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[[Regulus|Regulus/Home]]
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-----
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![](https://otter.wishray.net/Regulus/Home/logo_small.png?width=400)
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## Operative Handbook
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Rules for use
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You will use this handbook when you create your operative character for Regulus. You need to do the following to make your character:
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Fixes to the creation instruction textg
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1. Pick a Primary Move from your operative’s Volume Move list. You get all the moves, but one is your Primary move.
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Job maneuvers to tactics.
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2. Choose a primary Gig, and take a listed Quality from it. If it is a Solo Gig, pick a job tactic from it.
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3. Choose a secondary Gig if you want, but only if you did not pick a Solo Gig. If you do so, take a listed Quality from it. If you do not take a secondary Gig pick a job tactic from the provided section. You can picture this as you either: get a job tactic, or take a secondary gig and get one of it's qualities instead.
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4. Pick freely from the listed Qualities in the handbook, or create them until your operative has five Qualities in total.
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5. Answer the questions in your Volume and then one more of your choice from your Primary Gig.
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6. ?
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7. Profit!
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Rules for use
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Moves are actions your operative can take while not in a job that have specific rules and application to the narrative.
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## Gigs and Volumes
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When you choose a Volume, you are choosing how your operative fits into the world of Etheria. When you choose a Gig, you choose a criminal skill set applicable to the Jobs your operative works. Making these two choices defines a lot about the operative. Some Volumes synergize with certain Gigs, and some do not. Nothing of that nature is required by the game or its rules, so just do what you want.
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Rules for use
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## Table of Contents
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- [[Volume Questions|#Volume Questions]]
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- [[Move Lists|#Move Lists]]
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- [[Gigs|#Gigs]]
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- [[Solo Gigs: Face|#Solo Gigs]]
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Rename Prop List to Gig Props
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- [[Gig Props|#Gig Props]]
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Job maneuvers to tactics.
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- [[Job Tactics|#Job Tactics]]
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- [[Qualities|#Qualities]]
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## Volume Questions
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Rules for use
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#### > Crusader Questions
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Rules for use
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1. Choose a religion for your crusader, but not Knights of Liberty Corps (Knight) or Temple of Etheric Resplendence (Lightbearer).
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2. Work with the Director to establish who the Control Supervisor is that backs your crusader, just a name and general impression is enough to start the game.
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3. Introduce one thing your crusader did to promote their cause behind the scenes, likely through Network operations. Feel free to brainstorm with players.
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#### > Insider Questions
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Rules for use
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1. Work with the Director to establish who the Control Supervisor is handles your insider, just a name and general impression is enough to start the game.
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Fill in more questions
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2. Choose an operative that is your best friend or create one.
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3. Determine what their job was in Control before they became an insider and were erased.
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Start to fill in volumes
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#### > Irregular Questions
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Rules for use
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Fill in some volume questions
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1. Decide on a empire world where you gained your Duke/Duchess title, and the province of that world that is your duchy.
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2. Decide if your rank is also Ascendant, which is the level of a Duke that is in consideration for gaining the world title of Regent (the top title of a world, from which Stewards are determined).
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3. Create a powerful lifelong enemy of your character.
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Start to fill in volumes
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#### > Missionary Questions
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Rules for use
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1. Choose a religion for your missionary, but not Knights of Liberty Corps (Knight).
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Fixup volume questions
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2. ?
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3. ?
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Start to fill in volumes
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#### > Professional Questions
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1. Decide on the method your operative employs to does their hits; quick-decay poisons, net code, freak accidents.
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2. Choose if your operative is Notorious in the Network or not.
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3. Decide why a Regent of minor power is hunting your operative.
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#### > Rector Questions
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1. Choose a religion for your rector, from the options: Conservators of the Quintessential Chalice (Conservator), Open Church of the Technocracy (Technocrat), or Shrine of the Holy Eye (Seeker).
