That's not what regions are for. A region is used to designate a specific area of the scene for some special game mechanic. For example, you can use it to create something like hostage safe zone in FPS games.
Next, changing scene will kill all actors inside the old scene. In other word, actors don't carry over to the next scene. Most games would just create a new player actor for each scene. If you want persistence, simply save informations ingame attributes and apply to the newly created actor in the new scene
Thanks. I thought that was the case. But, when I did that, my and test game, my character would simply start on the second scene. But, I may have accidentally pressed 'Test Scene'.
Also, can you give me something of a step by step walk through as to how to 'save information ingame attributes' and so on? I've used attributes before, but it seems everytime I try to use them in behaviors, my created event/behavior doesn't show.
I have one more question, however:
Theirs no way to just have the player appear on the second scene at a certain location?
Because I want two room transitions, and it may look confusing for a player if the player just appear where the player was placed instead of outside the respective doors which they came.
Ho, I didn't realize there is a 'create actor in next scene block'. My bad.

It did exemplify my point, though. Regions did not connect scenes, it simply provide a place to a specific mechanic, which in this case happens to be to designate a transit area.
As for your question, you probably no longer needed the answer, but let me put it in anyway.
1. I would created game attributes for my persistent actor. Let's say it's a simple RPG and he has stats and inventory. I'd put those things as game attribute. That way, every time I transitioned to another scene, all those attributes will be accessible and I can apply to the newly created actors all the necessary attribute that affects them visibly, e.g. equipment ID which would affect how the actor should wear or carry.
2. In the game I am creating now, I designed several ways to move between levels. Player can exit a level via several 'transit point' which individually may or may not be accessible. It's something like: "If you have a key card, you can take the secured elevator, otherwise you just have to use the regular elevator or the emergency stair. But the elevator maybe out of power or the stair entrance maybe blocked. So, good luck."

To do this, I assigned some 'door' objects and regions where player may transit if they have the means/stat/whatever. Since I aim to be able to do this dynamically for future expansions, I concocted several transit schemes. One is to have the transit point to provide coordinate for the player to enter the next scene, which would be applied during actor creations. Another is to check if the destination level has matching, accessible transit object and handle accordingly.