You are on page 1of 32

Red Shift Lite

Fully compatible with Red Shift SF RPG 2nd Edition

Contents
Character Points Attributes Races Choose a Profession Talents / Advantages Disadvantages 1 2 3 4 11 12 Skills Psionics Combat Armor and Weapons Red Shift 2nd Edition Character Sheet 13 21 25 28 30 31

What is Red Shift?


Red Shift is a complete science-fiction roleplaying game system, now in its second edition. It is a game of exploration, adventure, and war, set in the year 2963 AD. The Red Shift core rule book is 256 pages, with 14 Player Races, over 50 professions, and hundreds of items of equipment, weapons, and armors. Red Shift Lite is a pared-down version of those rules. It is designed as a quick-start introduction to this game universe.

Materials Needed to Play This Demo


These rules A copy of the character sheet (in the back of this) A few pencils and some scrap paper 1-6 regular d6* dice *Throughout this game you will see references to d6; this is referring to a number of six-sided dice. A d6 or 1d6 is one die; 2d6 is two dice, and so on. When rolling more than one die, you add the results of each die with the others. It is recommended that each player have three or four of their own dice, but it is not necessary.

Credits
Red Shift Lite rules - Paul B. Spence Red Shift Lite Copyright 1998, 2002, 2003 by Paul B. Spence. It is intended for free distribution. You may copy and share these pages freely. You may not modify, alter, abridge, or otherwise change these rules in any way. You may not charge for this, except to recover the cost of printing, if any. You may not under any circumstances incorporate this game, or any part of it, into another product for distribution. Red Shift Lite is available in PDF format from www.grendelrp.com You may distribute this PDF file freely under the above restrictions, and post copies of it online. You may not sell it or include it in any product for sale without the written permission of Grendel Roleplaying. Please feel free to send any comments, suggestions, or queries to: Grendel Roleplaying P.O. Box 4059 Lexington, KY, 40544 Email us at: Questions@grendelrp.com Visit our web site for the latest product information, cool pictures, and a chance to win our products at: www.grendelrp.com ISBN # 1-929928-19-X Gr010-X0

Character Creation
To play Red Shift Lite, you must first create an alter ego. This is a character through whom you will explore the worlds of the nearest stars. You decide the actions of your character, and perform the deeds that not only decide their fate, but the fates of entire worlds.

Character Points
Character points are how we keep things even for the players of the game. Each player usually gets the same number of character points when they start the game. So, while no two characters are exactly equal, since the skills they have may give them an advantage in a certain situation, they are equivalent. Most games are played with Average (100pts) or Above Average (150pts) characters.

Red Shift Lite Page 1

Getting Started
To begin making a character, just follow the steps below. In addition to a copy of the character sheet, you will need a sharp pencil and a piece of scrap paper for notes. Be sure to keep track of the points spent creating your character on the scrap paper.

Memory (Mem) A high Memory will help your character learn skills better and faster. Sanity (San) This is a measure of how well you know your own motivations and desires. Knowing yourself is the key. Will Power (WP) This is your ability to resist temptation and mental attack. It is also used to resist some forms of damage.

The Attributes
Attributes are the basic building blocks of all the characters in the game. They define the basic abilities of the character. Characters receive base scores in their attributes when they buy a racial package. The cost of the attributes is included in the package along with any skills or abilities. You may spend extra points to raise your attributes above the base score. Each point that you raise the attribute costs five points.

Soul Attributes Empathy (Em) This is how well you can feel for others. A person with a low empathy score would be considered to be unemotional and distant by most people. Faith (Fth) This is your belief in things working out all right. It is your basic self-confidence. Presence (Pre) This represents the impression you make with people. Psionic Potential (PP) This covers your inner development and potential to manifest Psionic powers. Wisdom (Wis) This is your common sense, knowledge that you cannot learn from a book. It is used to decide complex problems that cannot be solved rationally.

Body Attributes Agility (Ag) This is the basic speed and reflexes of your character. Divide your agility score by 6 for the number of actions per combat round. Appearance (Ap) This is a measure of how good looking your character is to other members of your race and culture. Dexterity (Dex) This is a measure of your characters fine motor control. Dexterity is used with skills that rely on fine control of the hands, like using a surgery kit, and piloting. Health (Hth) This is your resistance to infection and to damage. It also determines how fast you recover from wounds. The table below shows the recovery times for different injuries. Health 1-4 5-8 9-12 13-16 17-20 21-24 Minimum 4 weeks 3 weeks 2 weeks 1 week 4 days 2 days Moderate 3 months 2 months 1 months 3 weeks 2 weeks 1 week Severe 6 months 4 months 3 months 2 months 1 month 2 weeks Deadly 9 months 8 months 6 months 4 months 2 months 1 month

Pick Your Race


The race that you choose to play in the game is a very important decision. Playing a basic Human is free, a basic Rhyrhan costs 100pts, and the other 12 races in the core rules cost different amounts. It determines your base attribute scores, the cultures that you can come from, and some of the professions that you can play. Some of the races also have special abilities and skills; they all have native languages. Be sure to write in the name of your race on your character sheet. Record your special abilities under Talents, Advantages, or Misc. Skills on your sheet; refer to that section later. Write in the base scores for your races attributes in the gray column next to each attribute on the sheet. The white line next to it is for recording the cost of each attribute. The cost for the base attribute score is included in the cost of playing the race. When raising your attributes, you may never* raise them higher then the racial maximum for your characters race. (*Some equipment can raise this score.) The race you pick for your character will also determine the special abilities or skills they start with. Each race gets its cultures main language automatically. Some of the races get bonus talents and advantages. These special abilities cost nothing extra for the character. You can buy other talents and advantages later. Each race has a range of physical characteristics. You may pick within this range to decide what your character looks like or make up something else with your Game Masters approval.

Strength (St) This is your raw strength and toughness. It is used whenever you must rely on brute force.

Mind Attributes Intelligence (Int) This is your mental prowess. It is your ability to learn and apply knowledge. Intuition (Itn) This is the ability to quickly reason and deduce the correct answers to problems.

Red Shift Lite Page 2

Human - Cost: 0 pts


Humans seem to have originated on the planet Earth in the Solar System. They are remarkable in that they adapt very well to adversity. Most Humans have had very little genetic engineering. They are found on most of the worlds of the Earth Federation and quite a few outside it.

Rhyrhan - Cost: 100 pts


The Rhyrhan race is a mammalian race that has feline characteristics. The Rhyrhan homeworld is in the Chi Pavonus star system. They have very few systems they claim for their own, having only recently recovered from a devastating war with an alien race. They are currently the sworn allies of the Earth Federation.

