Commit 97a758

2026-06-13 10:13:42 muragami: Linkage added
regulus/job resolution.md ..
@@ 6,12 6,29 @@
Each Job taken on by a crew is resolved with a sequence of 2d6 rolls made by the lead operative on the Job. The result of each roll introduces an accomplishment or twist which occurs during the course of the job, and rolls continue until the Job reaches a point of failure or success. However before all that can happen two things have to be established: the Job Type and Details, and the Crew Workup.
- - **Job Type**; The basic type of crime of the Job. Regulus breaks this down into Arson, Assault, Capers, Cons, Heists, Hits, and Espionage.
- - **Job Details**: The particulars of the job in moderate detail, nothing exact. What these are is based heavily on the type of job as listed below.
- - **Crew Workup**: A sheet built by the lead operative player and the crew players, kind of like a character sheet for the crew working the job.
+ - ==[[Job Type|#Job Type]]==; The basic type of crime of the Job. Regulus breaks this down into Arson, Assault, Capers, Cons, Heists, Hits, and Espionage.
+ - ==[[Job Details|#Job Details]]==: The particulars of the job in moderate detail, nothing exact. What these are is based heavily on the type of job as listed below.
+ - ==[[Crew Workup|#Crew Workup]]==: A sheet built by the lead operative player and the crew players, kind of like a character sheet for the crew working the job.
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.
+ ## Job Details
+
+ The details of the job are determined and used by the Director to explain the mechanics and aspects of each job. All jobs have at least these details:
+
+ * ==Weight==: This is the amount of progress needed to be earned in rolling to complete the job. It ranges from easy jobs of weight 3 to legendary jobs of weight 7. This also automatically increases the rewards for a completed job.
+ * ==Deadline==: The amount of ‘time’ the job must be completed within, measured as allowed rolls on the resolution table. Time-sensitive jobs are 3 rolls, and time-insensitive jobs are up to 7. The Director can also make job deadlines offer overtime, allowing you to exceed the deadline under special rules for each roll in overtime.
+ * ==Conditions==: Requirements that must be met for the job to be considered a success. The most common condition is that one crew gig type remains active at completion of the job (progress reaches weight).
+ * ==Capacity==: The number of crew that can attempt this job, and the minimum needed if there is one.
+
+ ## Crew Workup
+
+ The lead operative player on this job takes a blank crew workup card and adds their operative's name to it, under the lead line. Next, the lead operative player talks with the other operatives and recruits them for the job. If they are going on the job, they add their name to the crew workup. Then they can choose props to include on the workup sheets, things they are bringing on the job. These are placed next to their name on a single line.
+
+ ## Winding the Job
+
+ Now the active crew on the job gets to wind the job. This gives them a chance to take action in the fiction through the narrative to adjust the job details. They can work angles to get an advantage on the job, say to decrease weight 1 or increase deadline 1. They can hire an ally operative from another crew to join the job, etc. Here is a loose guide to handle the various angles player operatives often use here.
+
## The Job Record Sheet
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.
@@ 260,23 277,6 @@
| 11 | _Type 5_ | +2 | ? (see Type) |
| 12 | **[[Windfall|#Windfall]]** | +3 | +2 Progress, Postponed Minor Consequence |
- ## Job Details
-
- The details of the job are determined and used by the Director to explain the mechanics and aspects of each job. All jobs have at least these details:
-
- * ==Weight==: This is the amount of progress needed to be earned in rolling to complete the job. It ranges from easy jobs of weight 3 to legendary jobs of weight 7. This also automatically increases the rewards for a completed job.
- * ==Deadline==: The amount of ‘time’ the job must be completed within, measured as allowed rolls on the resolution table. Time-sensitive jobs are 3 rolls, and time-insensitive jobs are up to 7. The Director can also make job deadlines offer overtime, allowing you to exceed the deadline under special rules for each roll in overtime.
- * ==Conditions==: Requirements that must be met for the job to be considered a success. The most common condition is that one crew gig type remains active at completion of the job (progress reaches weight).
- * ==Capacity==: The number of crew that can attempt this job, and the minimum needed if there is one.
-
- ## Crew Workup
-
- The lead operative player on this job takes a blank crew workup card and adds their operative's name to it, under the lead line. Next, the lead operative player talks with the other operatives and recruits them for the job. If they are going on the job, they add their name to the crew workup. Then they can choose props to include on the workup sheets, things they are bringing on the job. These are placed next to their name on a single line.
-
- ## Winding the Job
-
- Now the active crew on the job gets to wind the job. This gives them a chance to take action in the fiction through the narrative to adjust the job details. They can work angles to get an advantage on the job, say to decrease weight 1 or increase deadline 1. They can hire an ally operative from another crew to join the job, etc. Here is a loose guide to handle the various angles player operatives often use here.
-
## The Resolution Table
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.
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