Commit 948535

2026-06-13 10:05:12 muragami: Filling in Unwinding the job
regulus/job resolution.md ..
@@ 244,7 244,7 @@
#### > Clocked
- If the deadline is met without enough progress, the job has been clocked. At that point, you take the job failure result 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.
+ 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.
#### > Voilà
@@ 254,6 254,32 @@
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.
+ ## 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.
+ * Get Tactical: An operative applies an applicable job tactic and gets +1 progress (or whatever it declares) towards the weight.
+ * Lost Prop: An active or inactive operative on the job sacrifices a Prop to earn +1 progress.
+
+ 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.
+
+ #### > 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.
+
+
+
+ ## Unwinding a Totaled Job
+
## Job Failure
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:
@@ 297,10 323,6 @@
Now proceed to unwind the job.
- ## Unwinding the Job
-
- ## Unwinding a Totaled Job
-
## Narrating the Job and it's fallout
## Impromptu Jobs
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