Attribute Agility Appearance Dexterity Health Strength Intelligence Intuition Memory Sanity Will Power Empathy Faith Presence Psionic Potential Wisdom Special Abilities

Base 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9

Max 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18

Attribute Agility Appearance Dexterity Health Strength Intelligence Intuition Memory Sanity Will Power Empathy Faith Presence Psionic Potential Wisdom Special Abilities

Base 14 9 9 12 14 9 10 8 10 9 9 9 9 8 10

Max 24 18 18 24 24 18 20 16 20 18 18 18 18 16 20

Language (Normarish)

Acute Senses, Hunting, Tracking, Language (Low Rhyrhan)

Physical Characteristics
Humans have a lot of variation. The table below gives the most variants, but just about anything is possible.
Height / Weight Skin Color Eye Color Hair Color 5 to 7 / 100 lbs to 300 lbs Black, Brown, Red, Yellow, White Blue, Brown, Green, Gray, Hazel, Amber, Purple Black, Brown, Blond, Orange, Red, Gray, White

Physical Characteristics
Rhyrha have two-inch retractable claws on their hands and feet. Their cat-like heads have whiskers, tufted ears, and inchlong fangs. They are covered in fur, and have a long tail.
Height / Weight Fur Color Fur Pattern Eye Color 6 to 7 / 250 lbs to 400 lbs Black, Brown, Cream, Golden Tan, Red, Silver, White Solid, Calico, Striped Gold, Green, Red

Red Shift Lite Page 3

Choose a Profession
Every single character in Red Shift has or has had a profession. Choosing a profession is one of the most important things you can do for your character. It determines the skills that your character starts with, their starting equipment, and also their place in society. The professions also allow you to take additional talents and advantages at half or no cost. These can be very handy. There are over 50 professions in Red Shift; five of these have been presented here. A profession will cost you 10 character points. All skills gained start at default. Your character begins the game with 1d6 times 1,000 in Federation credits. This is your current savings. Ask your Game Master about how much you earn each week from your profession; note that if you collect money each week then your profession is current. This means your character will have to work to earn the money.

Cultural Restrictions
Some races are unlikely to choose certain professions because of their culture. For example: Rhyrhans rarely take jobs as assassins; it is not in their nature. This does not mean that it is impossible for them to be assassins. They just are not likely to be. The restrictions are for game continuity. They help establish the basic preferences for the different cultures.

Current Profession Bonus


Each profession provides at least two bonuses when you choose it as your current profession. There will be Talents or Advantages listed; you may take them for your character at half cost. See the section on Talents and Advantages for more information on these.

Attribute Minimums
Some of the professions have a minimum attribute score needed to play them. These are absolutes. You will need to either raise your attributes to match those scores, or find another profession to play.

Bonus Equipment
These are items that your character has acquired through their profession. These belong to the character unless it starts otherwise. You do not have to pay any points or credits for these items.

Prerequisites
These are special abilities that are required to play the profession. They may be a certain culture, talent, advantage, or even a psionic ability. You must make sure to buy these if you are choosing that profession. If you do not have the points to do this, you may not play that profession.

Professions in Red Shift


These are the professions that can be found in the core rule book. They can be taken as current or background professions.
Anthropologist Archeologist Assassin Big Game Hunter Biologist Bounty Hunter Detective Engineer Federation Marshal Free Trader Marine Medic Electronics Tech Robotics Tech Armorer Officer Medical Doctor Mercenary Electronics Tech Robotics Tech Armorer Psionic Officer Beastmaster Naval Personnel Electronics Tech Maintenance Tech Medical Tech Navigator / Helmsman Sensor Tech Weapons Tech Officer Medical Doctor Psychologist Starfighter Pilot Nurse Pirate Planetary Surveyor Police Officer Psionicist Salvager Security Special Forces Beastmaster Commando Commando, Defiler Commando, Imperator Covert Operative Covert Op., Internal Security Covert Op., Shifter Psionic Psionic, Apporter Psionic, Interrogator Psionic, Kineticist Psionic, Nullifier Survey Scout

Skills
These are the most important part of your characters profession. Your skills are what will keep your character alive in this game. The more skills you have, the better you can face the challenges in the game. Note that as you work through the Skills section, you will notice that some of the skills you acquired through your profession have prerequisites. These additional skills may be taken at default level, or ignored. It is assumed that your character knew these skills when they were trained, but then had little use for them and forgot them. Take them or leave them as you wish. This only applies to skills gained through your profession. Any additional skills still require the prerequisites as usual.

Adventuring Tips
Each profession has tips on how best to play a character within the game. Usually these are simply roleplaying tips. These are just suggestions. You are not bound by them. Play your character the way you feel is best.

Red Shift Lite Page 4

Assassin
An Assassin is a trained killer-for-hire. They are sometimes freelance outlaws who know how to find and eliminate a person, but more often, they are working for a government. They rarely are able to work in the open. They must blend into the culture and society of their target. They must learn the habits, language, art, dress, and social codes of etiquette of the target. Assassins take work in many different ways. Some have strict codes of conduct; some will blow up a whole building to kill one person. You will need to decide what kind of Assassin you are. Skills Ambush Concealment Urban Fast Draw (Knife) Focus Concentration Martial Arts (Karate) Tactics Tracking Weapon Proficiency (Knife/Dagger) Weapon Proficiency (Pistol) Weapon Proficiency (Rifle)

Cultural Restrictions
There are no restrictions on this profession. Anyone from any culture may become an Assassin.

You may pick four additional skills as electives for this profession. At least two must be Subterfuge skills.

Current Profession Bonus


You may take the following Advantage at half cost. This represents your current status. Combat Reflexes

Adventuring Tips
Here are two options for how to play an Assassin as an adventuring character. You could be an operative working for one of the governments in the game. Assassins travel widely and may become involved in local adventures. You could also play an Assassin who simply kills for money. They may work for a major crime boss, or may be freelance killers. If you plan on adventuring long, you had better develop a cover story to explain what you do. Most worlds dont like Assassins running around, even ones that are government-sanctioned.

Bonus Equipment
(2) Dart Pistols Needler Rifle Neurotoxin Darts (2 boxes of 10) Needler Clips (2 clips of 100) Reflex Powered Armor (4) Vibro Knives

Red Shift Lite Page 5

Big Game Hunter


The Big Game Hunter hunts for pleasure and trophies. They enjoy the thrill of the chase, and the kill. They have knowledge of the habits and habitats of many animals on many worlds, and know how to kill them. These leisure hunters are often from well-to-do families. They have the money to support their habit. Skills Ambush Biology (General) Ecology (General) Hunting Physiology (General) Tactics Tracking Weapon Proficiency (Knife) Weapon Proficiency (Pistol) Weapon Proficiency (Rifle)

Cultural Restrictions
There are no restrictions to taking this profession.

You may pick four additional skills as electives for this profession. At least two must be Survival skills.

Adventuring Tips
Big Game Hunters are often found out in the wilds of the Frontier worlds. There are many dangerous animals to be hunted and few laws to hinder the hunter. Some of the hunters are just trophy hunters. Some hunt animals that have bounty on them because they are dangerous. Some hunt simply because they like to kill. You will need to decide why it is that you hunt.

Current Profession Bonus


You may take the following Advantages at half cost. This represents your current status. Alertness Wealthy

Bonus Equipment
Caseless Projectile Rifle Caseless Projectile Ammunition, Hollow Point (200 rounds) Military Clip, 30 Round (2) Telescopic Sight Survival Pack

Red Shift Lite Page 6

Mercenary
A Mercenary is a professional soldier. They fight for many reasons. The usual reasons are money and adventure. A mercenary company is a hard place to start a career, but if you manage, you can go far. Mercenaries see many new worlds. They are often hired by planets to settle small domestic disputes or negotiate forcibly with corporations. Attribute Minimums Agility Intelligence Strength Skills Ambush Concealment Urban Disarm Holdout Tactics Weapon Proficiency (Grenades) Weapon Proficiency (Knife/Dagger) Weapon Proficiency (Pistol) Weapon Proficiency (Rifle) Wrestling 12 12 12

Cultural Restrictions
There are no restrictions to taking this profession.

Current Profession Bonus


There are no bonuses for this profession in this rules set.

There are many sub-professions within the mercenary corps. You may choose one below or choose to be a regular Mercenary. If you choose regular Mercenary, you may choose four additional skills, two of which must be Combat skills.

