Commit f0a89c

2026-09-03 15:48:42 muragami: Job Table rewrites and filled in fully.
regulus/job resolution.md ..
@@ 253,11 253,11 @@
| 11 | **Optimal Placement** | +2 | +2 Progress, Minor Value |
| 12 | **[[Windfall|#Windfall]]** | +3 | +2 Progress, Postponed Minor Consequence |
- - **Optimal Placement**: The crew discovers optimal placment for the tools of the job.
- - **Minimal Opposition**: The crew encounters minimal opposition, but side-tracksd they find someting of value.
- **Created Distraction**: You have created a distraction, leading away or disabling some amount of resistance or protection.
- **Bad Timing**: Whoops, some tools fired off early or out of timing!
- **Dangerous Toys**: Look out, these tools are dangerous, someone got taken out by misfire.
+ - **Minimal Opposition**: The crew encounters minimal opposition, but side-tracked they find someting of value.
+ - **Optimal Placement**: The crew discovers optimal placment for the tools of the job.
#### > Assault
@@ 272,16 272,16 @@
| 6 | **[[Fumble|#Fumble]]** | -1 | -1 Progress, Minor Consequence |
| 7 | Pressed Forward | -- | +1 Progress, 1d6+6 companion Incident |
| 8 | **[[Interruption|#Interruption]]** | +1 | +1 Progress, 1d6+1 companion Incident |
- | 9 | Cleared Resistance | +1 | No Progress, +2 Fortune, +1 Deadline |
+ | 9 | Cleared Resistance | +1 | No Progress, Drop a Bullet, +1 Deadline |
| 10 | **[[Perfect|#Perfect]]** | +2 | +1 Progress |
- | 11 | Violent Blow | +2 | +2 Progress, -2 Fortune |
+ | 11 | Violent Blow | +2 | +2 Progress, Chamber a Bullet |
| 12 | **[[Windfall|#Windfall]]** | +3 | +2 Progress, Postponed Minor Consequence |
- - **Violent Blow**: A decisive attack rings true, all feet forward men!
- **Cleared Resistance**: Met the enemy and rolled them good!
- - **Pressed Forward**: Pushed on after an engagement, no rest for the best!
- **Heavy Fire**: Took heavy fire/attack, held down for a moment.
- **Overwhelmed**: Reinforcements or just extra opposition encountered, man down! Medic!
+ - **Pressed Forward**: Pushed on after an engagement, no rest for the best!
+ - **Violent Blow**: A decisive attack rings true, all feet forward men!
#### > Caper
@@ 292,7 292,7 @@
| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
| 3 | Avenue Lost | -2 | -1 Progress, -1 Deadline |
| 4 | **[[Bricked|#Bricked]]** | -2 | No Progress, Major Consequence |
- | 5 | Confusion | -1 | No Progress, Special - see text below |
+ | 5 | Confusion | -1 | No Progress, See Below |
| 6 | **[[Fumble|#Fumble]]** | -1 | -1 Progress, Minor Consequence |
| 7 | Lucky Break | -- | +1 Progress, 1d6+6 companion Incident |
| 8 | **[[Interruption|#Interruption]]** | +1 | +1 Progress, 1d6+1 companion Incident |
@@ 301,11 301,11 @@
| 11 | Found Prize | +2 | +1 Progress, Major Value |
| 12 | **[[Windfall|#Windfall]]** | +3 | +2 Progress, Postponed Minor Consequence |
+ - **Avenue Lost**: Time closes in as options dissappear!
+ - **Confusion**: Things go off the rails! Reduce the Negative Fortune by -1 per active crew at this point. Chamber a Bullet.
- **Found Prize**: A major value is discovered along the course of the job!
- - **Timely Diversion**: A timely diversion introduces something of value.
- **Lucky Break**: What luck! We might pull this off yet!
- - **Confusion**: Things go off the rails! Reduce the Negative Fortune by -1 per active crew at this point.
- - **Avenue Lost**: Time closes in as options dissappear!
+ - **Timely Diversion**: A timely diversion introduces something of value.
