Commit 357902

2026-06-13 07:32:24 muragami: Text rewrites
regulus/job resolution.md ..
@@ 162,20 162,20 @@
## Job Details
- The details of the job are determined and used by the Director to explain in the mechanics the aspects of each job. All jobs have at least these details:
+ The details of the job are determined and used by the Director to explain the mechanics and aspects of each job. All jobs have at least these details:
- - **Weight**: This is the amount of progress needed to be earned in rolling to complete the job. It varies from easy jobs of 3 weight, to legendary jobs of weight 7. This automatically also increases the rewards of a completed job mechanically.
- - **Deadline**: The amount of 'time' the job must be completed within, measured as allowed rolls on the resolution table. Time sensitive jobs are 3 rolls, and time insensitive jobs are as high as 7. THe Director can also make jobs deadline offer overtime, where you can exceed the deadline with special rules for each such incident roll.
- - **Conditions**: These are things that must be met for the job to be considered a success. The most common condition is that one crew gig type remains active at completion of the job (progress reaches difficulty).
- - **Capacity**: The number of crew that can attempt this job, and the minimum needed if there is one.
+ * ==Weight==: This is the amount of progress needed to be earned in rolling to complete the job. It ranges from easy jobs of weight 3 to legendary jobs of weight 7. This also automatically increases the rewards for a completed job.
+ * ==Deadline==: The amount of ‘time’ the job must be completed within, measured as allowed rolls on the resolution table. Time-sensitive jobs are 3 rolls, and time-insensitive jobs are up to 7. The Director can also make job deadlines offer overtime, allowing you to exceed the deadline under special rules for each roll in overtime.
+ * ==Conditions==: Requirements that must be met for the job to be considered a success. The most common condition is that one crew gig type remains active at completion of the job (progress reaches weight).
+ * ==Capacity==: The number of crew that can attempt this job, and the minimum needed if there is one.
## Crew Workup
- The lead operative player talks with the other operatives and recruits them for the job. If they are going on the job, they add their name to the crew workup. Then they can choose props to include on the workup sheets, things they are bringing on the job. These are placed next to their name on a single line.
+ The lead operative player on this job takes a blank crew workup card and adds their operative's name to it, under the lead line. Next, the lead operative player talks with the other operatives and recruits them for the job. If they are going on the job, they add their name to the crew workup. Then they can choose props to include on the workup sheets, things they are bringing on the job. These are placed next to their name on a single line.
- ### Winding the Job
+ ## Winding the Job
- Now the active crew on the jab 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 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.
+ 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.
## The Resolution Table
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