Bonus Equipment
Caseless Projectile Pistol Laser Rifle Mesh Armored Spacesuit Vibro Knife

Adventuring Tips
Mercenaries often have no allegiance to any government. There are exceptions, such as with Shadow Corp. and the Sentient Concord. But, for the most part, they fight for the money. Some Mercenaries are cruel warriors, little better than pirates. Others are cool professionals who are just doing a job.

Red Shift Lite Page 7

Planetary Surveyor
These are Scientists who are sent as part of scouting teams to determine if a planet can be opened for exploration and colonization. They are skilled in many of the sciences. They have to be. There are only so many people that can be included in a team. Teams often spend years exploring. There has to be redundancy in the skills to insure that all aspects of exploration are covered. Surveyors see many new worlds. They often make contact with lost colonies and sometimes will barter for local cultural goods. They are the new breed of explorers. Skills Biology (General) Botany (General) Computer Operation Ecology (General) Electronics Operation Geology Geomorphology Linguistics Planetology Prospecting

Cultural Restrictions
There are no restrictions to taking this profession.

Current Profession Bonus


You may pick four additional skills as electives for this profession. At least two must be Science skills. You may take the following Advantage and Talent at half cost. This represents your current status. Contacts (Academic) Science Aptitude

Adventuring Tips
Planetary surveying is a long and arduous task. Surveyors must take thousands of samples, catalog them, process them, and determine if there is anything useful there. They work together with an entire team of scientists: Anthropologists, Biologists, Doctors, and others who feel the drive to explore. They have endless opportunities for adventure.

Bonus Equipment
Memory Module Implant Personal Computer (Portable) Survival Pack Visual Display Optic Implant

Red Shift Lite Page 8

Special Forces - Beastmaster


The Human Beastmaster is a unique type of character to play. They are highly trained in the military arts, as well as those of animal husbandry. They have several animals to choose from, also. Some comparison has been made between them and the beast handlers of ancient times, and also the K-9 corps of the 20th century police and military. There is really no comparison between them and these ancient professions. The Beastmaster has a Psionic Clairempathic bond with their animals. Their minds are joined together. The animals themselves are vastly more intelligent and capable than modern breeds; many of them have Human level intelligence. Beastmasters are soldiers with an aptitude for working with animals. The animals have been bio-enhanced to be stronger, live longer, and most importantly be smarter. To be a Special Forces Beastmaster is to have a lot of power.

Adventuring Tips
Attribute Minimums Intelligence Psionic Potential Prerequisite Allies (*) Empathic Bond Advantage Skills Animal Care (*) Animal Lore (*) Animal Training (*) Ambush Concealment Urban Disarm Holdout Psychology (*) Tactics Weapon Proficiency (Grenades) Weapon Proficiency (Knife/Dagger) Weapon Proficiency (Pistol) Weapon Proficiency (Rifle) Wrestling 14 14 Beastmasters are most often used as scouts for the military. They have also been known to advance through commando school and work as saboteurs and assassins. This profession offers a lot of roleplaying opportunities for the players. The animals listed below are the most commonly used. The animals can die just as easily as the characters in this game, so be careful how you use them. If the animal is killed, the death will not be an easy thing for the character. It will hurt.

Cultural Restrictions
There are no restrictions to taking this profession.

Current Profession Bonus


You may take the following Advantages at half cost. This represents your current status. Combat Psi Combat Reflexes

Bonus Equipment
Auto-Diagnostic Implant Cartridge Plasma Rifle Commando Powered Armor Data Access Implant Detox Implant Immunity Implant Positronic Pistol Power Knife Visual Display Optic Implant

* These depend on the type of animal chosen by the Beastmaster.

Red Shift Lite Page 9

Neo-Dog Ally - Cost: 33 pts


The Neo-Dog is a hybrid creature based on some of the larger dog breeds. They are commonly German Shepherds, Huskies, and Mastiffs. The Neo-Dog is a large, ferocious animal that has been enhanced for speed, intelligence, and size. Dogs elicit a special type of fear from people. Few unseasoned troops will stand against their attack, and fewer survive it. Neo-Dogs have been in use throughout Human space for many years.

Attribute Agility Appearance Dexterity Health Strength Intelligence Intuition Memory Sanity Will Power Empathy Faith Presence Psionic Potential Wisdom

Base 9 9 6 9 9 8 8 8 8 9 9 9 8 9 6

Max 18 18 8 18 16 12 12 12 12 18 18 18 12 12 9

Physical Characteristics These animals have been designed for maximum performance. They are also tailor-made for each Beastmaster. The bio-engineered animals share DNA with their masters. This makes them as intelligent as most Humans, and just as prone to Psionics. They easily form links with their masters. Also most of the animals have a symbiotic bacteria planted in their skin. This bacteria feeds off the oil glands in the skin and produces a thin layer plastic in the skin of the animals. This plastic is similar to Kevlar. It provides them with a high level of resistance to conventional weapons. All of the Beastmasters animals have a natural armor that is equal to three levels of personnel-class protection against each of the damage types.

Height Special Abilities Ambush Hunting Tackle Tracking Empathic Bond Toughness

3 to 4

Weight

120 lbs to 220 lbs

Eye Color

Blue, Brown

Fur Color

Black, Tan, White

Fur Pattern

Any normal dog patterns

Red Shift Lite Page 10

Talents
A talent is a special ability that your character has which allows them to use certain skills better than others. A talent generally allows a character to learn a skill faster than someone without the talent. They are aptitudes for certain types of skills. You are not required to buy any talents. You get a + 1 bonus to skills or rolls that directly involve your talent. Some of the talents can overlap. This is fine. The default is the same, but the bonus applies in full. So if you had two talents that affected a skill, you would get a + 2 with that skill every time you made a skill roll. This can be very helpful in the game. There are many more talents in the core rules. Animal Empathy: Animals generally like you. Even the ones that hate everybody will at least not attack you if you leave them alone. You are simply more in tune with the animals feelings. This gives you a substantial advantage when working with them. Training animals is much easier as they are not resisting your influence constantly. The cost for this talent is five character points; it only affects Animal Skills. Combat Aptitude: You were born to fight. Weapons feel like they become a part of your body when you use them. Your mind and body react together perfectly to keep you alive in combat. The cost for this talent is ten character points; it only affects Combat Skills. Mechanical Aptitude: You have an intuitive knack for understanding what makes machines function. You have a habit of taking them apart just to see the insides. The cost for this talent is five character points; it only affects skills that directly involve building or repairing machines. Medical Aptitude: Medicine is an art as well as a science. You have a natural understanding for people and animals. You like to help others. It is as simple as that. It is nice to know that you can. The cost for this talent is five character points; it only affects Medical Skills. Psionic Aptitude: You have innate sensitivity toward psionics. This could easily be a considerable advantage if you decide to develop your abilities. The cost for this talent is ten character points; it only affects Psionic Skills. Science Aptitude: Science was seemingly made to please your unquenchable thirst for knowledge. Your zeal allows you to understand many different facets of science. The cost for this talent is two character points; it only affects Science Skills.

