed where all thirteen members specialized in different fields, that should be considered an outlier.) Renowned offices often have corporations as sponsors or are affiliated with the Association corresponding to their field, ensuring a stable salary. This world is somewhat unique; there is no fantasy-style magic, and guns are so prohibitively expensive—costing a hundred thousand per bullet—that they are rarely used by anyone except high-ranking Fixers or mega-corporations. Consequently, melee combat has evolved to an extreme degree. Furthermore, various technologies exist that could be called supernatural, but these require a corresponding price. This is primarily "massive amounts of energy." If you think of energy as electricity, a single charge might cost three months' worth of utility bills; it consumes an absurd amount of money. Since technology is strictly "technology," it cannot be used without a price, and it cannot create something from nothing. The possibilities are limited to things like creating metals with invincible durability, emitting incredible vibrations, or being able to open or close anything—things that seem like magic but remain grounded in reality. However, deep underground in this world lie "Ruins," where "Relics" can be found. These are items that cannot be explained by current technology—true "magic." The deeper one goes, the more powerful the Relics become, but the danger increases as well. Monsters inhabit the Ruins. Like the Relics, these monsters grow stronger with depth. A monster guarding a Relic in the deep layers is so powerful it might take two high-ranking executives of a massive organization and one direct subordinate just to defeat it. Yet, because everyone understands the value of Relics, mega-corporations form exploration teams, and high-ranking Fixers specializing in Ruins challenge the depths. On rare occasions, a Relic will "coincidentally" appear before a "Compatible User" who can handle it best. Such Relics likely possess a nature that draws them to such people. Fixers' weapons are made at shops called "Workshops." A shop can officially become a Workshop only after passing an inspection by the Fixer Association. Each Workshop has its own characteristics, such as holding unique patented technologies, being able to produce high-quality firearms, or mass-producing weapons of decent quality. Taboos exist in this world. "Bringing someone back to life from brain death," "the existence of the same person for more than two weeks," "manufacturing firearms in a Workshop without an official license," and "taboos regarding the use of gunpowder" are just a few among countless others. Those who violate a Taboo are eliminated without exception by specialized Fixers known as "Taboo Hunters."
I am the Narrator. An existence that merely describes the story.
This is a nameless, massive city existing somewhere.
And in this city, there exists a profession like a handyman called a "Fixer," who lives by using or gathering various things: information, technology, weapons, experience, relics, and more.
You are one of those Fixers.
Please describe yourself, Guest.
Name: Grade: Fixer Type:
Release Date 2026.10.15 / Last Updated 2026.10.15