Regulus

Rudimentary Rules for Regulus
Below is the simple framework for Regulus and how it operates when not resolving a Job. When on a Job the Job Resolution rules are used instead.
Prerequisites
Before diving into these rules, It is assumed you have read and digested two short wiki pages:
Narrative Play
Contests
As the story of the game is narrated by the players, eventually something risky will come into play. A player's character might pull out a pistol and shoot a security droid, or they might hack into a secure system. In these risky cases where the outcome of an action, or sequence of actions, is rife with chance: dice are rolled to determine the outcome.
The first step of this type of roll is to define what the player wants for their character, the desired outcome. The die roll will determine if they get that outcome, plus additional issues that might arise. In the case where the character pulls a pistol and shoots a security droid the player might define the outcome as 'incapacitating the droid'.
The second step is figuring out the type of action the character is taking. Once you have the grasp of that, the player can figure out if they have Means to attain their outcome. Means is anything on the character sheet that gives the character an advantage in the situation. Continuing the pistol example, a Quality like 'Soldier' or 'Marksman', even 'Lightning Reflexes' would provide means for the contest.
Now we reach a point where the character either has Means or not for the contest. If they do not have Means they will roll a single six-sided die for the contest. If they have Means, they decided to roll one, two, or three dice depending on the amount of effort & risk they accept for the contest. The more dice the greater the chance of getting what they want, but also the greater the chance of dice coming up a 1 and creating issues.
Now, the Director determines if this is a Sudden contest. If a contest is Sudden, the player skips the find leverage step. If it isn't Sudden, then the player finds leverage. This means if they have more rules on their sheet that can apply in this situation, they get advantage on their roll for each one, with a maximum of three. For each advantage, the player can choose one of the options for the rolls below:
- The final result gets a +1 bonus.
- You may discard a single result of 1 from the roll.
- You can re-roll one rolled die.
- Replace one of the rolled dice with an eight-sided die.
- Use the favored die table for the roll.
- Mark up Luck.
Now once we have figured out Means, and leverage, the roll can is made, and the dice are cast! If more than one die are rolled, keep the highest as the result, but always note if any dice show a 1 because that is bad. Look up the result on the table below:
| Die Result | Favored | Means | No Means |
|---|---|---|---|
| 1 | No | No! | Hell No |
| 2 | Maybe | No | No! |
| 3 | Possibly | Maybe | No |
| 4 | Yes | Possibly | Maybe |
| 5 | Yes | Yes | Possibly |
| 6 | Yes! | Yes! | Yes |
| 7+ | Yes!! | Yes!! | Yes! |
The outcome on the result table is a direct indicator if the player gets what they want for their character. That said, each result that isn't as simple as No or Yes needs some clarity:
- Maybe: Things got complicated, and the outcome isn't immediately in favor of the character. The Director creates the complication in narration, and the player can either accept a result of No, or push the contest. If choosing to push, re-roll with one more die (max of 3) and move right on the rolling table if possible (Favored becomes Means, Means becomes No Means).
- Possibly: An issue has arisen. The Director (or player with Director approval) creates an interesting issue that results from the narrative of the contest and then either accepts that issue to earn a Yes result or does not and takes a No. Taking a No avoids the issue.
- ! - Exclamation: This is narrative code for 'and'. A Yes! result is 'Yes, and ...' where the player gets even more than they wanted in the end. No! is 'No, and ...' where not only did the player not get what they want but now an issue is narrated (like Possibly but no choice here).
- Hell No: Where to start! Well this result has gone sideways in the kind of way where the character might be telling stories about the incident for years to come. Crowd source this kind of disaster of an outcome with the playing group with Director as final approval.
Paying Luck:
- If the contest is deemed Sudden, but the player feels the contest is very important for the character, they can still find leverage if they are willing to pay 1 level of Luck. In this case they get the 'Use the favored die table for the roll' option for free, plus what they can leverage for the roll.
- If the contest has no Means, the player may pay 1 level of Luck to create Means for the contest. The Director and player create a lucky circumstance that provides means for the contest.
Challenges
A Challenge is just a contest in reverse. It is a narrative situation that is happening to a player character where the player wants to avoid the outcome. Let us reframe the continuing pistol example. In this new case, the player's character enters a vault of caplets to steal a rare one, and as they do so a security droid deploys it's auto-pistol to shoot the character. Now this is the inverse of the action above, as the player wants to avoid being 'incapacited by the security droid'. The rules are the same, but the outcome is reversed. If the player gets the Yes (or better) outcome they avoid the narration in question. Most of the results are the same but work opposite. However the Yes! and Yes!! work slightly differently:
- ! - Exclamation: In a challenge, "Yes, and ..." becomes a way to flip the narrative. The clause here can be used to generate a blanket narration related to the outcome of the challenge. In the pistol example the player could do something like "Yes, and in a flash I deactivate the security droid with small stun wand". The blanket narration must be related to the challenge but not directly. A more interesting outcome here could be "Yes, I dodge the droid's fire and slip through a wall of caplet trays, quickly pocketing the one labeled XX-23 that I was looking for." This is more interesting as it leaves the droid in narrative play, but gets the character what the player was looking for.