Advantages
An advantage is a special ability that gives your character a bonus of some kind. These special abilities are often very unusual in the game. Some of them are quite powerful, and therefore quite expensive. They grant your character powers or privileges that they would not normally have. Some of the races have advantages as part of the cost for the race. You must take these as they are a part of who your character is. You are not required to buy any additional advantages unless they are required by your profession. The profession of Beastmaster requires the Empathic Bond advantage, for example. You should choose your profession before buying these abilities, as some of the professions provide options for buying advantages at part of the cost or even for free. Acute Senses: You have exceptional senses. You may add a + 1 to any skill roll that involves your Outdoors skills. The cost for this advantage is ten character points. Alertness: You are naturally more aware of your surroundings than most people. You receive a + 1 to all of your outdoor skill rolls. You also get to roll versus your Intuition to avoid being surprised. The cost for this advantage is five character points. Allies: You have Non-Player Character allies that you may call upon for aid. They may even adventure with you! Note that you must be able to contact them in order for them to aid you. Also it is up to the game master to decide what form of aid they will provide. See the table below for ally costs. Point cost of NPC Ally NPC built on 0 to 100 points NPC built on 101 to 150 points Cost 10 15

The most common form of ally is the animal of a Beastmaster. These animals are intelligent and bio-engineered for war. See the sections on Beastmasters Animals for more information on the animals. Ambidextrous: You can use both of your hands equally well. You do not suffer a disadvantage from using both hands at the same time. The cost for this advantage is five character points. Combat Psi: Some people work well under pressure. Psions with this advantage do not suffer the 4 to psionic rolls during stressful situations or combat. More information on psionic modifiers is given in the Psionic Section. This advantage costs twenty character points. Combat Reflexes: Fighting comes naturally for you. You have very fast reflexes and a quick mind. You may add a + 1 to any skill roll that involves your Combat skills. The cost for this advantage is ten character points.

Red Shift Lite Page 11

Contacts: You know people you can get information from. Once per game session, you may ask a question of them. Note that you must be able to contact them in order for them to aid you, and they may not know the answer. The cost for this advantage is five character points. Danger Sense: You have a knack for knowing when danger is near. Once per game session, you may avoid being surprised by an enemy. At any time during a game you may ask the game master if you feel any danger nearby. Your power is not absolute; you will not always know. The cost for this advantage is five character points. Direction Sense: You always know where you are as compared to where you have been. You can always find your way back to a place where you have spent any time at all, even if you did not see how you got there. The cost for this advantage is five character points. Empathic Bond: You have a strong emotional bond with another creature or person. This bond is usually made between a Beastmaster and their bio-enhanced animals. It allows them to give directions to the animal and to see through their eyes. The cost for this advantage is twenty character points per animal. Lucky: You may re-roll any two failed rolls once per game session. Once per session you may automatically succeed on a roll. At any time you may spend one character point to succeed on a failed roll. This can be very handy in those common life or death situations. The cost for this advantage is ten character points. Photographic Memory: You have an incredible memory. You receive a + 1 to all of your skill rolls that directly involve Memory. Also, twice per game session you may ask the Game Master for information that your character would remember, but you do not. The cost for this advantage is five character points. Toughness: You are naturally less susceptible to damage. You may always remove one level of severity from damage before taking wounds. The cost for this advantage is twenty character points. Wealthy: You start with twice the normal starting credits. The cost for this advantage is ten character points.

Disadvantages
These are things that hinder your character. They can make life difficult for them sometimes, but they are also fun to roleplay. Most of the disadvantages are minor enough not to have too much effect on playing the game. Since they can be fun, pick one if you like. Place it in the place marked Disadvantages on your character sheet. You receive character points back for the disadvantages you pick. You may not pick more than five disadvantages without asking your game master first. Arrogant: You have a natural aura of superiority about you. You tend to think that you always know what to do when you need to. This gives you a - 1 on all skill rolls involving the influencing of people. You receive five character points for this disadvantage. Bad Temper: Whenever you are in a stressful situation, you must make a Faith test to see if you lose your temper. If you do lose your temper, you then must insult, attack, and be irate. You receive five character points for this disadvantage. Impulsive: You will always make quick decisions, seemingly without thinking. You receive five character points for this. Over-Confident: You know that you will die eventually; everyone does, just not today. You will always make quick decisions, seemingly without thinking, that rush you into dangerous situations. All opponents get + 1 on rolls to hit you the first round of combat. You receive five character points for this disadvantage. Paranoid: Everyone is out to get you; at least that is what you think. You could be right, too, but that does not stop people from thinking you are a little strange because of it. You have a - 1 on all Presence based skill rolls; they are to get you to. You receive five character points for this disadvantage. Phobia: You have strong unreasoning fear of blood, death, or knives, etc. Pick which one you have and ask your Game Master if that is all right for you to have. You must test versus your will power to do an action that causes you to face your phobia. If you fail the test you cannot perform the action. You receive five character points for this disadvantage. Unlucky: How else can we say it? You have really rotten luck. Twice a game session, you must re-roll a skill roll that succeeded. Your Game Master has the final say on which skill rolls, but rest assured that they will be vital. You receive ten character points for this disadvantage. Xenophobe: You have a strong fear and suspicion of aliens. This gives you a - 2 on all presence-based skills when dealing with people not of your race. You receive five character points for this disadvantage.

Red Shift Lite Page 12

Skills
Skills are the most important thing that you will develop for your character. They represent knowledge, and knowledge is power. The more skills you have the better your chances of survival. Skills are based on your Attributes. The higher an attribute, the easier your skill is to learn. Now that you have some skills on your sheet from your profession, you can fill out your skill ratings. You may also pick a number of extra skills equal to your intelligence at this time.

Modifications for Memory


A high memory will help your character learn skills. Use the table below to determine the modifier to your basic skill ratings. Memory 1-2 3-5 6-8 9-11 12-14 15-17 18-20 Modifier -3 -2 -1 0 1 2 3 Memory 21-23 24-26 27-29 30-32 33-35 36-38 39-40 Modifier 4 5 6 7 8 9 10

Skill Defaults
Skills fall into five basic categories depending on the difficulty of the skill to learn. They are listed below. Difficulty Very Easy Easy Average Hard Very Hard Skill Default Default + 4 Default + 2 Default + 0 Default - 2 Default - 4

These modifiers apply to all of your skills. Having a good memory helps in many ways.

Prerequisite
Some skills listed have a Prerequisite. These are abilities or skills that are required before you may learn this skill. Here is an example: Literature (Prerequisite: Language) Difficulty: Easy Default: Memory + 2 In the above example the prerequisite is Language. It is necessary to know the language you want to read to be familiar with the great works of art it has produced.

Lets say you do not have the Weapon Proficiency (Pistol), but when you pick up a pistol you can still use it, just not as well as you could if you had the skill. Pistol is an average Dexterity based skill. This means that if you do not have it, it defaults to your Dexterity score with no modifier. If your Dexterity score was a 14, then that is the number or below you need to roll to succeed with a pistol. This is very useful when learning a skill. You gain a skill at your default level for no points! It is still important to take skills whenever possible, though. A skill not taken but only used at default can never be raised.

Specialization
Some of the skills require that you pick a certain specialization with the skill. This is a specific version of the skill. You must learn the skill again for each specialization. They are listed like this: Animal Training (Type) Difficulty: Hard Default: Intuition - 2

Skill Ratings
Your skill rating is how good (or bad) you are with a certain skill, your actual roll needed to succeed. You roll this number or less to succeed with a skill roll, but more on that later. The first line is the name of the skill. The line after your skill on your sheet is for your skill rating. The next line is for the points spent. Your skills should look like this: Weapon Proficiency (Pistol) 16 2

If you decided to specialize in the training of dogs at your default, then the skill on your sheet would look like this: Animal Training (Dogs) 7 0

The 16 is your rating with a pistol, the 2 is the number of character points spent on this skill. It is important to always keep track of your character points so you know what you need to advance.