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2. Work with the Director to establish who the Empire Regent is that backs your rector. Choose an empire world that is home to that Regent (and will establish Union alignment). A name, world, and general impression is enough to start the game.
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3. Create in brief the small church your rector presides over: it's rough count of parishioners (10-100 or so), and the haven where it resides.
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#### > Runner Questions
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Fill in questions
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1. Decide what Network gang you belong too, runners group up as gangs and protect each other within the Network.
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2. Create a Control Supervisor that your are good friends with.
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questions questions
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3. Choose your favorite spot to go and carouse.
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Stub entries that need filled out
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#### > Spook Questions
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1. Create a Baron or Count title for your operative.
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2. Decide who in the Empire you report Network activity too.
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3. Who is your Network Handler?
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## Move Lists
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#### > Crusader Move List
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* ==Tie Up a Loose End for Control==: Read the Control subnet, find a job to do, and get it done. Get +1 Safety.
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* ==Crusade On!==: Remove someone on the hit list for your religion. Get -1 Comfort and +1 to Luck, Safety, and Wealth.
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* ==Work the subnet==: You get on your world's religion subnet under a pseudonym and educate the masses. Get +1 to Wealth.
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#### > Insider Move List
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* ==Pay Your Dues==: Feed some network information to your handler from Control. Get +1 Luck, -1 Safety, and mark up Wealth twice.
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* ==Work the Security Subnet==: You go into the security subnet and encrypt your credentials further. Get +1 Security.
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Moves complete!
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* ==Meal with an Operative==: Have a meal with a fellow operative, and work them for good intel. Next time you Pay Your Dues, get +1 Wealth and ask the Director for a Spade.
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#### > Irregular Move List
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* ==Do a Security Stint==: Do a job working security for the Network. Get +1 Wealth. You may also choose to get +1 Luck and Safety for -1 Comfort.
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* ==Carouse with Coworkers==: Go out drinking with your Irregular buds. Get +1 Safety.
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* ==Work the Racket==: Collect protection holo (holocred) from an unregistered haven for the Network. You may set up an angle for free for the next job.
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#### > Missionary Move List
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* ==Hold a Subnet Service==: Get on the local subnet and hold a service for your religion. Get +1 to Luck, Safety, or Wealth (one of your choice).
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More more moves!
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* ==Charm a Patron==: Visit a patron and captivate them. Get a free Prop for the coming job.
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* ==Visit a Retreat==: Give your remaining Fortune to other operatives, but not more than 1 to each. Gain +1 Comfort and Luck.
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Fill in Face
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#### > Profressional Move List
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* ==Complete a Hit==: Take out a target for the Network. Get -1 Safety and +1 to both Luck and Wealth.
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move move move all night
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* ==Take a Bodyguard Task==: Work as a bodyguard for a Network selected target. Get +1 to Luck and Safety, give one Fortune to another operative.
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* ==Botch a Hit==: Botch another pro's hit for a payout. Get +1 Wealth, +2 Luck. Another operative gives you a Fortune (their choice) or get -2 Safety.
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Fill in Face
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#### > Rector Move List
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* ==Give a Sermon==: Set up and host a local service for your religion. Get +1 Wealth, and +1 Luck or Safety. One other operative may attend; if they do, you take one of their Fortune tokens, and they get +1 Comfort.
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move even more
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* ==Church Upkeep==: You take the time to do the tasks that keep your church going. Get +1 Luck, give another operative a Fortune.
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* ==Host a Dinner==: Get +1 Comfort, Operatives in the crew that join you can [[Exchange|Regulus/Rudimentary Rules#Exchange]].
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Fill in Face
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#### > Runner Move List
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* ==Make a Courier Run==: Run data or messages for the Network across the stratosphere. Get -1 Safety and +1 to both Luck and Wealth.
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* ==Carouse with Irregulars==: Go out drinking with your Irregular buds. Get +1 Safety.
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Moves complete!
