Proposal: The Fix Is In
In the rule “The Crew {M}” add the following text:
Fixer is a Role that, once assigned to a Participant on a team, cannot be assigned to any other Participant on the same team. The Fixer may not perform any Heist Actions except as detailed in this Role definition. As a Heist Action which is always Swift, the Fixer may Make Arrangements, which is an atomic action with the following steps if that Make Arrangements Heist Action was successful:
* Select a Participant other than themselves on the same team, known as the Client for this instance of the atomic action.
* Perform a Heist Action as if they were that Client, if it would be legal for that Client to perform a Heist Action at that time and excluding any Heist Action that is only carried out by a Role. When they do so, all the rules for performing that Heist Action apply as if the Fixer was that Client, and in the Dice Roller, in addition to the other requirements for commenting on a DICE48 roll for that Heist Action, the Fixer must include in that comment the name of the Client. Any rules regarding the result of that Heist Action apply as if the Client performed the Heist Action rather than the Fixer.
In the rule “Teams and Targets {I}”, after the text “before this set of simultaneous actions was performed”, add the text “, and if that Participant had a Role of Fixer at that time, increase their Triumphs by another 1”.
Another idea for “fixing” the timing issue. A Fixer on a team can simply perform Heist Actions on behalf of the rest of the team, as long as they keeping succeeding at their own Heist Action and at the cost of not having that Fixer perform any other type of Heist Actions. The Fixer also can’t operate as any other Role, so it’s limited to “regular” Heist Actions. The fact that the Fixer has to keep making a successful Heist Action in between each Heist Action they make for each Client should offset the ability to perform sequential Heist Actions at a time of their chosing.
The extra increase in Triumphs is to incentivize the Fixer not to screw over their team if they are collaborating with a Participant from the opposite team. There’s still the possibilty that a Fixer could do so to prevent a Participant from achieving victory, in which case it’s really up to the Mastermind to keep an eye out for who might do that and only assign a Fixer to those who are aren’t as likely to do that. I don’t know that there’s a way to fully eliminate the incentives for a Fixer to go rogue.
The other issue I see is if the Fixers on opposite teams both wait for a full 48 hours so that the rolls are guaranteed, which then leads to a timing battle between the two. I’m not sure if there’s a way to “fix” that.
ais523: Mastermind
Not necessarily a bad thing, but – this creates an interesting incentive for someone to screw up their team by choosing to become a Fixer with their Heist Action rather than aiming towards the target or agenda, in order to get a free Triumph if the rest of the team manages to score without them. (This would be a timing scam under most action systems, but fortunately setting a role non-randomly is a Heist Action and that gets around the issue.)
Should probably be “while assigned” rather than “once assigned” to make clear that the restriction doesn’t persist after the team is disbanded?