To train other animals, you must learn a new skill that specializes in the training of that animal. Like this: Animal Training (Panther) 7 0

Red Shift Lite Page 13

Learning new skills


To gain a new skill you must study with someone who has the skill above the default level. Each day you study you may try to gain it. Write the skill on your sheet under Additional Skills with a score equal to your default. Each day you study you roll against your Intelligence with a minus five on the roll. If you succeed your skill goes up one level (pay the cost) and you can try again the next day. You may not ever go higher than the person you are learning from with this method. After this, you may improve the skill as usual.

Skill Roll Modifiers


In many situations, using your skills will not be easy. Listed below is a list of modifiers that can affect your skills for better or for worse. When you decide to make a skill roll, your Game Master will assign the roll a modifier based on how difficult they think it is. The modifiers are listed below: Difficulty Simple Very Easy Easy Average Hard Very Hard Impossible Modifier + 10 +5 +3 +0 -3 -5 - 10

Using Your Skills


When making a skill roll attempt, there are a few fundamental things to remember. The first of these is that a roll of 3 always hits and a roll of 18 will always miss, no matter what the modifiers. Things such as terrain, difficulty, movement, aiming, other skills, and wounds can affect your rolls. Your rating with the skill is referred to as your target roll. Your target roll is then raised (good) or lowered (bad) by skill roll modifiers. For example, if your skill rating with Animal Training (Dog) is 7 and the Game Master says it would be very easy (+ 5) to train a dog to sit, then your target roll would be 12. Skill Roll Roll of 18 Above the target roll At or below the target roll Roll of 3 Result = Critical Failure = Failed = Success = Critical Success

Skills Costs
As noted above, it doesnt cost any points to take a skill at your default, regardless of the difficulty of the skill. It does take a lot of points to improve skills, though. The more difficult the skill, the more it costs. The table below shows the cost to improve a skill. Difficulty Very Easy Easy Average Hard Very Hard Skill Default Default + 4 Default + 2 Default + 0 Default - 2 Default - 4 Cost 1/3 point per 1 point 1/2 point per 1 point 1 point per 1 point 2 points per 1 point 3 points per 1 point

Critical Failure: If you roll an 18, your have failed your skill attempt badly. This usually results in something really bad happening. If you failed a skill roll badly while driving, it could mean an accident. Failed: If do not make your roll, you have failed your attempt. Success: If you roll the exact number or below that you needed, then you succeed with your skill. Critical Success: If you roll a 3, the attempt was very successful, and you may get some extra goodie out of it from the game master. In the driving example, you drove so well around the wet curve that the game master gives the car chasing you a minus on their skill roll to stay under control going around that curve.

So lets say you decide to take the skill of Pistol. It would cost you no points to take it at default. You would write it on your sheet like this. Weapon Proficiency (Pistol) 14 0

But you want to improve the skill over the default, up to a 16. It would cost you 2 points. You would write it on your sheet like this. Weapon Proficiency (Pistol) 16 2

As you can see, it will take a while for you raise your skills to high levels. There is no maximum to a skill level. You can keep raising it as long as you have points to spend.

Red Shift Lite Page 14

Animal Skills
Animal Care (Type) Difficulty: Easy Default: Memory + 2

Contortions

Difficulty: Very Hard Default: Agility - 4

This skill gives you basic knowledge concerning the care and maintenance of a type of animal. It is the skill needed for the basic feeding, breeding, and health of the animal. The skill types could be dogs, cats, horses, falcons, etc. A separate skill is needed for each type. Anyone who is planning to have an animal companion should have this skill. Animal Lore (Type) Difficulty: Very Easy Default: Memory + 4

You can dislocate your joints to attempt to get out of chains or ropes, you receive minimum critical damage to the location dislocated, successful or not. Your Game Master may assign a difficulty penalty. This skill is also useful for squeezing through small openings. Controlled-falls Difficulty: Average Default: Agility

You have memorized a lot of information about the animals of a specific planet. The information is very generic, but covers all the pertinent details. Since many animals have been transported to other worlds, you can identify many of the types of animals that you may encounter. Select from one of the planets in the Races and Cultures section. A separate skill is needed for each type. Animal Training (Type) Difficulty: Hard Default: Intuition - 2

Its not the falling that is so bad, it is the landing. You know how to fall in such a way as to land on your feet, and roll when you hit so as not to break half the bones in your body. A successful skill roll will reduce the damage taken by half for falls under 30 feet. Focus Concentration Difficulty: Average Default: Will Power

You have learned to take a deep breath and concentrate before you try something difficult. This is a meditation skill. You gain + 2 on a skill roll if you use this skill during the round before. This can be very helpful for completing dangerous tasks. Free Fall Difficulty: Average Default: Agility

You know the different methods by which you can train animals. You must pick a type of animal to be able to train. The skill types could be dogs, cats, horses, falcons, etc. A separate skill is needed for each type. Anyone who is planning to have an animal companion should have this skill.

Athletic Skills
Acrobatics Difficulty: Hard Default: Agility - 2

You are skilled in moving around in little or no gravity. If you make your skill roll, you do not suffer the negative effects others suffer is this environment. This skill is an absolute must for anyone who is going to spend any time in space. In microgravity environments any force you expend results in movement. If you jump towards something, you will continue to move towards it until you get there. You will be capable of many feats that normally only acrobats could do. Caution must be exercised not to overdo it. Hunting Difficulty: Average Default: Will Power

Acrobatics is the skill of moving your body with agile grace. You may perform flips and cartwheels, rolls and tumbles. A successful skill roll will give you a + 2 bonus to your next attack or dodge roll. A separate roll is need for each action. Breath Control Difficulty: Hard Default: Health - 2

Hunting is not all that difficult; you just have to know your quarry and be able to be in the right place at the right time to be able to nab it. Not all animals will sit back and let you hunt them, so be prepared. Parachuting Difficulty: Hard Default: Will Power - 2

This skill allows you to control your rate of breathing. You can hold your breath for a number of minutes equal to one-third of your Health score. It can also calm you down and use your air more efficiently. It is a necessary skill to learn if you ever wish to sing well.

This is the skill used to know how to jump out of an aircraft or spacecraft into a planets atmosphere. It is the skill used when operating parachutes and gravity chutes.

Red Shift Lite Page 15

Combat Skills
Ambush (Prerequisite: Tactics) Difficulty: Hard Default: Intuition - 2

Martial Arts (Karate)

Difficulty: Average Default: Strength

You have knowledge of how to successfully surprise opponents. It is the skill of having an eye for good hiding places in the local terrain. This skill is also used to determine if your opponents are trying to ambush you. You can tell places where an ambush could be set. Battlesuit Difficulty: Average Default: Memory

This is the skill of using cybernetic powered armor. This is the best type of personnel armor that is available. Powered Armor is a space suit that has been contained inside a layer of self-articulated steel and plastic. All powered armor has a complete sensor package. They also have a Heads-Up-Display (HUD) for displaying the sensor reports and target information. The battle computers built into every suit are very complex. They include links to the targeters that are on all weapons that come with the suit. Powered armor gives the wearer augmented strength and agility. Some of the armors have built in weapons. These are linked through the targeters. Weapon selection is made through various means. The most common is a voice command to the central control computer. The armor is a complex piece of sophisticated high-tech hardware. A training program is included in purchase of all powered armors. Since most of them have to be tailored to fit individuals, most people learn how to use in the same place they acquired it, the military. This skill gives the knowledge only of the operation of powered armor, not how to repair it. That is a separate, much more difficult skill. It is unlikely that a person would have knowledge about another races powered armor. Disarm Difficulty: Hard Default: Agility - 2

