* Apply -1 to the Positive Outlook, but never go below 0.
* Apply a minor consequence to an operative on the crew workup.
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The Director picks the next lead operative, they must have the lowest sum of Safety and Luck in the crew. In the case of a tie it's Director's choice. The Director also notes that the next job is Dangerous, see [[COST|/Regulus/COST/Home]].
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Now proceed to unwind the job.
## Job Success
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If the job succeeds, you get the win condition. You did the heist and got the prize, you made with the arson and exploded the ship, etc. Each player of an operative listed on the crew workup gets +1 Wealth level and chooses an option from below:
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* You took bold action during the job; you get +1 Luck and -1 Safety.
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* You took confident, rewarding action on the job; you get +1 Comfort and -1 Safety.
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* You took a risky action that paid off during the job; you get +2 Luck and -1 Comfort.
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* You played it safe and sound, just as planned; you get +1 Safety and -1 Luck.
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The Director notes a single step gain in the reputation of your entire crew.
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The player of the lead operative on the job reduces the job weight by 1 and gains +1 Wealth. Then, for each remaining weight, they choose from below:
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* Add +1 to the Positive Outlook of the job if it’s less than +6.
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* Add a minor value result to one other operative on the workup, only once per operative.
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* Add +1 wealth to one other operative on the workup, only once per operative.
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If there is weight that can’t be spent in the end, you must carry it. The Director makes a note of how much is carried, and it’ll be added AT THIS STEP during the next job.
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The player of the operative selects the lead operative for the next job from the crew.