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[[Regulus|Regulus/Home]]
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![](https://otter.wishray.net/Regulus/Home/logo_small.png?width=400)
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## Job Resolution
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General definition
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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.
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General definition
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- [[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.
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- [[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.
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- [[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.
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General definition
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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.
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## Job Details
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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:
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* ==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.
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* ==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.
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* ==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).
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* ==Capacity==: The number of crew that can attempt this job, and the minimum needed if there is one.
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## Crew Workup
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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.
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## Winding the Job
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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.
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Each crew member (even those not on the job list) can take action to set up angles for the upcoming job. Each angle is a plan that increases the odds of the job’s success. The cost of doing this is spending 1 fortune token and workshopping how your operative sets up the angle with other players. Then the Director draws a token from the Bag of Fate; if it’s red, the applicant must beat a contest to earn validity for the angle. The an angle is invalid, the lead operative may add it to the workup as a contested angle (add a tailing ? to the angle summary). If they do they must use it on a roll result and it's worth 1d6-3 (-2 .. +3) adjustment to the roll total is struck out and applied. Unused contested angles become -2 Negative Outlook each and are applied after roll resolution.
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If the angle is valid, it’s written on the job’s crew workup card. Now, when the results are rolled on the resolution table for the job, any non-lead operative can strike out an angle to allow a re-roll of the dice.
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## The Job Record Sheet
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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.
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The lead operative rolls 2d6 to determine incidents, which the Director records until the job concludes in one of the following ways:
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* The deadline has been met; see Clocked below.
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* Progress hits -3; see Botched below.
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* Progress meets or exceeds weight; see Voilà below.
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* The entire crew is lost; see Totaled below.
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#### > Botched
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If the progress ever drops to -3, the job has been botched beyond repair. You take the job failure result and convert all Outlooks to negative. So if you had a current -2 and +3 outlook, you now have a -5 outlook.
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#### > Clocked
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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.
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#### > Voilà
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If progress meets or exceeds job weight, the job is complete! You take the job success result and then unwind.
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#### > Totaled
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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.
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## Unwinding the Job
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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. If you came here from a ==Botched result==, resolve Job Failure and move to Post Failure or Success, [[below|#### > Post Failure or Success, taking care of the numbers]].
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#### > Succeeding on a Clocked Job Anyway
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By default, a Clocked job results in a Job Failure. There are a few ways to increase progress now in order to reach the job weight and earn the Job Success result:
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* ==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.
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* ==Become a Distraction==: An inactive (lost) operative can take up to -3 Negative Outlook and get -2 Safety to earn +1 progress.
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* ==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. Each die that does not earn progress, marks up Luck for the operative.
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* ==Get Tactical==: An operative applies an applicable job tactic and gets +1 progress (or whatever it declares) towards the weight.
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* ==Lost Prop==: An active or inactive operative on the job sacrifices a Prop to earn +1 progress.
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The player of each operative on the job can do one of the options above, as long as they pay 1 Fortune token. When the rules above say to take Outlook, the value is reduced by that much. Taking +1 Positive Outlook reduces it by 1, and taking -1 Negative Outlook increases it by 1. You are always moving towards zero, and you can't take Outlook that isn't there. If you have a +1 Positive outlook on the job, you can't take +2 from it.
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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.
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#### > Post Failure or Success, taking care of the numbers
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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.
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First, the Director compares the Negative and Positive Outlook values for the one with the larger integer value. In cases of ties, the win goes to Negative Outlook. Now the Director discards the losing Outlook total and then reduces the winning one by 2 (towards zero always). In either case, when zero is not reached, here is what happens:
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* ==Negative Outlook==: The lead operative reviews the options for [[Trouble|# > Trouble]] and tells the Director which they choose and for which operative on the job.
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* ==Positive Outlook==: The lead operative reviews the options for [[Opportunity|# > Opportunity]] and tells the Director which they choose and for which operative on the job.
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The remaining amount of the outlook must be spent by the lead operative here. This means if you are left with +2 Positive Outlook, 2 points of Opportunity must be chosen. The inverse is similarly true: -3 Negative Outlook means 3 points of Trouble must be chosen.