Karate is a specialized martial art that focuses on fast attacks and defenses. It is very good at punches and kicks. Characters skilled at Karate get a + 1 to all defensive rolls. It also allows you to parry a close combat hand to hand weapon attack bare-handed without taking damage. Of course if you fail your roll critically you could suffer damage. Characters may choose the attacks they know from the list below. They may have one attack form for each point they have of skill level in the martial art. This will give the players different forms of martial arts, and individualize the game a little. All martial artists may use the special rules for Chi given later in this section. See the combat section for information about damage done from hand-to-hand attacks. Attack Form Circle kick Cross punch Ear cup Elbow smash Forearm smash Grab Jump Knee smash Leg hook Long kick Palm punch Shoulder flip Shoulder shove Stomp Strait kick Strait punch Throw Uppercut punch Modifier +1 +3 +1 +1 +2 +2 +1 +3 +3 +2 +3 +0 +0 +1 +3 +3 +1 +2

With this skill you attempt to remove an enemys weapon from their hand. This could be actually taking the weapon, or it could be simply knocking it away. Fast Draw (Type) (Prerequisite: Weapon Proficiency) Difficulty: Hard Default: Agility - 2

Speed Load

Difficulty: Average Default: Dexterity

This skill allows you to reload a weapon in combat without using an action doing it. This does not apply to the actual reloading of clips with rounds of ammo, just reloading the clips into the gun. Strategy Difficulty: Average Default: Intuition

This is the skill of quickly readying a weapon. You need to take the skill for each weapon that wish to be able to draw quickly. For example, pistols, rifles, knives, swords, etc. With a successful skill roll, you may draw your weapon without losing your action for that round. In other words you still get to attack.

This is the planning of large battles and entire campaign of conflict. It includes the commanding of many troops. With this skill you can make adequate predictions on enemy movements and attacks. It is used to make the overall plan of a war.

Red Shift Lite Page 16

Tackle

Difficulty: Average Default: Agility

Weapon Proficiency (Grenades)

Difficulty: Average Default: Strength

Jumping on your opponent has always been a favorite attack. The target must make a Strength check minus the bonus from the attackers strength, or be pinned. The target also takes impact damage if the attacker weighs more than half again what they do. It then becomes an attribute contest between the attacker and the pinned target of the attack. Tactics Difficulty: Average Default: Intuition

This is the skill of using grenades. It also gives knowledge of types of grenades and their various uses. You may use your throwing skill if you wish for the actual tossing of a grenade. Weapon Proficiency (Knife/Dagger) Difficulty: Hard Default: Agility - 2

Knife fighting is a vicious type of close combat. It is an art of slashes, parries, and thrusts. This skill covers the use of both single and double edged knives and daggers. Weapon Proficiency (Pistol) Difficulty: Average Default: Dexterity

This is the skill of winning battles. It is the skill of knowing what forces to use, when and where, for the greatest effect. Use this skill to make the best use of cover and firepower during a battle if you wish to win. Tracking Difficulty: Hard Default: Intuition - 2

This is the skill of using the different types of pistols used by the various races in the game. This skill also covers assault pistols. This skill covers breaking down and cleaning, field maintenance, and of course firing the weapon.

You can follow the telltale signs that animals and people leave behind when they walk or run through an area. You can follow tracks, tell how long it has been since the tracks were made, and the direction of travel. Sometimes you can tell how heavy each person was and what race they were as well. Terrain Soft/Muddy Ground Thick Vegetation Dusty Per Person in group Normal Ground Every 12 hours passed Poor Lighting Quarry is wary Rocky Ground Shallow Water Modifier +4 +3 +2 +1 +0 -1 -2 -3 -2 -5 Weapon Proficiency (Rifle) Weapon Proficiency (Baton/Club) Difficulty: Hard Default: Agility - 2 Difficulty: Average Default: Dexterity

This is the skill of using a baton or club. Clubs can be as simple as a stick picked up off the ground, to the sophisticated balanced stun baton used by the police forces. Weapon Proficiency (Cannon) Difficulty: Hard Default: Dexterity - 2

This is the skill of using the different types of rifles used by the various races in the game. Rifles have longer ranges and are more powerful than pistols. This skill also covers assault rifles. This skill covers breaking down and cleaning, field maintenance, and of course firing the weapon. Weapon Proficiency (Thrown knife) Difficulty: Hard Default: Agility - 2 This is the skill is throwing a knife or dagger with precision skill. Most knives and daggers can be thrown. Some are especially made for it. A balanced throwing knife will give you a + 1 to hit your target.

This is the skill of using the modern weapons known as cannon. These heavy weapons are much more powerful than rifles, but used in a similar method. This skill gives knowledge of the various types and uses of these weapons. This skill also covers the assault versions of the cannon.

Red Shift Lite Page 17

Wrestling

Difficulty: Average Default: Strength

Computer Repair Difficulty: Hard (Prerequisite: Computer Operation) Default: Intelligence - 2 You understand the principles behind how computers operate and function. This skill does allow the diagnosis of inoperable computers. You can attempt to repair a broken computer as long you have the proper tools. Cryptography (Prerequisite: Statistics) Difficulty: Very Hard Default: Intelligence - 4

You know how to fight without weapons in the old traditional way: grab them and beat them up. Wrestling is a skill that uses the weight and leverage of a character to pin or incapacitate an opponent. There are many different forms of wrestling, but most will give an assortment of the attacks listed below. Characters may choose the attacks they know from the list below. They may have one attack form for each point they have of skill level. This will give the players different forms of wrestling and individualize the game a little. See the combat section for information about damage done from hand-to-hand attacks. Attack Form Bear Hug Choke Ear cup Elbow smash Forearm smash Grab Groin Hit Head Butt Jump Knee smash Leg hook Shoulder shove Stomp Strait kick Strait punch Uppercut punch Modifier +0 +2 +1 +2 +2 +3 +3 +3 +1 +2 +2 +2 +0 +2 +3 +2

This is the study of how to encode and decode languages for secret messages and other things. The game master may assign a difficulty modifier to your rolls for complex encryption codes. Electronics Difficulty: Hard (Prerequisite: Electronics Operation) Default: Intelligence - 2 This is the science of electronic circuits and the peripheral devices used in computers and other machines. Electronics Operation Difficulty: Average Default: Intelligence

This lets you understand how to use many types of electronic devices. This skill can also be used to restart devices that have been deactivated by an electromagnetic pulse. Electronic Repair (Prerequisite: Electronics) Difficulty: Hard Default: Intelligence - 2

You understand the principles involved in repairing electronic devices. You can attempt to repair a broken electronic device as long you have the proper tools. First Aid Difficulty: Very Easy Default: Memory + 2

Science Skills
Cartography Difficulty: Hard Default: Intelligence - 2

You understand the principles of making maps. You can make accurate maps with the simplest of drawing and measuring devices. This skill is also useful for understanding maps. Computer Operation Difficulty: Average Default: Intelligence

This skill can be used to stop wounds from bleeding and to provide very basic medical aid. You also know CPR (cardiopulmonary resuscitation). A first aid kit gives a bonus to this skill. With a successful skill roll, this will stop bleeding and reduce minuses from injuries by half. First aid will only help once per injury, but if the first roll was not successful you may continue to try each round until successful. Without surgery, most major wounds will not heal correctly. Locksmith Difficulty: Very Hard Default: Dexterity - 4

This is the skill of using a computer. You can quickly figure out the operating system and program hierarchy within a computer with this skill.

