Regulus

Job Resolution

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.

  • Job Type; The basic type of crime of the Job. Regulus breaks this down into Arson, Assault, Capers, Cons, Heists, Hits, and Espionage.
  • 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.
  • 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.

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.

Job Type

Job Details

The details of the job are determined and used by the Director to explain in the mechanics the aspects of each job. All jobs have at least these details:

  • Difficulty: This is the amount of progress needed to be earned in rolling to complete the job. It varies from easy jobs of 3 difficulty, to legendary jobs of difficulty 7.
  • Clock: 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 as high as 7.
  • Conditions: These are things 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 difficulty).

Crew Workup

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.

2d6 Incident Effects
2 Knockout -1 Progress, Lose one crew
3 Type 1 ? (see Type)
4 Bricked No Progress, Major Consequence
5 Type 2 ? (see Type)
6 Fumble -1 Progress, Minor Consequence
7 Type 3 ? (see Type)
8 Interruption +1 Progress, 1d6+1 companion Incident
9 Type 4 ? (see Type)
10 Perfect +1 Progress
11 Type 5 ? (see Type)
12 Windfall +2 Progress, Postponed Minor Consequence
  • Windfall: 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.
  • Perfect: Perfect action, jobs going just as planned, +1 progress and nothing else to report.
  • Interruption: Perfect action, except interrupted! +1 progress and take another result rolled 1d6+1. This additional result does not move forward the job clock.
  • Fumble: Oops! A mistake of some measure. -1 progress, and suffer a Minor consequence.
  • Bricked: The crew hits a brick wall, hard! No progress and a major consequence!
  • Knockout: 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.

The Job Record Sheet

The Job record sheet created by the Director is a turn by turn record sheet for all the incidents that happened across the job. It tracks Progress, Threat, Heat, and so on as the incidents are rolled.

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