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* ==Maybe Someone Heard Something==: Work your circle of Network contacts, pump them for intel. Ask the Director for a Diamond.
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Fill in Face
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#### > Spook Move List
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Moves complete!
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* ==Leak Something to the Network==: Leak some intel you are providing to your Empire contact back to your Network Handler. Get -1 Safety and +1 Luck. If another operative is willing to accept a Fortune token from you, they get -1 Safety and a Heart.
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* ==Broadcast Misinformation==: You get on the subnet and use an alt account to spread false information. Get a Diamond and -1 Safety. Every other operative can repost, and if they do they get +1 Luck and -1 Safety.
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* ==Cover Your Tracks==: Create subnet narratives obscuring your presence. Get +1 Safety.
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Fill in Face
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## Gigs
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#### > Chipper
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Rules for use
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A Chipper, or casually Chiphead/Chipped, has purchased a Mirrochip on the black market. While each person in Etheria is a node in the galactic ‘Net, each mind is blocked from accessing it directly by the thought barrier. Not the Chipper, they plug the Mirrochip into their port, and then can jack into the Matrix. This is a projection of the ‘Net as a virtual space a chipper can enter and exit. A serious Chipper also has a Sleeve, a device that wraps an arm, which can be loaded with caps containing single-use Matrix programs. Using these highly illegal tools, a Chipper can explore the ‘Net in ways no one else can.
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**Tagline**: There no corner of the 'Net I can't reach.
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Filling out the Gig rules.
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**Props**: Mirrochip and Sleeve.
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**Quality list**:
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- **Chipped the Fuck Up**: You don't have just any run of the mill Mirrochip, you got a special one with cracked out specs. You may markdown Wealth between jobs to load up to five charges into it. You may spend charges in Matrix contests to get leverage.
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- **Total Neural Lace**: You let Control advancements division do a number on your neural pathways, jacking up your reaction time beyond known limits. Painful though to use, but powerful. You may markdown Comfort at any time to provide leverage for combat and Matrix contests.
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Define Chipper
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#### > Face
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Add Gig: Face
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Fill in Face
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A Face, or casually a Shill, is a particular type of confidence man with a focus on charisma and charm. A social tactician or merit, but unlike the Shark, the Face remains the same always. They embrace a charismatic persona and flex the power of a mighty Patron behind them. Building a web of support in all arenas as they go forth, the Face hides in plain sight.
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**Tagline**: Baby you can trust me, I got you.
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**Props**: Platinum Holocard.
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**Quality list**:
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Fill in Face special qualities
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- **Artfully Charming**: You have a sort of passive natural charm that works on whoever you want, usually with them not even realizing. When using this Quality for leverage you may mark down Luck for 1 leverage.
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- **Larger Than Life**: Your identity is so large and sweeping in current culture you are a true juggernaut. If you apply this towards a contest, mark down Safety and it counts as Assistance for the contest.
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Add Gig: Face
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#### > Heavy
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Rules for use
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A Heavy, or casually a Hitter, is a combat specialist. Not a ground, air, or space warfare specialist, but a behind-the-scenes show up suddenly and take some people out kind of combat professional. There are many types of Heavies, but the most common is the Duplicator. You use a special single-use cap called Carbon-Copy to put yourself into a Red type Automata (combat synthetic), and essentially fall into a temporary coma. Then you do whatever you need to do in your synthetic body. Eventually, your body recovers, and the copy of yourself in the Auto burns out. In order to better serve your needs, you bought an Autoworks at some point. This is a toolkit that lets you tool up Automata, including straight changing their model type.
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**Tagline**: Ok, so I go in and kick ass. Rinse and repeat.
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**Props**: Autoworks, 1 Carbon-Copy cap.
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**Quality list**:
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- **Stealth Mode Unlocked**: When you CC yourself into an Auto, it's stealth features are unlocked. It becomes undetectable by other Autos and nearly silent and invisble to the naked eye and medium quality sensors. If stealth can be used to win a Contest, you automatically have Means/leverage for the roll.