This is the science of how locks operate. This skill is used to open locks without keys or combinations. It is also used to change the combinations or keys patterns of locks. On a critical failure the lock is jammed and cannot be opened. If the lock is electronic, you need the skill of electronics as well.

Red Shift Lite Page 18

Mechanic (Prerequisite: Mechanics)

Difficulty: Average Default: Intuition

Social Skills
Diplomacy (Prerequisite: Public Speaking) Difficulty: Hard Default: Intuition - 2

This is the skill of repairing machines. It is the knowledge of the interrelation of one part to another in a mechanical device. A good tool kit will increase the success of repair rolls. Mechanics Difficulty: Hard Default: Memory - 2

This is the skill of saying the right thing at the right time. You are skilled in negotiating for what you want in a tactful way. Fast-talk Difficulty: Average Default: Presence

This is the science of machines. It governs the principles by which machines are made. It is the knowledge of how things with moving parts function. Prospecting (Prerequisite: Geology) Difficulty: Hard Default: Intuition - 2

This is the skill of talking people into doing things your way. It is similar to carousing, except it is on a one-to-one basis. This can be very handy for getting your character out of trouble. Gesture Difficulty: Very Easy Default: Intuition + 4

This is the skill of searching for and finding gems and minerals that have eroded out of natural deposits. Prospecting is absolutely essential to the placement of a mine. Robotics (Prerequisite: Electronics) (Prerequisite: Mechanic) Difficulty: Hard Default: Intelligence - 2

This is the simple skill of making yourself understood with basic hand signals. It is not a language as such. Language Difficulty: * Default: Intelligence

This is study of how machines can be made to move themselves. You can build and repair robots. You understand the intricacies of the servomotors and reflex plastics that act as muscles for the machines. Space Suit Difficulty: Average Default: Agility

There are many different languages in use by the various races. The most common are listed below. Language Chinese English, Modern French Gaelic German Homndruu, Modern Japanese, Modern Normarish Rhyrhan, High Rhyrhan, Low Slith Spanish, Modern Swedislavic Swahili Thyrna-Shae, Cedeforthy Thyrna-Shae, Modern Lip reading (Prerequisite: Language) Difficulty Difficulty: Hard Difficulty: Average Difficulty: Average Difficulty: Hard Difficulty: Average Difficulty: Average Difficulty: Hard Difficulty: Average Difficulty: Very Hard Difficulty: Hard Difficulty: Hard Difficulty: Average Difficulty: Average Difficulty: Average Difficulty: Average Difficulty: Average Difficulty: Hard Default: Memory - 2

This is the skill of using the different types of space suits in hostile environments like space or an alien world. Space suits are complex devices with many sensors and special features. See the equipment section for more information. Suit Maintenance (Prerequisite: Battlesuit) Difficulty: Hard Default: Memory - 2

This is the skill of maintaining suits of powered armor. This skill allows someone to keep the suit working properly and repair it when necessary. Some measure of modification can be done with this skill also. Note you must have the proper tools to be able to do this. Weapon-smith (Type) (Prerequisite: Mechanic) Difficulty: Hard Default: Intuition - 2

A weapon-smith is someone who has skill at making, repairing, or modifying a certain type of weapon, such as powered weapons, gauss weapons, plasma weapons, etc. You must pick a specialty when taking this skill.

If you can see their lips moving, and you know the language, you can try to discern what someone is saying, even though you cannot hear them. This is a difficult skill that can be useful.

Red Shift Lite Page 19

Subterfuge Skills
Bribery Difficulty: Hard Default: Intuition - 2

Forgery Difficulty: Hard (Prerequisite: Computer Operation) Default: Intelligence - 2 You know all the ins and outs of falsifying records, credit ratings, everything. This skill is race/culture-specific. Holdout Difficulty: Average Default: Intuition

This is the skill of offering someone money to do something illegal, without being obvious about it or insulting them. This involves knowing how much to offer and when. Computer Hacking Difficulty: Very Hard (Prerequisite: Computer Operation) Intuition - 4 (Prerequisite: Cryptography) This skill can be used to override security measures on computer systems. You can hack the computer to get whatever information you are looking for. This is illegal in most places. Concealment, Rural Difficulty: Average Default: Intuition

This is the skill of hiding items from a search, either on your own body or around a room. It is also useful for trying to find items hidden with this skill. Orienteering Difficulty: Average Default: Intuition

This is the skill of finding your way around. You are able to navigate over land quite well with this skill. Poisons Difficulty: Hard Default: Intelligence - 2

This skill allows you to hide in a rural setting. You are familiar with forms of camouflage and with how to blend in with the lay of the land. Concealment, Underwater Difficulty: Average Default: Intuition

This is the study of toxins and how to use them to kill or incapacitate others. This is a race-specific skill. Security Systems (Prerequisite: Electronics) Difficulty: Hard Default: Intuition - 2

This skill allows you to hide underwater. You know how to lie so as to look like fallen logs and brush. Concealment, Urban Difficulty: Average Default: Intuition

You are skilled with all the passive and active forms of scanning for intruders with security devices. You also know a few ways to bypass them. Stealth Difficulty: Very Hard Default: Intuition - 4

This skill allows you to hide in a city. You know how to blend into a crowd and not be seen. You know the art of being obvious so as not to stand out. Detect Lies Difficulty: Hard Default: Intuition - 2

Moving quietly and without being seen is difficult. It is a combination of awareness of your surrounding with acute skill at being silent. Streetwise Difficulty: Average Default: Intuition

You are skilled with detecting the voice inflections that are telltales of lies. You can also use the various machines for this. Disguise Difficulty: Hard Default: Intelligence - 2

This is a skill about knowing who to ask and where to get something. It is a survival skill for the city.

This skill can be used to hide ones true appearance from others. Combined with acting, you could pretend to be someone else. A disguise kit will greatly improve your chances. Escape Difficulty: Hard Default: Dexterity - 2

This is the skill of getting yourself out of restraints. Special modifiers may affect this skill.

Red Shift Lite Page 20

Psionics
Psionics are very powerful mental abilities. Some of the professions, like the Beastmaster, require that you have Psionic abilities. Psionic abilities are treated like attributes. Like attributes, you can gain skills that are associated with them. Write any Psionic abilities you take on the back of your character sheet. You are not required to take Psionics if your profession does not require it. This is the study of the powers of the mind. They are specialized abilities and skills that allow a person to use their mind to control matter, energy, and probability at a quantum level. Psionics can be very powerful tools for a character. They can also be powerful weapons. Many of the professions require Psionics to be used. The Red Shift core rules book and the Advanced Psionics Guide have many more Psionic abilities and skills than are here.

Psionic Modifiers
There are special modifiers to Psionic skill rolls. These are in addition to the standard combat modifiers. Your state of mind and some abilities can also affect rolls.

