* **Bedazzled**: You hit the home run, and a victim got reeled in hook, line, and sinker.
+
* **Caught!**: An active Crew is caught!, Lose them for the job duration.
+
* **Cue the Music**: It's all as planned, and we are step in time! The lead operative can elect to drop Bullets, and for each one dropped they pick someone on the job Crew to get Bad Bingo.
+
* **Detective Fiction**: Sleuths are on the tail!
+
* **Network Noise**: Another crew on a job intersects with this one! The active crew with the lowest sum of Luck and Safety get Bad Bingo.
+
#### > Espionage
-
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.
+
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 for direct material or financial gain.
* **Bedazzled**: You hit the home run, and a victim got reeled in hook, line, and sinker.
+
* **Data in the Noise**:
+
* **Identity Revealed**: Some has been discovered! If any of the job Crew are: Runner, Professional, Insider, or Crusader, the lead Operative selects one to get Dread of 3.
+
* **Supervisor Fuckery**: The crew's Network Supervisor (think Boss) has crossed or betrayed them.
+
* **The Golden Goose**: Wow, that is shiny! The lead Operative takes a Gold Bullet and chambers one.
+
#### > Heist
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.
@@ 361,24 373,36 @@
| 11 | All According to Plan | +2 | +2 Progress, +1 Deadline |
* **All According to Plan**: All matters lock into frame, and things look golden.
+
* **Found an Avenue**: The Crew finds a clear avenue to the target.
+
* **Glitch in the Plan**: The plan goes sideways and one member steps up, and they are lost to save the mission.
+
* **Just the Right Tool**: The crew finds they have just the right tool to move forward on the heist.
+
* **Lost an Avenue**: The Crew loses a clear avenue to the target.
+
#### > Hit
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.
* **A Close Encounter**: Violence happened, and somehow the active Crew comes out unscathed!
+
* **Blood Everywhere**: Battle engaged, Crew took hits and bounced back! Things look bleak though.
+
* **Came, Saw, Kicked Ass**: Just getting it done, defeated some protection cleanly.
+
* **Pinned Down**: Under attack and pinned down, but somehow pushed through!
+
* **Whoops!**: Oh no, that's not good! If you have equal or less active Crew than the Bullets in the Chamber end the job and count it is Botched.
+
## 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.