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 Details
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:
- 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.
- 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.
- 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).
- Capacity: The number of crew that can attempt this job, and the minimum needed if there is one.
Crew Workup
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.
Winding the Job
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.
The Job Record Sheet
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.
The lead operative rolls 2d6 to determine incidents, which the Director records until the job concludes in one of the following ways:
- The deadline has been met; see Clocked below.
- Progress hits -3; see Botched below.
- Progress meets or exceeds weight; see Voilà below.
- The entire crew is lost; see Totaled below.
> Botched
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.
> Clocked
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.
> Voilà
If progress meets or exceeds job weight, the job is complete! You take the job success result and then unwind.
> Totaled
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.
Unwinding the Job
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.
> Succeeding on a Clocked Job Anyway
By default, a Clocked job results in a Job Failure. There are three ways to increase progress now in order to reach the job weight and earn the Job Success result:
- 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.
- Become a Distraction: An inactive (lost) operative can take up to -3 Negative Outlook and get -2 Safety to earn +1 progress.
- 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.
- Get Tactical: An operative applies an applicable job tactic and gets +1 progress (or whatever it declares) towards the weight.
- Lost Prop: An active or inactive operative on the job sacrifices a Prop to earn +1 progress.
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.
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.
> Post Failure or Success, taking care of the numbers
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.
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:
- Negative Outlook: The lead operative reviews the options for Trouble and tells the Director which they choose and for which operative on the job.
- Positive Outlook: The lead operative reviews the options for Opportunity and tells the Director which they choose and for which operative on the job.
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.
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:
- Minor Value: You get -1 Luck AND Safety, +1 Comfort.
- Major Value: You get -2 Luck AND Safety, +1 Comfort.
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.
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:
- 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.
- 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.
You are done! Take a look at Narrating the Job now.
Unwinding a Totaled Job
Job Failure
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:
- You were spotted, detected, or otherwise connected to the failed job. You get -1 Safety level.
- You were hurt, trapped, abused, or otherwise injured (perhaps just socially) during the job. You get -1 Comfort level.
- A very serious, unlucky turn befell you on the job. You get -1 Luck level AND an additional -1 Wealth level.
The Director notes a single step loss in the reputation of your entire crew.
For each weight of the job, the player of the lead operative does one of these things:
- Apply -1 to Negative Outlook.
- Apply -1 to the Positive Outlook, but never go below 0.
- Apply a minor consequence to an operative on the crew workup.
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.
Now return to unwind the job: here.
Job Success
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:
- You took bold action during the job; you get +1 Luck and -1 Safety.
- You took confident, rewarding action on the job; you get +1 Comfort and -1 Safety.
- You took a risky action that paid off during the job; you get +2 Luck and -1 Comfort.
- You played it safe and sound, just as planned; you get +1 Safety and -1 Luck.
The Director notes a single step gain in the reputation of your entire crew.
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:
- Add +1 to the Positive Outlook of the job if it’s less than +6.
- Add a minor value result to one other operative on the workup, only once per operative.
- Add +1 wealth to one other operative on the workup, only once per operative.
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.
The player of the operative selects the lead operative for the next job from the crew.
Now return to unwind the job: here.
Job Trouble and Opportunity
> Opportunity
> Trouble
Narrating the Job
Impromptu Jobs
Job Type
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. You can find a general definition of the nature of each job type and it's particular result table below.
> Arson
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.
| 2d6 | Incident | Outlook | Effects |
|---|---|---|---|
| 2 | Knockout | -3 | -1 Progress, Lose one crew |
| 3 | Dangerous Toys | -2 | No progress. Lose one crew |
| 4 | Bricked | -2 | No Progress, Major Consequence |
| 5 | Bad Timing | -1 | No Progress, Minor Consequence, Major Value |
| 6 | Fumble | -1 | -1 Progress, Minor Consequence |
| 7 | Created Distraction | -- | +1 Progress, 1d6+6 companion Incident |
| 8 | Interruption | +1 | +1 Progress, 1d6+1 companion Incident |
| 9 | Minimal Opposition | +1 | No Progress, Minor Value |
| 10 | Perfect | +2 | +1 Progress |
| 11 | Optimal Placement | +2 | +2 Progress, Minor Value |
| 12 | Windfall | +3 | +2 Progress, Postponed Minor Consequence |
- Optimal Placement: The crew discovers optimal placment for the tools of the job.
