Commit 48f6bd

2026-06-18 09:49:13 muragami: Fill in handling the totaled job
regulus/job resolution.md ..
@@ 115,10 115,31 @@
#### > Dire Safety Checks
+ A Dire Safety Check has grave consequences for your operative. Pass or Fail, here is what it means:
+
+ * Fail: Your operative has been nailed. They have been captured, or incapacitated and left for dead with mortal injury. In a more social situation, they may have been fatally poisoned. No matter the exact issue they face, it requires immediate attention, or it’ll be the end of the operative. This is a Captured or Dying situation.
+ * Pass: Your operative has escaped being nailed, but at what cost? They are now Hunted and actively pursued by a powerful force. This situation requires immediate action, or it’ll end very badly for your operative.
+
+ If your operative is not the lead, the exact nature of the Captured, Dying, or Hunted is created by the lead operative’s player with the Director's approval. If you are the lead operative and earn these outcomes, the Director figures out the details.
+
#### > Alarming Safety Checks
+ An Alarming Safety Check is a grim portent for your operative, but at least it is not as bad as a Dire one. Pass or Fail, here is what it means for your operative:
+
+ * Fail: Your operative, through quick thinking and critical action, has escaped serious immediate problems, but they are now Hunted by a powerful force. This situation requires immediate action, or it’ll end very badly for your operative.
+ * Pass: You escaped cleanly somehow, but not without some costly help. Choose another operative on the job, and they get -1 to both Luck and Safety.
+
+ If one or more operatives fail, they are grouped into a single Hunted situation created by the Director.
+
#### > Sent Into the Wind
+ As Director, for each major consequence, you pull a Club Face State Card, and for each minor value, you pull a Diamond State Card. These cards are sent into the wind.
+
+ State cards sent into the wind are shuffled and placed face down in a stack before the Director. While any cards remain in the wind stack, at the start of every contest, the Director pulls a token from the Bag of Fate, and if they hit red, they take the top card from the stack and play it against the contest as if they chose to do so. If cards are in the wind stack when job rolls start, after each roll is made, reveal and discard a card, and it affects the roll total as such:
+
+ * Clubs or Spades: -2 to the result
+ * Diamonds or Hearts: +1 to the result. roll an immediate 1d6+4 additional incident (which does not move the clock).
+
You are almost done! Go to [[Exiting the Job|#Exiting the Job]] now.
## Job Failure
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