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Now the lead operative assigns minor and major value results to operatives on the crew workup as they see fit, but never more than one minor and one major per operative. If they assign values to themself, they also:
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* Minor Value: You get -1 Luck AND Safety, +1 Comfort.
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* Major Value: You get -2 Luck AND Safety, +1 Comfort.
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What things of value operatives scored on the job are not for the lead operative to decide; that’ll happen as part of Job Fall Out and is handled by the Director. Also if there are leftover values you can't assign the Director immediate takes those as [[Diamond State Cards|Regulus/COST/Home#> State Cards]]. They will have to assign those to operatives at the exit of the job.
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Finally, the Director assigns minor and major consequences to the crew on the crew workup as they see fit, but never more than one minor and one major per operative. If they assign a consequence to the lead operative, they also:
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* Minor Consequence: Lead Operative gets -1 to two ratings of their choice, and picks another operative in the crew (even if they aren’t part of the job) to get +1 to a rating of their choice, except Comfort.
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* Major Consequence: Lead Operative gets -2 to two ratings of their choice, and picks another operative in the crew (even if they aren’t part of the job) to get +2 to a rating of their choice, except Comfort.
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Consequence that can't be assigned immediately become [[Club State Cards|Regulus/COST/Home#> State Cards]] for the director. They will have to assign those to operatives at the exit of the job.
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You are almost done! Go to [[Exiting the Job|#Exiting the Job]] now.
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## Unwinding a Totaled Job
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Unwinding a ==Totaled Job== result is a little wild. Let’s break down the method.
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1. Each operative on the job gets -1 to all four of their common ratings (not the special rating if you have one). The lead operative also gets an additional -1 Safety (-2 total).
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2. Each operative lost makes a [[Dire Safety Check|#Dire Safety Checks]] against a target of 9 + their job weight rating.
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3. Each active operative (not lost) makes an [[Alarming Safety Check|#Alarming Safety Checks]] against a target of 9 + job weight rating.
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4. All minor consequences become major, and are [[Sent Into the Wind|#Sent Into the Wind]]. All minor values are discarded, and all major values become minor and are [[Sent Into the Wind|#Sent Into the Wind]].
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5. The Director notes 2 marks of reputation loss for the crew, or 3 marks if Negative Outlook meets or exceeds Positive Outlook for the job.
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#### > Dire Safety Checks
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A Dire Safety Check has grave consequences for your operative. Pass or Fail, here is what it means:
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* Fail: Your operative has been nailed. They have been captured, or incapacitated and left for dead with mortal injury. In a more social situation, they may have been fatally poisoned. No matter the exact issue they face, it requires immediate attention, or it’ll be the end of the operative. This is a Captured or Dying situation.
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* Pass: Your operative has escaped being nailed, but at what cost? They are now Hunted and actively pursued by a powerful force. This situation requires immediate action, or it’ll end very badly for your operative.
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If your operative is not the lead, the exact nature of the Captured, Dying, or Hunted is created by the lead operative’s player with the Director's approval. If you are the lead operative and earn these outcomes, the Director figures out the details.
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#### > Alarming Safety Checks
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An Alarming Safety Check is a grim portent for your operative, but at least it is not as bad as a Dire one. Pass or Fail, here is what it means for your operative:
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* Fail: Your operative, through quick thinking and critical action, has escaped serious immediate problems, but they are now Hunted by a powerful force. This situation requires immediate action, or it’ll end very badly for your operative.
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* Pass: You escaped cleanly somehow, but not without some costly help. Choose another operative on the job, and they get -1 to both Luck and Safety.
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If one or more operatives fail, they are grouped into a single Hunted situation created by the Director.
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#### > Sent Into the Wind
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As Director, for each major consequence, you pull a Club Face State Card, and for each minor value, you pull a Diamond State Card. These cards are sent into the wind.