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Fill in props a bit.
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- **Yes, that is a missle rack**: When you CC into a Red type Auto, it fabricates a serious business missle rack. When in a Combat Situation, your attack contests automatically have boths Means and one leverage. If you trade these in, you can instead attack all valid targets at once, and the rack is disabled for the current situation.
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#### > Shark
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A Shark, or casually a Hustler, is a con artist at the core. A truly pliable social creature moving in and out of personas. One who is not afraid to use chicanery to get what they are after. You picked up a highly illegal Simsuit, which, when worn, lets us create true tactile and visual changes to your appearance. It is often a thankless job, as when you do your work right, it seems like nothing was ever done at all.
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**Tagline**: I'll go in, find the right guy for the code card, and they'll never even know what happened.
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**Props**: Simsuit
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**Quality list**:
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- **Bonafide Chameleon**: There is method acting, and then there is whatever the hell it is that you do. You almost become the person you are trying to play. When you use this quality towards a Contest, you may spend one Fortune to get Assistance for it.
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- **Encoded Communicator**: It isn't the words you say, it's the deeper meaning of what you actually meant. When you use this quality towards a Contest, you may mark down Comfort to earn 1 Leverage.
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#### > Thief
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A Thief, or casually a Lifter, is all about getting into the places that someone has decided are off limits. You aren’t always purloining valuables, though that is a lucrative endeavor in its own right. Instead, you often gain access to things that are restricted in order to make a job work. A quite illegal Polycard is the main tool of your trade, allowing you to bypass standard security locks.
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**Tagline**: Reveal each secret, opening one locked door at a time.
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**Props**: Polycard
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**Quality list**:
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- **Devastating Stunt Work**: You surpass even the likes of the legendary Houdini, working physical stunts that seem almost magical. You may mark down Safety and Luck when applying this towards a Contest to get 2 Leverage.
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- **Code Breaker**: You have never met a code you couldn't crack. When applying this towards a Contest you may spend one Fortune to get Assistance.
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## Solo Gigs
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#### > Mastermind
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A Mastermind, or casually Wizard, is a true schemer. You are the one to make plans within plans. You always play the long game. Beyond that, you are a detail-focused organizer who holds crews of operatives together. A Mastermind has a large load on their shoulders, so at some point, you acquired a Simlet/Sim, an extra intelligence living inside the ‘Net of some power. This Sim does much of the heavy lifting for you, letting you focus on the big picture.
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Mastermind rules
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The Mastermind has an additional Rating for their character: Focus. This begins at 6, and once per sequence between jobs they can meditate, reducing Comfort 1 level and increasing Focus 1 level. When Focus reaches 0, they meet a Sanity Crisis.
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**Tagline**: Well you see, you would have gotten me there, but ...
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**Props**: Simlet
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**Quality list**:
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Mastermind rules
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- **But I Planned For That, You See**: Reduce Focus 1 level, and explain how a clever plan made earlier by your operative allows them to earn a Yes result automatically for a contest.
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- **A True Visionary**: When you are on a Job and a roll is made, you may reduce Focus 1 level and shift the roll result up or down 1 or 2.
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Job maneuvers to tactics.
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**Job Tactics list**:
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- **The Perfect Plan**: You may reduce Focus 1 step and earn 1 or 2 Progress towards the job.
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- **?**:
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Job maneuvers to tactics.
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#### > Technomancer
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A Technomancer, or, more casually, a Mage, is someone who has been taught the ways of technomancy by a mentor. This is an advanced skill set that can create direct effects, not unlike magic, from the use of pure ACE. Technomancy is a high crime in the Empire and is actively hunted. The rub to that is the first magic taught to the technomancer is cloaking magic. If the safe is beyond that wall, the technomancer walks through it.
