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2026-05-30 09:50:09 muragami: Expand quick introduction
regulus/home.md ..
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### Quick Introduction
- Regulus is a game inspired by a mash-up of many sci-fi franchises. Roll up some Star Wars with some Dune, and add a splash of ye' old Neuromancer. There you have the basic recipe for Regulus. You take on the role of Operatives working in the shadows for a powerful cabal known as The Network, doing crime - Jobs, as a Crew. Your Operatives walk a tightrope, you don't want to do the jobs so badly you end up caught by the Empire, but you don't want to do them so good you get recruited by the Rebellion. Both of those are end conditions to the game, as it is only focused on the narrow existence of these Operatives inside the Network. This isn't an action game, it isn't really about figuring out how to do the Jobs or acting them out. Instead, it is about the intrigue. It is about the relationships of the Operatives and how pressures often change these. You play out the social scenes and daily lives of your Operative, forging alliances, gaining needed clout, even tools for upcoming Jobs. Finally after the Job is done, you have scenes dealing with any fallout from that. Rinse and repeat.
+ Regulus is a game inspired by a mash-up of many sci-fi franchises. Roll up some [[Star Wars|https://en.wikipedia.org/wiki/Star_Wars]] with some [[Dune|https://en.wikipedia.org/wiki/Dune_(franchise)]], and add a splash of ye' old [[Neuromancer|https://en.wikipedia.org/wiki/Neuromancer]], finally sprinkle some [[Babylon 5|https://en.wikipedia.org/wiki/Babylon_5_(franchise)]] on top. There you have the basic recipe for Regulus. If these cultural touchstones aren't familiar to you, fear not - this text will explain much in detail.
+
+ You take on the role of Operatives working in the shadows for a powerful cabal known as The Network, doing crime jobs as a Crew. Your Operatives walk a tightrope; you don't want to do the jobs so badly you end up caught by the Empire, but you don't want to do them so well you get recruited by the Rebellion. Both of those are end states for the game, as it is focused solely on the narrow existence of these Operatives within the Network. This isn't an action game; it isn't really about figuring out how to do the Jobs or acting them out. Instead, it is about the intrigue. It is about the relationships of the Operatives and how pressures often change these. You play out the social scenes and daily lives of your Operative, forging alliances, gaining needed clout, and even tools for upcoming Jobs. Finally, after the Job is done, you have scenes dealing with any fallout from that. Rinse and repeat.
+
+ Each operative takes on a role called a gig, which explains what they do on a job:
+
+ * **Chippers** hack the ‘Net via the Matrix using their Mirrochip.
+ * **Faces** charm their way through powerful circles, winning influence, and make bonds of great value.
+ * **Heavies** charge into action to achieve their ends, using brute force and violence.
+ * **Masterminds** plan the jobs with intricate detail and almost magical foresight.
+ * **Sharks** move through meetings and parties in full disguise, using deception to uncover secrets and win influence.
+ * **Thieves** are daredevils who find their way into all the locked places people put things of value they want to protect.
+
+ Does exploring this world of intrigue and danger, where your operative walks a tightrope to maintain their life inside the Network while working jobs to further their own goals sound fun? If so, continue to [[Getting Started|Regulus/Getting Started]] to learn more.
![Control Jumpship](https://otter.wishray.net/Regulus/Home/dreamstime_xl_13260247.jpg)
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