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State cards sent into the wind are shuffled and placed face down in a stack before the Director. While any cards remain in the wind stack, at the start of every contest, the Director pulls a token from the Bag of Fate, and if they hit red, they take the top card from the stack and play it against the contest as if they chose to do so. If cards are in the wind stack when job rolls start, after each roll is made, reveal and discard a card, and it affects the roll total as such:
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* Clubs or Spades: -2 to the result
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* Diamonds or Hearts: +1 to the result. roll an immediate 1d6+4 additional incident (which does not move the clock).
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You are almost done! Go to [[Exiting the Job|#Exiting the Job]] now.
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## Job Failure
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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:
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* You were spotted, detected, or otherwise connected to the failed job. You get -1 Safety level.
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* You were hurt, trapped, abused, or otherwise injured (perhaps just socially) during the job. You get -1 Comfort level.
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* A very serious, unlucky turn befell you on the job. You get -1 Luck level AND an additional -1 Wealth level.
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The Director notes a single step loss in the reputation of your entire crew.
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For each weight of the job, the player of the lead operative does one of these things:
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* Apply -1 to Negative Outlook.
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* Apply -1 to the Positive Outlook, but never go below 0.
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* Apply a minor consequence to an operative on the crew workup.
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The Director picks the next lead operative, they must have the lowest sum of Safety and Luck in the crew. In the case of a tie it's Director's choice. The Director also notes that the next job is Dangerous, see [[COST|/Regulus/COST/Home]].
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Now return to unwind the job: [[here|# > Post Failure or Success, taking care of the numbers]].
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## Job Success
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If the job succeeds, you get the win condition. You did the heist and got the prize, you made with the arson and exploded the ship, etc. Each player of an operative listed on the crew workup gets +1 Wealth level and chooses an option from below:
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* You took bold action during the job; you get +1 Luck and -1 Safety.
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* You took confident, rewarding action on the job; you get +1 Comfort and -1 Safety.
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* You took a risky action that paid off during the job; you get +2 Luck and -1 Comfort.
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* You played it safe and sound, just as planned; you get +1 Safety and -1 Luck.
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The Director notes a single step gain in the reputation of your entire crew.
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The player of the lead operative on the job reduces the job weight by 1 and gains +1 Wealth. Then, for each remaining weight, they choose from below:
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* Add +1 to the Positive Outlook of the job if it’s less than +6.
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* Add a minor value result to one other operative on the workup, only once per operative.
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* Add +1 wealth to one other operative on the workup, only once per operative.
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If there is weight that can’t be spent in the end, you must carry it. The Director makes a note of how much is carried, and it’ll be added AT THIS STEP during the next job.
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The player of the operative selects the lead operative for the next job from the crew, but never themselves.
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Now return to unwind the job: [[here|# > Post Failure or Success, taking care of the numbers]].
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## Job Trouble and Opportunity
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Trouble and Opportunity are two sides of the same coin. Over the course of the job, an operative can discover new, exciting paths to success or new, harrowing issues that cast a shadow over their future. The lead operative gets to slap these onto the operatives in the job crew, but always remember this is a cooperative game. Never resolve jobs with your operative as lead when angry!
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Each choice is assigned a cost of 1 to 3 points when it’s chosen. If the job has 5 trouble points, pick 5 options from the troubles list below that add up to 5. The same is true for opportunity.
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#### > Opportunity
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* Fleeting Happiness [1]: Your operative found a moment of fleeting happiness; they might have enjoyed a short love, helped someone they encountered meaningfully, whatever that means for them. Mark Comfort up twice.
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* Strings of Fate [2]: Your operative met someone who was/is/will be important to them in their lives. Mark Comfort up once. Ask the Director for a Heart State Card to add to your Promise.
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* One Solid Team [3]: During the job, one other operative in the job crew (you choose) helped you in dramatic action. Mark up Luck and Safety once, and ask the Director to add a Heart Face Card to the Promise of the helping operatives.
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* Overachiever [2]: Your operative’s superlative performance on the job really hit the mark. Ask the Director to draw a Diamond Face Card for your operative.
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* Clearly, The Protaganist [1]: Your operative got so lucky on the job that it almost seems impossible. Mark Luck up twice.
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#### > Trouble
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* Moment of Horror [1]: Your operative faced a true moment of horror on the job, but overcame it. Mark Comfort down twice, +1 to either Luck or Safety.
