2026-09-03 16:09:02muragami:
Fix up Bullet integration
regulus/job resolution.md ..
@@ 94,14 94,14 @@
* Minor Value: You get -1 Luck AND Safety, +1 Comfort.
* Major Value: You get -2 Luck AND Safety, +1 Comfort.
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What things of value operatives scored on the job are not for the lead operative to decide; that’ll happen as part of Job Fall Out and is handled by the Director. Also if there are leftover values you can't assign the Director immediate takes those as [[Diamond State Cards|Regulus/COST/Home#> State Cards]]. They will have to assign those to operatives at the exit of the job.
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What things of value operatives scored on the job are not for the lead operative to decide; that’ll happen as part of Job Fall Out and is handled by the Director. Also if there are leftover values you can't assign the Director immediate takes those as Bingo handouts. They will have to assign those to operatives at the exit of the job.
Finally, the Director assigns minor and major consequences to the crew on the crew workup as they see fit, but never more than one minor and one major per operative. If they assign a consequence to the lead operative, they also:
* Minor Consequence: Lead Operative gets -1 to two ratings of their choice, and picks another operative in the crew (even if they aren’t part of the job) to get +1 to a rating of their choice, except Comfort.
* Major Consequence: Lead Operative gets -2 to two ratings of their choice, and picks another operative in the crew (even if they aren’t part of the job) to get +2 to a rating of their choice, except Comfort.
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Consequence that can't be assigned immediately become [[Club State Cards|Regulus/COST/Home#> State Cards]] for the director. They will have to assign those to operatives at the exit of the job.
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Consequence that can't be assigned immediately become Bad Bingo handouts(minor) or Bullets(major) for the Director. They will have to assign those to operatives at the exit of the job.
You are almost done! Go to [[Exiting the Job|#Exiting the Job]] now.
@@ 135,12 135,7 @@
#### > Sent Into the Wind
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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.
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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:
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* Clubs or Spades: -2 to the result
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* Diamonds or Hearts: +1 to the result. roll an immediate 1d6+4 additional incident (which does not move the clock).
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As Director, for each major consequence, you create a Bullet Target card, For each minor consequence, you create a bad Bingo card. Shuffle these, and distibute them to Operatives as they take the Bullet, one card at a time.
You are almost done! Go to [[Exiting the Job|#Exiting the Job]] now.
@@ 196,31 191,31 @@
#### > Opportunity
* Fleeting Happiness [1]: Your operative found a moment of fleeting happiness; they might have enjoyed a short love, helped someone they encountered meaningfully, whatever that means for them. Mark Comfort up twice.
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* Strings of Fate [2]: Your operative met someone who was/is/will be important to them in their lives. Mark Comfort up once. Ask the Director for a Heart State Card to add to your Promise.
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* One Solid Team [3]: During the job, one other operative in the job crew (you choose) helped you in dramatic action. Mark up Luck and Safety once, and ask the Director to add a Heart Face Card to the Promise of the helping operatives.
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* Overachiever [2]: Your operative’s superlative performance on the job really hit the mark. Ask the Director to draw a Diamond Face Card for your operative.
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* Strings of Fate [2]: Your operative met someone who was/is/will be important to them in their lives. Mark Comfort up once. Ask the Director for a Bingo card.
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* One Solid Team [3]: During the job, one other operative in the job crew (you choose) helped you in dramatic action. Mark up Luck and Safety once, and ask the Director for a Bingo card for the helping operative.
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* Overachiever [2]: Your operative’s superlative performance on the job really hit the mark. Fill in 2 Bingo boxes.
* Clearly, The Protaganist [1]: Your operative got so lucky on the job that it almost seems impossible. Mark Luck up twice.
#### > Trouble
* Moment of Horror [1]: Your operative faced a true moment of horror on the job, but overcame it. Mark Comfort down twice, +1 to either Luck or Safety.
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* Enemy Intervention [2]: Your operative encountered a new or old enemy who confronted them during the job. Mark Comfort down once. Ask the Director for a Club State Card to add to your Promise.
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* We Are A Team? [3]: During the job, one other operative in the job crew (you choose) hindered you in dramatic action. Did they do it intentionally or not? Who knows, but it raises concerns. Mark down Luck and Safety once, and ask the Director to add a Spade Face Card to the Promise of the helping operative.
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* How Did You Miss That? [2]: Your operative failed at some point spectacularly during the job. Ask the Director to draw a Spade Face Card for your operative.
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* Enemy Intervention [2]: Your operative encountered a new or old enemy who confronted them during the job. Mark Comfort down once. Ask the Director Bad Bingo card.
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* We Are A Team? [3]: During the job, one other operative in the job crew (you choose) hindered you in dramatic action. Did they do it intentionally or not? Who knows, but it raises concerns. Mark down Luck and Safety once, and ask the Director to give the other operative a Bad Bingo card.
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* How Did You Miss That? [2]: Your operative failed at some point spectacularly during the job. Fill in 2 Bad Bingo boxes.
* Fate Is My Curse [1]: Your operative got so unlucky on the job that it almost seems impossible. Mark Luck down twice.
## Exiting the Job
Congrats! The job resolution mini-game is now at its final step. All that remains is to resolve the assortment of consequences and values, if any, that remain on the record sheet. The lead operative decides what to do with each of these, accepting input from the whole crew (on the job or not). If arguments aren’t settled here, then the Director picks that one instead.
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* Minor consequence: One job operative accepts a penalty below, or the Director pulls a Club State Card.
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* Minor consequence: One job operative accepts a penalty below, or the Director gets a Bad Bingo card.
* -1 Comfort
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* -1 Luck and Safety
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* Major consequence: One job operative accepts the penalty below, or the Director pulls a Club Face State Card.
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* -1 Luck or Safety
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* Major consequence: One job operative accepts the penalty below, or the Director gets a Bad Bingo card.
* -1 Comfort, Luck, and Safety
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* Minor value: One job operative accepts the boon below, or the Director pulls a Diamond State Card.
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* Minor value: One job operative accepts the boon below, or the Director pulls a Bingo card.
* +1 Luck or Safety
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* Major value: One job operative accepts the boon below, or the Director pulls a Diamond Face State Card.
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* Major value: One job operative accepts the boon below, or the Director pulls a Bingo card.