#### > Con
@@ 314,35 314,47 @@
| 2d6 | Incident | Outlook | Effects |
| --- | -------- | ------- | ------- |
| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
- | 3 | _Type 1_ | -2 | No Progress ? |
+ | 3 | Detective Fiction | -2 | No Progress, Crank the Bullet Twice |
| 4 | **[[Bricked|#Bricked]]** | -2 | No Progress, Major Consequence |
- | 5 | Caught! | -1 | No Progress, Lose one crew |
+ | 5 | Caught! | -1 | No Progress, Lose one crew + Bad Bingo |
| 6 | **[[Fumble|#Fumble]]** | -1 | -1 Progress, Minor Consequence |
- | 7 | _Type 3_ | -- | +1 Progress, 1d6+6 companion Incident |
+ | 7 | Bedazzled | -- | +1 Progress, 1d6+6 companion Incident |
| 8 | **[[Interruption|#Interruption]]** | +1 | +1 Progress, 1d6+1 companion Incident |
- | 9 | _Type 4_ | +1 | No Progress, ? |
+ | 9 | Network Noise | +1 | No Progress, See Below |
| 10 | **[[Perfect|#Perfect]]** | +2 | +1 Progress |
- | 11 | _Type 5_ | +2 | +2 Progress, ? |
+ | 11 | Cue the Music | +2 | +2 Progress, Catch the Bullet, See Below |
| 12 | **[[Windfall|#Windfall]]** | +3 | +2 Progress, Postponed Minor Consequence |
+ * **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.
| 2d6 | Incident | Outlook | Effects |
| --- | -------- | ------- | ------- |
| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
- | 3 | _Type 1_ | -2 | -1 Progress, Minor Value |
+ | 3 | Data in the Noise | -2 | -1 Progress, Minor Value |
| 4 | **[[Bricked|#Bricked]]** | -2 | No Progress, Major Consequence |
- | 5 | _Type 2_ | -1 | No Progress, Minor Consequence |
+ | 5 | Identity Revealed! | -1 | No Progress, See Below |
| 6 | **[[Fumble|#Fumble]]** | -1 | -1 Progress, Minor Consequence |
- | 7 | _Type 3_ | -- | +1 Progress, 1d6+6 companion Incident |
+ | 7 | Bedazzled | -- | +1 Progress, 1d6+6 companion Incident |
| 8 | **[[Interruption|#Interruption]]** | +1 | +1 Progress, 1d6+1 companion Incident |
- | 9 | _Type 4_ | +1 | +2 Progress, Major Consequence |
+ | 9 | Supervisor Fuckery | +1 | +2 Progress, Chamber a Bullet |
| 10 | **[[Perfect|#Perfect]]** | +2 | +1 Progress |
- | 11 | _Type 5_ | +2 | +2 Progress, Major Value |
+ | 11 | The Golden Goose | +2 | +2 Progress, Major Value, See Below |
| 12 | **[[Windfall|#Windfall]]** | +3 | +2 Progress, Postponed Minor Consequence |
+ * **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 |
| 12 | **[[Windfall|#Windfall]]** | +3 | +2 Progress, Postponed Minor Consequence |
+ * **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.
| 2d6 | Incident | Outlook | Effects |
| --- | -------- | ------- | ------- |
- | 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
- | 3 | _Type 1_ | -2 | ? (see Type) |
+ | 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew per Bullet |
+ | 3 | Blood Everywhere | -2 | -1 Progress, Chamber a Bullet |
| 4 | **[[Bricked|#Bricked]]** | -2 | No Progress, Major Consequence |
- | 5 | _Type 2_ | -1 | ? (see Type) |
+ | 5 | Pinned Down! | -1 | No Progress, Lose one crew, Crank the Bullet |
| 6 | **[[Fumble|#Fumble]]** | -1 | -1 Progress, Minor Consequence |
- | 7 | _Type 3_ | -- | +1 Progress, 1d6+6 companion Incident |
+ | 7 | Came, Saw, Kicked Ass | -- | +1 Progress, 1d6+6 companion Incident |
| 8 | **[[Interruption|#Interruption]]** | +1 | +1 Progress, 1d6+1 companion Incident |
- | 9 | _Type 4_ | +1 | ? (see Type) |
+ | 9 | Whoops! | +1 | No Progress, See Below. |
| 10 | **[[Perfect|#Perfect]]** | +2 | +1 Progress |
- | 11 | _Type 5_ | +2 | ? (see Type) |
+ | 11 | A Close Encounter | +2 | +1 Progress, Crank the Bullet |
| 12 | **[[Windfall|#Windfall]]** | +3 | +2 Progress, Postponed Minor Consequence |
+ * **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.
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