In this rules-lite game, characters are loosely defined by **Qualities** and **Ratings**. Both are slightly vague, and meant to be applied broadly. Each Quality of a character is a broad defining aspect of them. A **Quality** can be a vocation, a defining trait, or a passion. Each **Rating** is as aspect of the character with a number rating, called the Rating Level. An example of a Rating is Wealth, which is a vague definition of how much wealth the character holds.
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In this rules-lite game, characters are loosely defined by Qualities and Ratings. Both are slightly vague and meant to be applied broadly. Each Quality of a character is a broad, defining aspect of them. A Quality can be a vocation, a defining trait, or a passion. Qualities can also come from choices made in the Operative Handbook, and have special game rules attached to them. Each Rating is an aspect of the character with a number rating, called the Rating Level. An example of a Rating is Wealth, which is a vague definition of how much wealth the character holds. Certain operatives can also have a special rating related to their Gig (job in the crime world).
## Qualities
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A **Quality** is a broad definition of an aspect of a character. They typically fall into three types: **vocation**, **trait**, or **passion**. For player characters, **Operatives**, you may also choose characteristics from your **Volume** - more on that later. When your character can apply a Quality in the fiction, it'll provide Means or Advantage for a die roll.
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A Quality is a broad definition of an aspect of a character. They typically fall into three types: vocation, trait, or passion. When your character can apply a Quality in the fiction, it’ll provide Leverage for a die roll. This means they are more likely to win contest rolls and get the outcome they want.
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- **Vocations** are each a broad set of skills all wrapped up together. 'Detective' is a good example, or 'Net Coder' for a more setting specific example. Each Vocation may also get one or Aptitudes, which when they apply will give Advantage for a die roll. For the 'Net Coder' example, an Aptitude might be 'Security'.
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- **Traits** are sweeping aspects of the character summarized as short phrase. 'Strong as an Ox', or 'Crazy Smart' are good example Traits. The application of Trait Qualities can be impacted by a characters Luck Rating, which will be expanded upon later.
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- **Passions** are exactly what they say they are: something your character cares deeply about. Each of these are enough to drive them to action. They fuel and empower. A Passion could be an activity 'Gambling', 'Martial Arts', or 'Coding' are good examples of these. A vice can be a Passion is well 'Greed' or 'Sloth' are good examples of these, but the latter might be hard to play in the game YMMV. A belief is also a Passion, such as a Religion or Philosophy.
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* Vocations are each a broad set of skills. ‘Detective’ is a good example, or ‘Net Coder’ for a more setting-specific example. Each Vocation may also get one or more Aptitudes, which, when they apply, will give Leverage for a die roll. For the ‘Net Coder’ example, an Aptitude might be ‘Security’.
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* Traits are sweeping aspects of the character summarized as a short phrase. ‘Strong as an Ox’, or ‘Crazy Smart’, are good examples of traits. The application of Trait Qualities can be impacted by a character's Luck Rating, which will be expanded upon later.
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* Passions are exactly what they say they are: something your character cares deeply about. Each of these is enough to drive them to action. They fuel and empower. A Passion could be an activity, such as ‘Gambling’, ‘Martial Arts’, or ‘Coding’, which are good examples of these. A vice can be a passion, such as ‘Greed’ or ‘Sloth’, which are good examples of these, but the latter might be hard to play in the game, YMMV. A belief is also a Passion, such as a Religion or Philosophy.
## Ratings & Levels
Ratings are broad, vaguely defined facets of a character. Each has a number level rating, which is a rough measure of the amount of that Rating a character holds. Called a Level Rating, or Level for short, here is what the number roughly means.
| Level | How much? |
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| ----- | ------------------ |
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| 0 | None, you ran out! |
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| ***** | ****** |
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| 0 | None, you ran out! |
| 1-3 | A Minor amount |
| 4-6 | A Moderate amount |
| 7-9 | A Major amount |
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| 10+ | A Metric Shitload |
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| 10+ | A Colossal amount |
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All characters in Regulus have at least four Ratings, though they may also have more as well: Luck, Security, and Wealth. It is important to note that when a Rating hits zero, or runs out, the character will face a crisis.
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All characters in Regulus have at least four Ratings, though they may have more: Comfort, Luck, Security, and Wealth. It is important to note that when a Rating hits zero or runs out, the character will face a crisis.
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- **Comfort**: This is how relatively satisfied the character is with their situation in life. When you run out of Comfort, you'll face a Mental Crisis. When your character does the things they enjoy, they will gain comfort. Comfort is the closest thing to HP (of D&D fame) in this game.
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- **Luck**: This is the measure of how much the universe blesses the character. The higher this rating the greater chance of winning out when blind chance is the factor. When you run out of Luck, you'll face a Wild Crisis.
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- **Security**: This is the amount of protection your character has in the dangerous world in which they live. When you run out of Security, you'll roll face a Safety Crisis.
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- **Wealth**: Money, assets, promises and such are all Wealth. When you run out of Wealth, you'll face a Monetary Crisis. Completing Jobs gives you levels of Wealth.
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* Comfort: This is the degree to which the character is satisfied with their situation in life. When you run out of Comfort, you’ll face a Mental Crisis. When your character does the things they enjoy, they will gain comfort. Comfort is the closest thing to HP (of D&D fame) in this game.
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* Luck: This is the measure of how much the universe blesses the character. The higher this rating, the greater the chance of winning out when blind chance is the factor. When you run out of Luck, you’ll face a Wild Crisis.
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* Security: This is the level of protection your character has in the dangerous world they live in. When you run out of Security, you’ll face a Safety Crisis.
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* Wealth: Money, assets, promises, and such are all Wealth. When you run out of Wealth, you’ll face a Monetary Crisis. Completing Jobs earns you Wealth levels.
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**Marks**: Ratings can earn marks during play. Each mark is a markdown or a markup. When a Rating has three marks, they are removed, and it resolves in a roll to decrease or increase the level. If more markups than markdowns, you roll three six-sided dice. If any result in 6 or exceeds the level, it is increased by one. If more markdowns than markups, roll three six-sided dice; if any come up 1 or lower than the rating, the rating is decreased by 1.
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Marks: Ratings can earn marks during play. Each mark is a markdown or a markup. When a Rating has three marks, they are removed, and it resolves in a roll to decrease or increase the level. The specifics of how these marks resolve are covered in [[Rudimentary Rules|Regulus/Rudimentary Rules]].