Commit f17147

2026-05-28 13:02:46 muragami: Define the general job types.
regulus/job resolution.md ..
@@ 18,6 18,8 @@
### Arson
+ Not exactly always arson precisely, but Starfire is an impress destruction causing tool of the trade. Any job where the end result is to torch a ship, wing of a haven, or even a haven itself is considered Arson.
+
| 2d6 | Incident | Effects |
| --- | -------- | ------- |
| 2 | **[[Knockout|#Knockout]]** | -1 Progress, Lose one crew |
@@ 25,7 27,7 @@
| 4 | **[[Bricked|#Bricked]]** | No Progress, Major Consequence |
| 5 | _Type 2_ | ? (see Type) |
| 6 | **[[Fumble|#Fumble]]** | -1 Progress, Minor Consequence |
- | 7 | _Type 3_ | ? (see Type) |
+ | 7 | _Type 3_ | +1 Progress, 1d6+1 companion Incident |
| 8 | **[[Interruption|#Interruption]]** | +1 Progress, 1d6+1 companion Incident |
| 9 | _Type 4_ | ? (see Type) |
| 10 | **[[Perfect|#Perfect]]** | +1 Progress |
@@ 34,6 36,8 @@
### Assault
+ Unlike a controlled Hit, as total assault on a target group or space. An assault on a ship for instance is not unlike Arson of a ship, but just uses another method. Also in this case you might be stealing said ship instead of destroying it.
+
| 2d6 | Incident | Effects |
| --- | -------- | ------- |
| 2 | **[[Knockout|#Knockout]]** | -1 Progress, Lose one crew |
@@ 41,7 45,7 @@
| 4 | **[[Bricked|#Bricked]]** | No Progress, Major Consequence |
| 5 | _Type 2_ | ? (see Type) |
| 6 | **[[Fumble|#Fumble]]** | -1 Progress, Minor Consequence |
- | 7 | _Type 3_ | ? (see Type) |
+ | 7 | _Type 3_ | +1 Progress, 1d6+1 companion Incident |
| 8 | **[[Interruption|#Interruption]]** | +1 Progress, 1d6+1 companion Incident |
| 9 | _Type 4_ | ? (see Type) |
| 10 | **[[Perfect|#Perfect]]** | +1 Progress |
@@ 50,6 54,8 @@
### Caper
+ This is a catch all for jobs that don't fit into either the common types clearly. They might contain aspects of Cons, Heists, and Espionage all rolled together. As such this is the worst incident table, as so much can go wrong. On the other hand the rules for fallout of a caper are the best for the crew. You just have to complete the job!
+
| 2d6 | Incident | Effects |
| --- | -------- | ------- |
| 2 | **[[Knockout|#Knockout]]** | -1 Progress, Lose one crew |
@@ 57,7 63,7 @@
| 4 | **[[Bricked|#Bricked]]** | No Progress, Major Consequence |
| 5 | _Type 2_ | ? (see Type) |
| 6 | **[[Fumble|#Fumble]]** | -1 Progress, Minor Consequence |
- | 7 | _Type 3_ | ? (see Type) |
+ | 7 | _Type 3_ | +1 Progress, 1d6+1 companion Incident |
| 8 | **[[Interruption|#Interruption]]** | +1 Progress, 1d6+1 companion Incident |
| 9 | _Type 4_ | ? (see Type) |
| 10 | **[[Perfect|#Perfect]]** | +1 Progress |
@@ 66,6 72,8 @@
### Con
+ Achieving victory through deception and trickery, the con is a tried and true job type for crews in the Network. While the Con is the spiritual sister of espionage, the con focuses fully on finiancial or material gain, while the latter is about secrets and information.