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Technomancers get a rating called Cloak that begins at 6. At the start of every job unwind step, they increase Cloak one level.
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**Tagline**: You ain't seen nothing yet friend...
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Update Technomancer
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**Props**: Stareye
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**Quality list**:
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- **Detail Devil**: Your technomancy isn't usually a big show, but is subtle and accounts for the finest and impossibly tiny details. When you aopply this towards a contest mark down Cloak and get 1 Leverage.
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- **Mastered Spellbook**: Your technomancy is actually just five or six spells you have mastered. You can shape them in many ways to use as tools. When you use this quality towards a Contest you get 1 Leverage, and may take -1 Cloak for 1 more.
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Job maneuvers to tactics.
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**Job Tactics list**:
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- **Technomancy**: You may reduce Cloak 1 step and earn 1 or 2 Progress towards the job.
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- **?**:
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Job maneuvers to tactics.
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#### > Xenogene
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Add solo gig xenogene
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A Xenogene, or casually a Fiend, is someone who has taken body hacking far past the point considered sane by most. At this point, considered human only by the most casual observation, the xenogene exceeds human capability. While not considered high crime in the Empire, the fact that the extreme body hacking must be done by a technomancer puts the xenogene in a gray area of the law.
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103cb3 muragami 2026-06-26 11:04:09
Fill Technomancer and Xenogene qualities
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Xenogenes get a rating called Chill that begins at 6. At the start of the job wind up step they increase Chill one level.
309ad4 muragami 2026-06-06 08:24:40
Fill in Xenogene
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a24121 muragami 2026-06-06 09:03:29
Fill in taglines
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**Tagline**: King Kong ain't got nothing on me.
309ad4 muragami 2026-06-06 08:24:40
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**Props**: Corepump
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**Quality list**:
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- **Just Built Different**: Your body hacking has given you stunning amounts of strength and toughness, even exceeding a Red Auto. If you apply this towards a Contest you may spend one Fortune and mark down Chill to earn Assistance.
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- **Fast as Fucking Light**: Your nervous system to cranked up to the limit of biological possibility. If you apply this towards a Contest you may mark down Chill twice and get 2 Leverage.
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**Job Tactics list**:
5a7763 muragami 2026-06-26 11:07:09
Add first Job Tactics for Solo Gigs
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- **Superiority**: You may reduce Chill 1 step and earn 1 or 2 Progress towards the job.
0e2797 muragami 2026-06-26 10:52:38
Add some skeletal entries
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- **?**:
12e6c1 muragami 2026-06-06 07:43:06
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1ced67 muragami 2026-06-25 05:32:48
Rename Prop List to Gig Props
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## Gig Props
70803c muragami 2026-05-26 18:10:25
Filling out the Gig rules.
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103cb3 muragami 2026-06-26 11:04:09
Fill Technomancer and Xenogene qualities
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- **Autoworks**: A set of tools that fits into a small carrying case the size of a large book which allows one to tool up Automata. The limit is changing their model type (Blue, Green, Orange, or Red), which takes some hours to complete.
40b8ff muragami 2026-05-26 19:16:17
Fill in props a bit.
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- **Carbon-Copy Cap**: A caplet that let's you duplicate into an Auto and your normal body falls into copy sleep for a few hours. Eventually your duplicate in the Auto burns out, generally within a day. Like many caps, these are single-use. It costs 1 Wealth (markdown) to buy 1 such cap on the black market.
309ad4 muragami 2026-06-06 08:24:40
Fill in Xenogene
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- **Corepump**: Replacing a xenogene's heart is a Corepump that runs off ACE. It is also exposed to release heat and radiation waste (think Ironman's arc reactor kind of thing).
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- **Mirrochip**: A small disc device that can be installed on a person's port, allowing them to link to their Sleeve and jack into the Matrix.
db6c40 muragami 2026-06-06 09:01:50
Fill in Face
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- **Platinum Holocard**: A not quite unlimited line of holocred given to the Face from their patron.