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* Enemy Intervention [2]: Your operative encountered a new or old enemy who confronted them during the job. Mark Comfort down once. Ask the Director for a Club State Card to add to your Promise.
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* We Are A Team? [3]: During the job, one other operative in the job crew (you choose) hindered you in dramatic action. Did they do it intentionally or not? Who knows, but it raises concerns. Mark down Luck and Safety once, and ask the Director to add a Spade Face Card to the Promise of the helping operative.
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* How Did You Miss That? [2]: Your operative failed at some point spectacularly during the job. Ask the Director to draw a Spade Face Card for your operative.
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* Fate Is My Curse [1]: Your operative got so unlucky on the job that it almost seems impossible. Mark Luck down twice.
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## Exiting the Job
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Congrats! The job resolution mini-game is now at its final step. All that remains is to resolve the assortment of consequences and values, if any, that remain on the record sheet. The lead operative decides what to do with each of these, accepting input from the whole crew (on the job or not). If arguments aren’t settled here, then the Director picks that one instead.
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* Minor consequence: One job operative accepts a penalty below, or the Director pulls a Club State Card.
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* -1 Comfort
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* -1 Luck and Safety
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* Major consequence: One job operative accepts the penalty below, or the Director pulls a Club Face State Card.
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* -1 Comfort, Luck, and Safety
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* Minor value: One job operative accepts the boon below, or the Director pulls a Diamond State Card.
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* +1 Luck or Safety
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* Major value: One job operative accepts the boon below, or the Director pulls a Diamond Face State Card.
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* +1 Luck and Safety
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## Impromptu Jobs
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While most of the jobs in the game are issued by Network Bosses, sometimes they are impromptu instead. If the crew wants to attack a local gang of out-of-network criminals, that’s an Assault job. The only difference is the source of the job, not the rules. You use the job resolution rules to find out what happens. A key point here is that the crew decided to attack a local gang. The scale, the amount of acting operative, is what warrants a job versus a contest. If one operative, or even two working together, were to attack the gang, it would just be a normal contest. Three operatives acting together is a gray area and ultimately up to the Director, since the rules do allow multiple sources of assistance in a contest. Once you reach four operatives or more, it’s always a job.
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This also works for things that happen to the crew. Let us imagine that the entire crew is at dinner when a rogue group of Automata enters and begins attacking patrons. If the crew decides to fight, it’s an Assault job against the rogue group. If the crew decides to split, each operative has a contest now to escape the venue without harm.
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Since the way jobs resolve is messy and somewhat out of the players' control, Regulus rewards players for having their operatives take definitive action in the narrative. Let us re-examine the rogue group assaulting the restaurant and its patrons. If one operative decides to handle it, maybe with the help of another, then it is a contest that is much less messy and somewhat more under the player's control.
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## Job Type
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The type of job introduces the specific roll result table for incidents across a job, as five of the eleven incidents are specific to the job type itself. The other six are given on the general job [[Resolution Table|#The Resolution Table]]. You can find a general definition of the nature of each job type and it's particular result table below.
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#### > Arson
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Not exactly always arson precisely, but Starfire is an impressive tool of mass destruction in the trade. Any job where the end result is to torch a ship, wing (or section) of a haven, or even a haven itself is considered Arson.
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Define the general job types.
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| 2d6 | Incident | Outlook | Effects |
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| --- | -------- | ------- | ------- |
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| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
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| 3 | **Dangerous Toys** | -2 | No progress. Lose one crew |
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| 4 | **[[Bricked|#Bricked]]** | -2 | No Progress, Major Consequence |
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| 5 | **Bad Timing** | -1 | No Progress, Minor Consequence, Major Value |
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| 6 | **[[Fumble|#Fumble]]** | -1 | -1 Progress, Minor Consequence |
249
| 7 | **Created Distraction** | -- | +1 Progress, 1d6+6 companion Incident |
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| 8 | **[[Interruption|#Interruption]]** | +1 | +1 Progress, 1d6+1 companion Incident |
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| 9 | **Minimal Opposition** | +1 | No Progress, Minor Value |
252
| 10 | **[[Perfect|#Perfect]]** | +2 | +1 Progress |
253
| 11 | **Optimal Placement** | +2 | +2 Progress, Minor Value |
254
| 12 | **[[Windfall|#Windfall]]** | +3 | +2 Progress, Postponed Minor Consequence |
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- **Optimal Placement**: The crew discovers optimal placment for the tools of the job.
