Commit 5871e2

2026-06-13 08:25:50 muragami: Change Fortune to Outlook
regulus/job resolution.md ..
@@ 20,7 20,7 @@
Not exactly always arson precisely, but Starfire is an impressive tool of mass destruction in the trade. Any job where the end result is to torch a ship, wing (or section) of a haven, or even a haven itself is considered Arson.
- | 2d6 | Incident | Fortune | Effects |
+ | 2d6 | Incident | Outlook | Effects |
| --- | -------- | ------- | ------- |
| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
| 3 | **Dangerous Toys** | -2 | No progress. Lose one crew |
@@ 44,7 44,7 @@
Unlike a controlled Hit, as total assault on a target group or space. An assault on a ship for instance is not unlike Arson of a ship, but just uses another method. Also in this case you might be stealing said ship instead of destroying it.
- | 2d6 | Incident | Fortune | Effects |
+ | 2d6 | Incident | Outlook | Effects |
| --- | -------- | ------- | ------- |
| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
| 3 | Overwhelmed | -2 | No progress. Lose one crew |
@@ 68,7 68,7 @@
This is a catch all for jobs that don't fit into either the common types clearly. They might contain aspects of Cons, Heists, and Espionage all rolled together. As such this is the worst incident table, as so much can go wrong. On the other hand the rules for fallout of a caper are the best for the crew. You just have to complete the job!
- | 2d6 | Incident | Fortune | Effects |
+ | 2d6 | Incident | Outlook | Effects |
| --- | -------- | ------- | ------- |
| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
| 3 | Avenue Lost | -2 | -1 Progress, -1 Deadline |
@@ 92,7 92,7 @@
Achieving victory through deception and trickery, the con is a tried and true job type for crews in the Network. While the Con is the spiritual sister of espionage, the con focuses fully on finiancial or material gain, while the latter is about secrets and information.
- | 2d6 | Incident | Fortune | Effects |
+ | 2d6 | Incident | Outlook | Effects |
| --- | -------- | ------- | ------- |
| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
| 3 | _Type 1_ | -2 | No Progress ? |
@@ 110,7 110,7 @@
Ye ol' spycraft indeed good sir. Much like the con espionage is about deception and trickery, but the arena has moved from social to political in nature. The ultimate goal is secrets or information, and not a job meant to direct material or financial gain.
- | 2d6 | Incident | Fortune | Effects |
+ | 2d6 | Incident | Outlook | Effects |
| --- | -------- | ------- | ------- |
| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
| 3 | _Type 1_ | -2 | -1 Progress, Minor Value |
@@ 128,7 128,7 @@
They want to keep the thing, you want to get the thing. It is as simple as that, and probably half the jobs run by crews of the Network.
- | 2d6 | Incident | Fortune | Effects |
+ | 2d6 | Incident | Outlook | Effects |
| --- | -------- | ------- | ------- |
| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
| 3 | Lost an Avenue | -2 | No Progress, -2 Fortune |
@@ 146,7 146,7 @@
A well protected and influential target needs eliminated. They have loads of security, numerous avenues of escape, and safeguards in place to protect them. Get passed all that, and one shot from your r-gun seals the deal.
- | 2d6 | Incident | Fortune | Effects |
+ | 2d6 | Incident | Outlook | Effects |
| --- | -------- | ------- | ------- |
| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
| 3 | _Type 1_ | -2 | ? (see Type) |
@@ 181,7 181,7 @@
Here is the general resolution table, with the 5 slots that connect to the type of heist left blank. Just use the specific job table instead, but this explains the 6 general results that are applicable to all jobs. As a rule of thumb, even results are general ones and odd results are job specific. Also note that while the rules of 3, 5, 9, and 11 are specific to the job type, 7 is always the same no matter the fictional context and additional rules of the job. In general rolls of 7+ move you towards success and 6 or less drag you back towards failure by losing progress or generating none.
- | 2d6 | Incident | Fortune | Effects |
+ | 2d6 | Incident | Outlook | Effects |
| --- | -------- | ------- | ------- |
| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
| 3 | _Type 1_ | -2 | ? (see Type) |
@@ 217,7 217,7 @@
Sometimes the rules might require you to use the general job table, this is just the one above with the 5 custom results folded into the 6 results, as so:
- | 2d6 | Incident | Fortune | Effects |
+ | 2d6 | Incident | Outlook | Effects |
| ----- | -------- | ------- | ------- |
| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
| 3-4 | **[[Bricked|#Bricked]]** | -2 | No Progress, Major Consequence |
@@ 229,7 229,7 @@
## The Job Record Sheet
- The Job record sheet created by the Director is a turn by turn record sheet for all the incidents that happened across the job. It is a series of lines with columns for: Incident, Progress, Negative Fortune (trouble). Positive Fortune (opportunity), and notes for stuff like consequence, crew loss, value, etc.
+ The Job record sheet created by the Director is a turn by turn record sheet for all the incidents that happened across the job. It is a series of lines with columns for: Incident, Progress, Negative Outlook (trouble). Positive Outlook (opportunity), and notes for stuff like consequence, crew loss, value, etc.
The lead operative rolls 2d6 to determine incidents which the Director records until the job concludes: either the deadline is met, progress hits -3, progress meets or exceeds difficulty, or all crew is lost.
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