- Minimal Opposition: The crew encounters minimal opposition, but side-tracksd they find someting of value.
- Created Distraction: You have created a distraction, leading away or disabling some amount of resistance or protection.
- Bad Timing: Whoops, some tools fired off early or out of timing!
- Dangerous Toys: Look out, these tools are dangerous, someone got taken out by misfire.
> 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 | Outlook | Effects |
|---|---|---|---|
| 2 | Knockout | -3 | -1 Progress, Lose one crew |
| 3 | Overwhelmed | -2 | No progress. Lose one crew |
| 4 | Bricked | -2 | No Progress, Major Consequence |
| 5 | Heavy Fire | -1 | No Progress, 1d6+1 companion Incident |
| 6 | Fumble | -1 | -1 Progress, Minor Consequence |
| 7 | Pressed Forward | -- | +1 Progress, 1d6+6 companion Incident |
| 8 | Interruption | +1 | +1 Progress, 1d6+1 companion Incident |
| 9 | Cleared Resistance | +1 | No Progress, +2 Fortune, +1 Deadline |
| 10 | Perfect | +2 | +1 Progress |
| 11 | Violent Blow | +2 | +2 Progress, -2 Fortune |
| 12 | Windfall | +3 | +2 Progress, Postponed Minor Consequence |
- Violent Blow: A decisive attack rings true, all feet forward men!
- Cleared Resistance: Met the enemy and rolled them good!
- Pressed Forward: Pushed on after an engagement, no rest for the best!
- Heavy Fire: Took heavy fire/attack, held down for a moment.
- Overwhelmed: Reinforcements or just extra opposition encountered, man down! Medic!
> 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 | Outlook | Effects |
|---|---|---|---|
| 2 | Knockout | -3 | -1 Progress, Lose one crew |
| 3 | Avenue Lost | -2 | -1 Progress, -1 Deadline |
| 4 | Bricked | -2 | No Progress, Major Consequence |
| 5 | Confusion | -1 | No Progress, Special - see text below |
| 6 | Fumble | -1 | -1 Progress, Minor Consequence |
| 7 | Lucky Break | -- | +1 Progress, 1d6+6 companion Incident |
| 8 | Interruption | +1 | +1 Progress, 1d6+1 companion Incident |
| 9 | Timely Diversion | +1 | No Progress, Minor Value |
| 10 | Perfect | +2 | +1 Progress |
| 11 | Found Prize | +2 | +1 Progress, Major Value |
| 12 | Windfall | +3 | +2 Progress, Postponed Minor Consequence |
- Found Prize: A major value is discovered along the course of the job!
- Timely Diversion: A timely diversion introduces something of value.
- Lucky Break: What luck! We might pull this off yet!
- Confusion: Things go off the rails! Reduce the Negative Fortune by -1 per active crew at this point.
- Avenue Lost: Time closes in as options dissappear!