257
- **Minimal Opposition**: The crew encounters minimal opposition, but side-tracksd they find someting of value.
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Hnadling some cases of Arson
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- **Created Distraction**: You have created a distraction, leading away or disabling some amount of resistance or protection.
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- **Bad Timing**: Whoops, some tools fired off early or out of timing!
260
- **Dangerous Toys**: Look out, these tools are dangerous, someone got taken out by misfire.
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Hnadling some cases of Arson
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7ece02 muragami 2026-06-13 08:28:55
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#### > Assault
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f17147 muragami 2026-05-28 13:02:46
Define the general job types.
264
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.
265
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| 2d6 | Incident | Outlook | Effects |
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| --- | -------- | ------- | ------- |
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| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
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| 3 | Overwhelmed | -2 | No progress. Lose one crew |
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| 4 | **[[Bricked|#Bricked]]** | -2 | No Progress, Major Consequence |
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| 5 | Heavy Fire | -1 | No Progress, 1d6+1 companion Incident |
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| 6 | **[[Fumble|#Fumble]]** | -1 | -1 Progress, Minor Consequence |
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| 7 | Pressed Forward | -- | +1 Progress, 1d6+6 companion Incident |
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| 8 | **[[Interruption|#Interruption]]** | +1 | +1 Progress, 1d6+1 companion Incident |
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| 9 | Cleared Resistance | +1 | No Progress, +2 Fortune, +1 Deadline |
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| 10 | **[[Perfect|#Perfect]]** | +2 | +1 Progress |
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| 11 | Violent Blow | +2 | +2 Progress, -2 Fortune |
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| 12 | **[[Windfall|#Windfall]]** | +3 | +2 Progress, Postponed Minor Consequence |
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- **Violent Blow**: A decisive attack rings true, all feet forward men!
281
- **Cleared Resistance**: Met the enemy and rolled them good!
282
- **Pressed Forward**: Pushed on after an engagement, no rest for the best!
283
- **Heavy Fire**: Took heavy fire/attack, held down for a moment.
284
- **Overwhelmed**: Reinforcements or just extra opposition encountered, man down! Medic!
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7ece02 muragami 2026-06-13 08:28:55
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#### > Caper
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f17147 muragami 2026-05-28 13:02:46
Define the general job types.
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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!
289
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| 2d6 | Incident | Outlook | Effects |
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| --- | -------- | ------- | ------- |
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| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
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| 3 | Avenue Lost | -2 | -1 Progress, -1 Deadline |
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| 4 | **[[Bricked|#Bricked]]** | -2 | No Progress, Major Consequence |
7a1e94 muragami 2026-05-28 14:32:26
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| 5 | Confusion | -1 | No Progress, Special - see text below |
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| 6 | **[[Fumble|#Fumble]]** | -1 | -1 Progress, Minor Consequence |
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| 7 | Lucky Break | -- | +1 Progress, 1d6+6 companion Incident |
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| 8 | **[[Interruption|#Interruption]]** | +1 | +1 Progress, 1d6+1 companion Incident |
7a1e94 muragami 2026-05-28 14:32:26
Filled in Caper table.
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| 9 | Timely Diversion | +1 | No Progress, Minor Value |
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| 10 | **[[Perfect|#Perfect]]** | +2 | +1 Progress |
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| 11 | Found Prize | +2 | +1 Progress, Major Value |
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| 12 | **[[Windfall|#Windfall]]** | +3 | +2 Progress, Postponed Minor Consequence |
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- **Found Prize**: A major value is discovered along the course of the job!
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- **Timely Diversion**: A timely diversion introduces something of value.
306
- **Lucky Break**: What luck! We might pull this off yet!
307
- **Confusion**: Things go off the rails! Reduce the Negative Fortune by -1 per active crew at this point.