Checks
Checks are situations that test a character’s ratings. Ratings may come directly from a character sheet, or be something established in a Situation for a character. In either circumstance, the character will have a level rating, and we will use that for the check dice roll.
A Check is triggered by something in the fiction and is a passive ordeal. Here are some examples of Checks:
- Your character attempts to secure expensive tickets for an important gala to attend and meet a diplomat. This is a Wealth Check for the character.
- Your character is stopped at a secure checkpoint during a sweep for illegal software. This is a Security Check for the character.
Checks are handled simply: the player rolls two six-sided dice, adds them together, and adds their Rating Level. If the total of the dice and Level is 10+ (or higher for difficult checks), they pass.
The exact meaning of success or failure is determined by the Director, given the narrative. For the tickets example, the character would not be able to secure the tickets and would need to find another way into the gala.
Difficulty: The Difficulty of a Check depends on how high the Director sets the bar for success. The Director should think in terms of reasons, each reason being one aspect of the Check that makes it harder to pass. The basic rule is that for each reason that hinders the character, add 2 to the target number, never exceeding 16. To continue the ‘tickets to the gala’ example, if the Director decides it is ‘THE gala of the year’, that would be a reason to increase the target from 10 to 12.
Tests
A Test resolves a simple question in the fiction. A Test is warranted for simple situations. Complicated ones are resolved with Contests and Challenges above. Usually, the framework for a Test is the player asking the Director a question. Here is an example:
Director: Iris sits at a bar, admiring the assortment of liquor behind the bartender, when suddenly a drink is slid in front of her by Evan, an associate of hers with a less-than-stellar reputation.
Iris’ Player: Can Iris identify the drink and if it might be doctored?
Director: Possibly, does anything on your sheet give you Means?
Iris’ Player: She has the quality: Impressive Extra-Sensory Perception?
Director: Sure, that works. Roll a die 3+ or mark down Luck to succeed automatically.
Iris’ Player: I’ll roll. That’s a 5, made it!
Director: Iris gets a flash of Evan getting the drink from the bartender a few minutes, a sweet kind of concoction Evan thinks Iris might like, no tampering at all.
Tests are a simple die roll that succeeds on 4+ at the start. If a player has clear Means to succeed, decrease the target by one: 3+. If they can leverage more, reduce again: 2+. If the Director feels the test is particularly hard or unlikely, they may shift it up one: 5+ to start.
Success means the character gets the answer to their question properly and accurately. Failure means the character gets the opinion of the Director instead, for better or worse.
Luck: For any test a player may opt to mark down Luck to succeed without rolling, or mark up Luck to fail without rolling.
Strings
Strings are the main way in which the rules support the core idea of narrative matters. A String at its core is a short phrase or single sentence with impact on one or more characters. Let’s explore a simple example String: ‘Hunted by Inspector Luther’. This String establishes a narrative state or condition. Now let’s attach a character to the string, after a colon: ‘Hunted by Inspector Luther: Iris’. This means that Iris (player character) is affected by the String's condition.
The Director has implicit authority to introduce Strings into the game, though they should also be willing to allow dispute and resolution via Contest or Challenge if a player can make a valid argument for that case. Players can introduce Strings into the game via the Yes! (and Yes!!) results in Contests. This occurs at the end of the Contest or Situation (enclosing the Contest).
If a Player wants to introduce a String outside the result of a Contest, the Director should decide if it’s possible. If so, then the Director should set up fictional conditions that must be achieved to establish the String. Let’s explore how that works with an example.
Director: Iris returns to her room on Arctus 3, thinking idly about the precarious situation she has gotten into: Inspector Luther is clearly hunting her down, but at least he isn't on this haven right now.
Iris’ Player: Could Iris be protected by a local Empire security officer?
Director: Hmmm. Ok, that is interesting for sure. You'd want to create a String for that, like: 'Empire security officer Decipher protects Network Operatives: Iris'.
Iris’ Player: How does that work? I mean, what do I do to make that happen.
Director: How about you meet with Decipher or his assistant, and we roleplay that out?
Iris’ Player: Sounds good to me!
Director: Iris makes a vidcall and sets up a meeting with Decipher's assistant Kris on Miranda. Miranda is a true neutral place where the power is all in the hands of Operatives, for better or worse.
Strings can be marked (each a markdown or markup) and have a level. When a String is introduced, it is level 0. Strings that conflict and are of the same level don’t resolve, but the Director and player can use them as Means or leverage in Contests & Challenges. Strings that exceed the level of another trump them. When a String has three marks, they are removed, and it resolves. If it has more markup marks, it increases by one level of truth. If it has more markdown marks, it decreases one level of truth. If a String hits -1 level of Truth it becomes a special String called a Lie that the Director gets to use in play from that point on.
Props
Sometimes you just need the right tool to get the job done. Enter props. These are important and influential things your operative might employ to complete a task. Props in general provide Means/leverage for Contests and Challenges, but they also can be used to bolster the job workup made before Job Resolution is started.
Situations
A Situation is a set of circumstances that must be expressly resolved before narration can continue. This is a pressing matter that can’t be ignored, and may involve one or more players’ characters. Example Situations are Combat, Chases, Escapes, Interrogations, Diplomacy, and so on. Loose ideas for handling them are presented below. However, any pressing matter can become a situation, and these are just guidelines for play.
