2026-06-13 10:10:48muragami:
Reorganize, move huge Job Type section to the bottom
regulus/job resolution.md ..
@@ 12,6 12,106 @@
Once these are ready, the Director creates a Job Record for the Job and then the lead operative player can start making rolls on the resolution table.
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## The Job Record Sheet
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The Job record card created by the Director is a turn-by-turn record of all incidents that occurred 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.
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The lead operative rolls 2d6 to determine incidents, which the Director records until the job concludes in one of the following ways:
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* The deadline has been met; see Clocked below.
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* Progress hits -3; see Botched below.
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* Progress meets or exceeds weight; see Voilà below.
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* The entire crew is lost; see Totaled below.
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#### > Botched
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If the progress ever drops to -3, the job has been botched beyond repair. You take the job failure result and convert all Outlooks to negative. So if you had a current -2 and +3 outlook, you now have a -5 outlook.
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#### > Clocked
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If the deadline is met without enough progress, the job has been clocked. At that point, you either move to unwind the job or enter overtime if the GM allows. If you accept overtime, you can roll up to three more times, but you record all Outlook results as negative. For example, if you roll a +2 Outlook incident, you get -2 Outlook instead. In overtime you can choose to stop and move to unwind after any roll.
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#### > Voilà
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If progress meets or exceeds job weight, the job is complete! You take the job success result and then unwind.
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#### > Totaled
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If the entire crew on a job is lost, the job has been totaled. This is pretty serious, and while the results of a Botched or Clocked job can often be bad, getting totaled is just what it sounds like. You take the job failure result and use the special totaled rules to unwind below.
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## Unwinding the Job
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If you got here from a ==Voilà result==, you move to Job Success and complete that step before handling any more unwinding. If you got here from a ==Clocked result==, you now have the chance to sneak through a Job Success.
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#### > Succeeding on a Clocked Job Anyway
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By default, a Clocked job results in a Job Failure. There are three ways to increase progress now in order to reach the job weight and earn the Job Success result:
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* ==Shoulder a Burden==: An active (not lost) operative can take -1 or -2 Negative Outlook and turn it into a minor (-1) or major (-2) consequence for their operative, and in return earn +1 progress.
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* ==Become a Distraction==: An inactive (lost) operative can take up to -3 Negative Outlook and get -2 Safety to earn +1 progress.
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* ==Get it Done==: An active (not lost) operative can take +1 or +2 Positive Outlook and roll one (+1) or two (+2) six-sided dice. Each die that is 4+ earns +1 progress for the job.
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* ==Get Tactical==: An operative applies an applicable job tactic and gets +1 progress (or whatever it declares) towards the weight.
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* ==Lost Prop==: An active or inactive operative on the job sacrifices a Prop to earn +1 progress.
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The player of each operative on the job can do one of the options above, as long as they pay 1 Fortune token.
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If enough progress to reach the weight is made that way, you get the Job Success result. If you still haven’t reached it, take the Job Failure result.
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#### > Post Failure or Success, taking care of the numbers
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Complete the Failure or Success process, and then the player of the lead operative must resolve all the consequences, values, and outlook results with the input of the Director.
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## Unwinding a Totaled Job
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## Job Failure
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If the job fails, you obviously don’t get the win condition. The heist was unsuccessful, and you didn’t get the price, or the ason failed, and you didn’t explode the ship, etc. In addition, the player of each crew operative on the workup gets -1 Wealth level and selects an option below:
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* You were spotted, detected, or otherwise connected to the failed job. You get -1 Safety level.
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* You were hurt, trapped, abused, or otherwise injured (perhaps just socially) during the job. You get -1 Comfort level.
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* A very serious, unlucky turn befell you on the job. You get -1 Luck level AND an additional -1 Wealth level.
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The Director notes a single step loss in the reputation of your entire crew.
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For each weight of the job, the player of the lead operative does one of these things:
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* Apply -1 to Negative Outlook.
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* Apply -1 to the Positive Outlook, but never go below 0.
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* 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 return to unwind the job: [[here|# > Post Failure or Success, taking care of the numbers]].
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## 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.
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Now return to unwind the job: [[here|# > Post Failure or Success, taking care of the numbers]].
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## Narrating the Job and it's fallout
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## Impromptu Jobs
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## Job Type
The type of job introduces the specific roll result table for incidents across a job, as five of the eleven incidents are specific to the job type itself. The other six are given on the general job [[Resolution Table|#The Resolution Table]]. You can find a general definition of the nature of each job type and it's particular result table below.