40b8ff muragami 2026-05-26 19:16:17
Fill in props a bit.
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- **Polycard**: At first glance a norrmal CommunoCard, but this one has software allowing it to open all normal security locks.
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- **Simlet**: AKA Sim, or an extra intelligence living in the 'Net. Think of it like an AI helper with access to the 'Net streams of information, a little like a personal Chipper in some ways. Imagine something like the disembodied voice Jarvis from the Iron Man movies.
309ad4 muragami 2026-06-06 08:24:40
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- **Simsuit**: A very advanced suit that gives the wearer the ability to alter their appearance. It's complexity field creates more than just illusion, changing both the look and tactile feel of the wearer. This does mean it has the downsides of a coplexity field though (touching fields completely disrupt each other, and so on). The other limitation is that changing the field is a complicated mental process that takes a full minute.
40b8ff muragami 2026-05-26 19:16:17
Fill in props a bit.
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- **Sleeve**: A complex ultratech tool that wraps around the forearm with slots for caplets. It links to the wearer's Mirrochip and allows them to both access the Matrix and expend program caplets installed in it. You can get 5 generic program caplets on the black market for 1 Wealth (markdown), then these are programmed by the user.
405411 muragami 2026-06-06 08:11:45
Update Technomancer
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- **Stareye**: A bio-engineered eye replacement allowing the technomancer to work magic.
90c297 muragami 2026-05-26 20:42:43
Quality list headings added
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fd1dbc muragami 2026-06-06 07:38:16
Job maneuvers to tactics.
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## Job Tactics
2a0efe muragami 2026-06-06 07:35:55
Fix headings
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e55ed3 muragami 2026-06-25 05:06:04
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Job Tactics are methods your operative can use at times when on the job to make sure it gets done.
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25cc9e muragami 2026-06-25 05:20:30
Fill in all 6 job tactics
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- ==Catch==: Sieze a lucky opportunity and overcome a job obstacle. Choose to get -1 or -2 Luck to get 1 or 2 progress towards the job respectively. The job gets +2 Outlook.
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- ==Nerve==: Overcome an obstacle on the job with the application of brute force. Get -1 Comfort and earn 1 progress towards the job.
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- ==Pizzazz==: Use charm or influence to overcome an obstacle on the job. Get -1 Luck, roll 2d6: each 4+ result is 1 progress towards the job, and each 3- result is +1 Outlook.
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- ==Savvy==: Use shrewd acumen on the job to overcome an obstacle. Roll 3d6: each 5+ result is 1 progress, each 4- result is -1 Outlook for the job.
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- ==Skulduggery==: Employ deception or trickery on the job to make progress. Get -1 Safety, 1 progress towards the job, and draw Fate: a red token is -2 Outlook for the job.
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- ==Technique==: Make a plan and have the perfect tool in the moment to overcome a job obstacle. Get +1 progress towards the job and -1 Wealth.
e55ed3 muragami 2026-06-25 05:06:04
Move job tactics to right heading
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ce2282 muragami 2026-06-25 05:31:28
Total reformat for clarity
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## Qualities
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Qualities reorg
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#### > Action Adventure Qualities (Traits
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Quality list headings added
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Qualities reorg
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#### > Background Qualities (History)
aea814 muragami 2026-06-25 05:40:13
Change Vocation to Work
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Qualities reorg
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#### > Crime Genre Qualities (Traits)
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Quality list headings added
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f02d45 muragami 2026-06-25 05:42:30
Qualities reorg
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#### > Etheric Qualities (Traits)
f88b85 muragami 2026-05-29 18:14:42
Add section for background qualities
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Qualities reorg
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#### > Work Qualities (Vocations)
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#### > Passions
e39aaf muragami 2026-06-06 08:08:07
Fill in technomancer
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*[ACE]: Aqueus Crystalle Energy, a liquid form of Crystalle.