Commit 20e662

2026-06-18 11:20:59 muragami: Add contested angles
regulus/job resolution.md ..
@@ 29,7 29,7 @@
Now the active crew on the job gets to wind the job. This gives them a chance to take action in the fiction through the narrative to adjust the job details. They can work angles to get an advantage on the job, say to decrease weight 1 or increase deadline 1. They can hire an ally operative from another crew to join the job, etc. Here is a loose guide to handle the various angles player operatives often use here.
- Each crew member (even those not on the job list) can take action to set up angles for the upcoming job. Each angle is a plan that increases the odds of the job’s success. The cost of doing this is spending 1 fortune token and workshopping how your operative sets up the angle with other players. Then the Director draws a token from the Bag of Fate; if it’s red, the applicant must beat a contest to earn validity for the angle.
+ Each crew member (even those not on the job list) can take action to set up angles for the upcoming job. Each angle is a plan that increases the odds of the job’s success. The cost of doing this is spending 1 fortune token and workshopping how your operative sets up the angle with other players. Then the Director draws a token from the Bag of Fate; if it’s red, the applicant must beat a contest to earn validity for the angle. The an angle is invalid, the lead operative may add it to the workup as a contested angle (add a tailing ? to the angle summary). If they do they must use it on a roll result and it's worth 1d6-3 (-2 .. +3) adjustment to the roll total is struck out and applied. Unused contested angles become -2 Negative Outlook each and are applied after roll resolution.
If the angle is valid, it’s written on the job’s crew workup card. Now, when the results are rolled on the resolution table for the job, any non-lead operative can strike out an angle to allow a re-roll of the dice.
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9