Regulus

Operative Handbook
You will use this handbook when you create your operative character for Regulus. You need to do the following to make your character:
- Pick a Move from your operative’s Volume.
- Choose a primary Gig, and take a listed Quality from it.
- Pick one or two Characteristics from your operative’s Volume.
- Choose a seconday Gig if you like, and pick a listed Quality from it.
- Pick freely from the listed Qualities in the handbook, or create them until your operative has five Qualities in total.
- Answer the questions in your Volume and the one more of your choice from your Primary Gig.
- ?
- Profit!
Moves are actions your operative can take while not in a job that have specific rules and application to the narrative.
Gigs and Volumes
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.
Secondary Gigs
If you choose to take a secondary Gig for your operative, that means they can also fill that role on Jobs. However, doing so means the GM will create a special string for your operative called a ‘Big Problem’. This is a serious issue that is bearing down on your operative and will impact the narrative.
Table of Contents
- Volume: Crusader
- Volume: Insider
- Volume: Irregular
- Volume: Missionary
- Volume: Professional
- Volume: Rector
- Volume: Runner
- Volume: Spook
- Gig: Chipper
- Gig: Heavy
- Gig: Mastermind
- Gig: Shark
- Gig: Thief
Volume: Crusader
Volume: Insider
Volume: Irregular
Volume: Missionary
Volume: Professional
Volume: Rector
Volume: Runner
Volume: Spook
Gig: Chipper
A Chipper, or sometimes casually Chiphead, has purchased a Mirrochip on the black market. While each person in Etheria is a node in the galactic ‘Net, their 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. Hack away, my friend, hack away.
Gig: Heavy
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. Kick ass, rinse and repeat.
Gig: Mastermind
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.