+
| 2d6 | Incident | Effects |
| --- | -------- | ------- |
| 2 | **[[Knockout|#Knockout]]** | -1 Progress, Lose one crew |
@@ 73,7 81,7 @@
| 4 | **[[Bricked|#Bricked]]** | No Progress, Major Consequence |
| 5 | _Type 2_ | ? (see Type) |
| 6 | **[[Fumble|#Fumble]]** | -1 Progress, Minor Consequence |
- | 7 | _Type 3_ | ? (see Type) |
+ | 7 | _Type 3_ | +1 Progress, 1d6+1 companion Incident |
| 8 | **[[Interruption|#Interruption]]** | +1 Progress, 1d6+1 companion Incident |
| 9 | _Type 4_ | ? (see Type) |
| 10 | **[[Perfect|#Perfect]]** | +1 Progress |
@@ 82,6 90,8 @@
### 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.
+
| 2d6 | Incident | Effects |
| --- | -------- | ------- |
| 2 | **[[Knockout|#Knockout]]** | -1 Progress, Lose one crew |
@@ 89,7 99,7 @@
| 4 | **[[Bricked|#Bricked]]** | No Progress, Major Consequence |
| 5 | _Type 2_ | ? (see Type) |
| 6 | **[[Fumble|#Fumble]]** | -1 Progress, Minor Consequence |
- | 7 | _Type 3_ | ? (see Type) |
+ | 7 | _Type 3_ | +1 Progress, 1d6+1 companion Incident |
| 8 | **[[Interruption|#Interruption]]** | +1 Progress, 1d6+1 companion Incident |
| 9 | _Type 4_ | ? (see Type) |
| 10 | **[[Perfect|#Perfect]]** | +1 Progress |
@@ 98,6 108,8 @@
### 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.
+
| 2d6 | Incident | Effects |
| --- | -------- | ------- |
| 2 | **[[Knockout|#Knockout]]** | -1 Progress, Lose one crew |
@@ 105,7 117,7 @@
| 4 | **[[Bricked|#Bricked]]** | No Progress, Major Consequence |
| 5 | _Type 2_ | ? (see Type) |
| 6 | **[[Fumble|#Fumble]]** | -1 Progress, Minor Consequence |
- | 7 | _Type 3_ | ? (see Type) |
+ | 7 | _Type 3_ | +1 Progress, 1d6+1 companion Incident |
| 8 | **[[Interruption|#Interruption]]** | +1 Progress, 1d6+1 companion Incident |
| 9 | _Type 4_ | ? (see Type) |
| 10 | **[[Perfect|#Perfect]]** | +1 Progress |
@@ 114,6 126,8 @@
### 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 | Effects |
| --- | -------- | ------- |
| 2 | **[[Knockout|#Knockout]]** | -1 Progress, Lose one crew |
@@ 121,7 135,7 @@
| 4 | **[[Bricked|#Bricked]]** | No Progress, Major Consequence |
| 5 | _Type 2_ | ? (see Type) |
| 6 | **[[Fumble|#Fumble]]** | -1 Progress, Minor Consequence |
- | 7 | _Type 3_ | ? (see Type) |
+ | 7 | _Type 3_ | +1 Progress, 1d6+1 companion Incident |
| 8 | **[[Interruption|#Interruption]]** | +1 Progress, 1d6+1 companion Incident |
| 9 | _Type 4_ | ? (see Type) |
| 10 | **[[Perfect|#Perfect]]** | +1 Progress |
@@ 140,7 154,7 @@
## 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.
+ 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.
| 2d6 | Incident | Effects |
| --- | -------- | ------- |
@@ 149,7 163,7 @@
| 4 | **[[Bricked|#Bricked]]** | No Progress, Major Consequence |
| 5 | _Type 2_ | ? (see Type) |
| 6 | **[[Fumble|#Fumble]]** | -1 Progress, Minor Consequence |
- | 7 | _Type 3_ | ? (see Type) |
+ | 7 | _Type 3_ | +1 Progress, 1d6+1 companion Incident |
| 8 | **[[Interruption|#Interruption]]** | +1 Progress, 1d6+1 companion Incident |
| 9 | _Type 4_ | ? (see Type) |
| 10 | **[[Perfect|#Perfect]]** | +1 Progress |
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