> 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 | Outlook | Effects |
|---|---|---|---|
| 2 | Knockout | -3 | -1 Progress, Lose one crew |
| 3 | Type 1 | -2 | No Progress ? |
| 4 | Bricked | -2 | No Progress, Major Consequence |
| 5 | Caught! | -1 | No Progress, Lose one crew |
| 6 | Fumble | -1 | -1 Progress, Minor Consequence |
| 7 | Type 3 | -- | +1 Progress, 1d6+6 companion Incident |
| 8 | Interruption | +1 | +1 Progress, 1d6+1 companion Incident |
| 9 | Type 4 | +1 | No Progress, ? |
| 10 | Perfect | +2 | +1 Progress |
| 11 | Type 5 | +2 | +2 Progress, ? |
| 12 | Windfall | +3 | +2 Progress, Postponed Minor Consequence |
> 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 | Outlook | Effects |
|---|---|---|---|
| 2 | Knockout | -3 | -1 Progress, Lose one crew |
| 3 | Type 1 | -2 | -1 Progress, Minor Value |
| 4 | Bricked | -2 | No Progress, Major Consequence |
| 5 | Type 2 | -1 | No Progress, Minor Consequence |
| 6 | Fumble | -1 | -1 Progress, Minor Consequence |
| 7 | Type 3 | -- | +1 Progress, 1d6+6 companion Incident |
| 8 | Interruption | +1 | +1 Progress, 1d6+1 companion Incident |
| 9 | Type 4 | +1 | +2 Progress, Major Consequence |
| 10 | Perfect | +2 | +1 Progress |
| 11 | Type 5 | +2 | +2 Progress, Major Value |
| 12 | Windfall | +3 | +2 Progress, Postponed Minor Consequence |
> 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 | Outlook | Effects |
|---|---|---|---|
| 2 | Knockout | -3 | -1 Progress, Lose one crew |
| 3 | Lost an Avenue | -2 | No Progress, -2 Fortune |
| 4 | Bricked | -2 | No Progress, Major Consequence |
| 5 | Glitch in the Plan | -1 | No Progress, Lose one crew |
| 6 | Fumble | -1 | -1 Progress, Minor Consequence |
| 7 | Just the Right Tool | -- | +1 Progress, 1d6+6 companion Incident |
| 8 | Interruption | +1 | +1 Progress, 1d6+1 companion Incident |
| 9 | Found An Avenue | +1 | No Progress, +2 Fortune |
| 10 | Perfect | +2 | +1 Progress |
| 11 | All According to Plan | +2 | +2 Progress, +1 Deadline |
| 12 | Windfall | +3 | +2 Progress, Postponed Minor Consequence |
> 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 | Outlook | Effects |
|---|---|---|---|
| 2 | Knockout | -3 | -1 Progress, Lose one crew |
| 3 | Type 1 | -2 | ? (see Type) |
| 4 | Bricked | -2 | No Progress, Major Consequence |
| 5 | Type 2 | -1 | ? (see Type) |
| 6 | Fumble | -1 | -1 Progress, Minor Consequence |
| 7 | Type 3 | -- | +1 Progress, 1d6+6 companion Incident |
| 8 | Interruption | +1 | +1 Progress, 1d6+1 companion Incident |
| 9 | Type 4 | +1 | ? (see Type) |
| 10 | Perfect | +2 | +1 Progress |
| 11 | Type 5 | +2 | ? (see Type) |
| 12 | Windfall | +3 | +2 Progress, Postponed Minor Consequence |
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. 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 | Outlook | Effects |
|---|---|---|---|
| 2 | Knockout | -3 | -1 Progress, Lose one crew |
| 3 | Type 1 | -2 | ? (see Type) |
| 4 | Bricked | -2 | No Progress, Major Consequence |
| 5 | Type 2 | -1 | ? (see Type) |
| 6 | Fumble | -1 | -1 Progress, Minor Consequence |
| 7 | Type 3 | -- | +1 Progress, 1d6+6 companion Incident |
| 8 | Interruption | +1 | +1 Progress, 1d6+1 companion Incident |
| 9 | Type 4 | +1 | ? (see Type) |
| 10 | Perfect | +2 | +1 Progress |
| 11 | Type 5 | +2 | ? (see Type) |
| 12 | Windfall | +3 | +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.
General Job Table
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:
| 2d6 | Incident | Outlook | Effects |
|---|---|---|---|
| 2 | Knockout | -3 | -1 Progress, Lose one crew |
| 3-4 | Bricked | -2 | No Progress, Major Consequence |
| 6-6 | Fumble | -1 | -1 Progress, Minor Consequence |
| 7 | Ball Bounces! | -- | +1 Progress, 1d6+6 companion Incident |
| 8-9 | Interruption | +1 | +1 Progress, 1d6+1 companion Incident |
| 10-11 | Perfect | +2 | +1 Progress |
| 12 | Windfall | +3 | +2 Progress, Postponed Minor Consequence |