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- **Avenue Lost**: Time closes in as options dissappear!
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7ece02 muragami 2026-06-13 08:28:55
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#### > Con
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f17147 muragami 2026-05-28 13:02:46
Define the general job types.
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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.
313
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| 2d6 | Incident | Outlook | Effects |
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| --- | -------- | ------- | ------- |
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| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
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| 3 | _Type 1_ | -2 | No Progress ? |
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| 4 | **[[Bricked|#Bricked]]** | -2 | No Progress, Major Consequence |
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| 5 | Caught! | -1 | No Progress, Lose one crew |
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| 6 | **[[Fumble|#Fumble]]** | -1 | -1 Progress, Minor Consequence |
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| 7 | _Type 3_ | -- | +1 Progress, 1d6+6 companion Incident |
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| 8 | **[[Interruption|#Interruption]]** | +1 | +1 Progress, 1d6+1 companion Incident |
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| 9 | _Type 4_ | +1 | No Progress, ? |
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| 10 | **[[Perfect|#Perfect]]** | +2 | +1 Progress |
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| 11 | _Type 5_ | +2 | +2 Progress, ? |
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| 12 | **[[Windfall|#Windfall]]** | +3 | +2 Progress, Postponed Minor Consequence |
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7ece02 muragami 2026-06-13 08:28:55
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#### > Espionage
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f17147 muragami 2026-05-28 13:02:46
Define the general job types.
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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.
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| 2d6 | Incident | Outlook | Effects |
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| --- | -------- | ------- | ------- |
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| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
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| 3 | _Type 1_ | -2 | -1 Progress, Minor Value |
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| 4 | **[[Bricked|#Bricked]]** | -2 | No Progress, Major Consequence |
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| 5 | _Type 2_ | -1 | No Progress, Minor Consequence |
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| 6 | **[[Fumble|#Fumble]]** | -1 | -1 Progress, Minor Consequence |
339
| 7 | _Type 3_ | -- | +1 Progress, 1d6+6 companion Incident |
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| 8 | **[[Interruption|#Interruption]]** | +1 | +1 Progress, 1d6+1 companion Incident |
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| 9 | _Type 4_ | +1 | +2 Progress, Major Consequence |
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| 10 | **[[Perfect|#Perfect]]** | +2 | +1 Progress |
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| 11 | _Type 5_ | +2 | +2 Progress, Major Value |
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| 12 | **[[Windfall|#Windfall]]** | +3 | +2 Progress, Postponed Minor Consequence |
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7ece02 muragami 2026-06-13 08:28:55
Header formatting
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#### > Heist
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f17147 muragami 2026-05-28 13:02:46
Define the general job types.
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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.
349
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| 2d6 | Incident | Outlook | Effects |
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| --- | -------- | ------- | ------- |
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| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
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| 3 | Lost an Avenue | -2 | No Progress, -2 Fortune |
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| 4 | **[[Bricked|#Bricked]]** | -2 | No Progress, Major Consequence |
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| 5 | Glitch in the Plan | -1 | No Progress, Lose one crew |
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| 6 | **[[Fumble|#Fumble]]** | -1 | -1 Progress, Minor Consequence |
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| 7 | Just the Right Tool | -- | +1 Progress, 1d6+6 companion Incident |
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| 8 | **[[Interruption|#Interruption]]** | +1 | +1 Progress, 1d6+1 companion Incident |
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| 9 | Found An Avenue | +1 | No Progress, +2 Fortune |
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| 10 | **[[Perfect|#Perfect]]** | +2 | +1 Progress |
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| 11 | All According to Plan | +2 | +2 Progress, +1 Deadline |
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| 12 | **[[Windfall|#Windfall]]** | +3 | +2 Progress, Postponed Minor Consequence |
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7ece02 muragami 2026-06-13 08:28:55
Header formatting
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#### > Hit
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f17147 muragami 2026-05-28 13:02:46
Define the general job types.
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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.