The Job record card created by the Director is a turn-by-turn record of all incidents that occurred 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 in one of the following ways:
-
-
* The deadline has been met; see Clocked below.
-
* Progress hits -3; see Botched below.
-
* Progress meets or exceeds weight; see Voilà below.
-
* The entire crew is lost; see Totaled below.
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#### > Botched
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-
If the progress ever drops to -3, the job has been botched beyond repair. You take the job failure result and convert all Outlooks to negative. So if you had a current -2 and +3 outlook, you now have a -5 outlook.
-
-
#### > Clocked
-
-
If the deadline is met without enough progress, the job has been clocked. At that point, you either move to unwind the job or enter overtime if the GM allows. If you accept overtime, you can roll up to three more times, but you record all Outlook results as negative. For example, if you roll a +2 Outlook incident, you get -2 Outlook instead. In overtime you can choose to stop and move to unwind after any roll.
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#### > Voilà
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If progress meets or exceeds job weight, the job is complete! You take the job success result and then unwind.
-
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#### > Totaled
-
-
If the entire crew on a job is lost, the job has been totaled. This is pretty serious, and while the results of a Botched or Clocked job can often be bad, getting totaled is just what it sounds like. You take the job failure result and use the special totaled rules to unwind below.
-
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## Unwinding the Job
-
-
If you got here from a ==Voilà result==, you move to Job Success and complete that step before handling any more unwinding. If you got here from a ==Clocked result==, you now have the chance to sneak through a Job Success.
-
-
#### > Succeeding on a Clocked Job Anyway
-
-
By default, a Clocked job results in a Job Failure. There are three ways to increase progress now in order to reach the job weight and earn the Job Success result:
-
-
* ==Shoulder a Burden==: An active (not lost) operative can take -1 or -2 Negative Outlook and turn it into a minor (-1) or major (-2) consequence for their operative, and in return earn +1 progress.
-
* ==Become a Distraction==: An inactive (lost) operative can take up to -3 Negative Outlook and get -2 Safety to earn +1 progress.
-
* ==Get it Done==: An active (not lost) operative can take +1 or +2 Positive Outlook and roll one (+1) or two (+2) six-sided dice. Each die that is 4+ earns +1 progress for the job.
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* ==Get Tactical==: An operative applies an applicable job tactic and gets +1 progress (or whatever it declares) towards the weight.
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* ==Lost Prop==: An active or inactive operative on the job sacrifices a Prop to earn +1 progress.
-
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The player of each operative on the job can do one of the options above, as long as they pay 1 Fortune token.
-
-
If enough progress to reach the weight is made that way, you get the Job Success result. If you still haven’t reached it, take the Job Failure result.
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-
#### > Post Failure or Success, taking care of the numbers
-
-
Complete the Failure or Success process, and then the player of the lead operative must resolve all the consequences, values, and outlook results with the input of the Director.
-
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## Unwinding a Totaled Job
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## Job Failure
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-
If the job fails, you obviously don’t get the win condition. The heist was unsuccessful, and you didn’t get the price, or the ason failed, and you didn’t explode the ship, etc. In addition, the player of each crew operative on the workup gets -1 Wealth level and selects an option below:
-
-
* You were spotted, detected, or otherwise connected to the failed job. You get -1 Safety level.
-
* You were hurt, trapped, abused, or otherwise injured (perhaps just socially) during the job. You get -1 Comfort level.
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* A very serious, unlucky turn befell you on the job. You get -1 Luck level AND an additional -1 Wealth level.
-
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The Director notes a single step loss in the reputation of your entire crew.
-
-
For each weight of the job, the player of the lead operative does one of these things:
-
-
* Apply -1 to Negative Outlook.
-
* Apply -1 to the Positive Outlook, but never go below 0.
-
* Apply a minor consequence to an operative on the crew workup.
-
-
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 return to unwind the job: [[here|# > Post Failure or Success, taking care of the numbers]].
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## 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:
-
-
* You took bold action during the job; you get +1 Luck and -1 Safety.
-
* You took confident, rewarding action on the job; you get +1 Comfort and -1 Safety.
-
* You took a risky action that paid off during the job; you get +2 Luck and -1 Comfort.
-
* You played it safe and sound, just as planned; you get +1 Safety and -1 Luck.
-
-
The Director notes a single step gain in the reputation of your entire crew.
-
-
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:
-
-
* 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.
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Now return to unwind the job: [[here|# > Post Failure or Success, taking care of the numbers]].