367
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| 2d6 | Incident | Outlook | Effects |
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| --- | -------- | ------- | ------- |
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| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
371
| 3 | _Type 1_ | -2 | ? (see Type) |
372
| 4 | **[[Bricked|#Bricked]]** | -2 | No Progress, Major Consequence |
373
| 5 | _Type 2_ | -1 | ? (see Type) |
374
| 6 | **[[Fumble|#Fumble]]** | -1 | -1 Progress, Minor Consequence |
375
| 7 | _Type 3_ | -- | +1 Progress, 1d6+6 companion Incident |
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| 8 | **[[Interruption|#Interruption]]** | +1 | +1 Progress, 1d6+1 companion Incident |
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| 9 | _Type 4_ | +1 | ? (see Type) |
378
| 10 | **[[Perfect|#Perfect]]** | +2 | +1 Progress |
379
| 11 | _Type 5_ | +2 | ? (see Type) |
380
| 12 | **[[Windfall|#Windfall]]** | +3 | +2 Progress, Postponed Minor Consequence |
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964d80 muragami 2026-05-28 11:08:36
General definition
382
## The Resolution Table
39400f muragami 2026-05-28 11:13:28
Start of resolution roll table
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f17147 muragami 2026-05-28 13:02:46
Define the general job types.
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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.
1b47ad muragami 2026-05-28 12:12:55
Building resolution table
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| 2d6 | Incident | Outlook | Effects |
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| --- | -------- | ------- | ------- |
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| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
389
| 3 | _Type 1_ | -2 | ? (see Type) |
390
| 4 | **[[Bricked|#Bricked]]** | -2 | No Progress, Major Consequence |
391
| 5 | _Type 2_ | -1 | ? (see Type) |
392
| 6 | **[[Fumble|#Fumble]]** | -1 | -1 Progress, Minor Consequence |
393
| 7 | _Type 3_ | -- | +1 Progress, 1d6+6 companion Incident |
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| 8 | **[[Interruption|#Interruption]]** | +1 | +1 Progress, 1d6+1 companion Incident |
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| 9 | _Type 4_ | +1 | ? (see Type) |
396
| 10 | **[[Perfect|#Perfect]]** | +2 | +1 Progress |
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| 11 | _Type 5_ | +2 | ? (see Type) |
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| 12 | **[[Windfall|#Windfall]]** | +3 | +2 Progress, Postponed Minor Consequence |
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#### > Windfall
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Not only did it go well, natural luck has blessed the crew. They get +2 progress towards job completion and take a Postponed Minor Consequence. Postponed means after any result without a consequence, they may take a Minor one to earn +1 progress.
402
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#### > Perfect
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Perfect action, jobs going just as planned, +1 progress and nothing else to report.
405
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#### > Interruption
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Perfect action, except interrupted! +1 progress and take another result rolled 1d6+1. This additional result does not move forward the job clock.
408
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#### > Fumble
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Oops! A mistake of some measure. -1 progress, and suffer a Minor consequence.
411
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#### > Bricked
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The crew hits a brick wall, hard! No progress and a major consequence!
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Explain incident results in fiction.
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#### > Knockout
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We lost Johnny! Remove a crew member from the job roster, and remove all but one of their contributions to the crew workup. Also -1 progress.
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Building resolution table
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### General Job Table
419
420
Sometimes the rules might require you to use the general job table, this is just the one above with the 5 custom results folded into the 6 results, as so:
421
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| 2d6 | Incident | Outlook | Effects |
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| ----- | -------- | ------- | ------- |
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| 2 | **[[Knockout|#Knockout]]** | -3 | -1 Progress, Lose one crew |
425
| 3-4 | **[[Bricked|#Bricked]]** | -2 | No Progress, Major Consequence |
426
| 6-6 | **[[Fumble|#Fumble]]** | -1 | -1 Progress, Minor Consequence |
427
| 7 | Ball Bounces! | -- | +1 Progress, 1d6+6 companion Incident |
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| 8-9 | **[[Interruption|#Interruption]]** | +1 | +1 Progress, 1d6+1 companion Incident |
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| 10-11 | **[[Perfect|#Perfect]]** | +2 | +1 Progress |
430
| 12 | **[[Windfall|#Windfall]]** | +3 | +2 Progress, Postponed Minor Consequence |