Event Combat or high stress Repetitive tasks Minor injury Moderate injury Severe injury Deadly injury Eye contact with target Physical contact with target While having a conversation

Modifier -4 -2 -2 -4 -6 -8 +2 +4 -2

Ability Power Level


When you decide to take a Psionic ability for your character, it is taken at a base ability level for no cost in Character Points. Your character may not have more Psionic abilities than their base score. Once you have a certain ability, you have to spend points to build the ability up to a usable level. You may never have a Psionic ability score that is higher than your Psionic Potential score. So, if you have a 12 in your Psionic Potential, you can buy up to a 12 in each of your four Psionic abilities. The table below shows the base scores: Attribute 1-6 7-10 11-12 13-16 17-20 Base Score 0 2 4 6 8 Attribute 21-24 25-28 29-34 35-38 39-40 Base Score 10 12 14 16 18

Mind Shields
All intelligent living beings have a mind shield. These are the inner defenses of the mind. Psions may have up to three different kinds of mind shields. These additional shields are purchased as Advantages in that section. Mind shields must be overcome for a mental attack to succeed. You get a Will Power roll for each mind shield you have. They recover from attack instantly. They may be dropped voluntarily. These are the most basic mind shields. They cover the spine, brain, and major neural ganglion.

Inner Shields

Psionics in Red Shift


These are the Psionic abilities that can be found in the core rule book, along with many more Psionics skills.
Apportation Auric Vision Biofeedback Clairaudience Clairempathy Clairsavorance Clairscent Clairsentience Clairvoyance Cryokinesis Electrokinesis Mental Healer Photokinesis Psi-Null Psychic Cognition Pyrokinesis Telekinesis Telepathy Shapeshifting

Psionic abilities, like attributes, cost five Character Points for every point you want to raise them. It is well worth it in the long run to invest some points in your characters Psionic abilities. A character with highly developed Psionic abilities and skills can very formidable.

Learning new skills


Psionics skills are listed after the abilities. They are learned the same way that regular skills are learned, and at the same points. The only difference is there are no very easy or easy Psionic skills. You can take the skills in any order as long the prerequisites are met.

The Advanced Psionics Guide contains 7 new abilities such as Gravity Control and Quantakinesis, and many new skills.

Red Shift Lite Page 21

Clairempathy
Clairempathy is the ability to sense, and to some extent alter, the emotions of another living being. It is the most common of the common abilities. All living beings have at least a little empathy; it is in the nature of being alive. Note that the targets mind shield does not need to be lowered before using any of these skills.

Clairvoyance
Clairvoyance is the ability to use your mind to "see". You may perceive the use of your eyes, but they are not necessary to most of the skills.

Acute Vision Sense Emotion Difficulty: Hard Default: Clairempathy - 2

Difficulty: Hard Default: Clairvoyance - 2

This skill improves your vision so that you can see minute details, such the fibers in fabric and paper. There is no cost for using this skill. It remains in effect for 1d6 turns. Energy Sense Difficulty: Hard Default: Clairvoyance - 2

This is the skill of sensing the emotional state of another living creature. You get the basic surface emotions of your target, fear, anger, anxiety, etc. It costs 1 Stamina point to use. Minor Empathic Bond (Prerequisite: Sense Emotion) Difficulty: Hard Default: Clairempathy - 2

You can sense electrical fields with this skill, as well as the approximate range and direction. There is no cost for using this skill. It remains in effect for 1d6 turns. Skin Vision Difficulty: Hard Default: Clairvoyance - 2

This is the ability to join your mind with another creature on an emotional level. This is a low-level bond. This joins you and the target creature together emotionally, permanently. You can always sense the basic emotions of the target if you concentrate. This does not require that your target have Clairempathy. The cost is 10 Character points from both you and the target. Full Empathic Bond Difficulty: Hard (Prerequisite: Minor Em. Bond) Default: Clairempathy - 2 This is the ability to join your mind with another creature on an emotional level. This joins you and the target creature together emotionally, permanently. You can always feel the emotions of the target if you concentrate. Also, you are vaguely aware of the bonded targets surroundings. This does not require that your target have Clairempathy. The cost is 20 Character points from both you and the target. Alter Emotional State Difficulty: Hard (Prerequisite: Minor Em. Bond) Default: Clairempathy - 2 This is the skill to change the emotions of your target. They can be altered to any emotion you choose: anger, love, fear, depression, etc. The cost is 10 Stamina points. Influence Group Emotions (Prerequisite: Alter Em. State) Difficulty: Hard Default: Clairempathy - 2

You can "see" with an exposed portion of your skin. This skill does not provide any light source and lasts as long as you concentrate without distractions. There is no cost for use. Vector Awareness (Prerequisite: Energy Sense) Difficulty: Hard Default: Clairvoyance - 2

This skill allows you to sense the vectors of objects such as laser beams and bullets. The skill costs 5 Stamina points to use and lasts 1d6 minutes. It gives you a + 5 to your Defense roll for every attack. The dodge roll is explained in the Combat section. Spatial Awareness (Prerequisite: Vec. Awareness) Difficulty: Hard Default: Clairvoyance - 2

This skill gives you the ability to "see" in all directions at once. You also have acute vision and energy sense at the same time. The cost is 5 Stamina points per 10 feet that you can sense and lasts 1d6 minutes. Note that you can see through walls and do not need a source of light. Apperception (Prerequisite: Acute Vision) Difficulty: Hard Default: Clairvoyance - 2

This is the skill to change the emotions of a group of living beings. The emotions can be altered to anything you choose: anger, love, fear, depression, etc. The cost is 20 Stamina points.

This skill improves your vision so that you can see minute details, such the fibers in fabric and paper, at a distance. The range is 10 feet per Stamina point used. It remains in effect for 1d6 turns, unless you will it away.

Red Shift Lite Page 22

Cryokinesis
Cryokinesis is the ability to lower the temperature of an object with your mind. You can use it to freeze a glass of water or your targets head.

Heat Blast (Prerequisite: Heat Object)

Difficulty: Very Hard Default: Pyrokinesis - 4

You can use this skill to send a blast of high-intensity plasma at your target. Obviously there must be an atmosphere to project. For a cost of 5 Stamina points, the effect is that of a plasma rifle; for 10 Stamina points, it is that of a plasma cannon. Note there is no radiation effect with this. Fire Shield (Prerequisite: Heat Blast) Difficulty: Very Hard Default: Pyrokinesis - 4

Chill Object

Difficulty: Very Hard Default: Cryokinesis - 4

This skill represents basic Cryokinesis. The target is chilled drastically every round. Small amounts of water will freeze in two rounds. On a critical success, the targets temperature lowers twice as fast. If you wish to continue the next round with this skill, you must pay the same points, but do not have to make another skill roll. Living targets will suffer the effects of Hypothermia. Treat each round of exposure as 1 hour and every round as 2 hours for a critical hit. The cost is 5 Stamina points per round. Frost Shield (Prerequisite: Chill Object) Difficulty: Hard Default: Cryokinesis - 4

This makes a hemispherical bubble of heat; anyone who touches the shield takes 1d6 heat criticals to the body part that touched the shield. The effect is halved if they are covered, and negated if they are wearing powered armor, a spacesuit, or are in an enclosed vehicle. Note that the covering material may catch fire. The cost is 5 Stamina points per 5 feet of radius per round of effect.

Telekinesis
Telekinesis is the ability move objects with the power of your mind. Note that the objects are moved according to normal laws of motion.

This makes a hemispherical bubble of cold; anyone who touches the shield takes damage to the body part that touched the shield. The effect is halved if they are covered and negated if they are wearing powered armor, a spacesuit, or are in an enclosed vehicle. They take a maximum effect cold critical (treat as heat). The cost is 5 Stamina points per 5 feet of radius per round of effect.

Telekinetic Manipulation

Difficulty: Very Hard Default: Telekinesis - 4

Pyrokinesis
Pyrokinesis is the ability to heat an object with your mind. This may be raising the temperature of paper till it burns, or blasting your enemies with superheated plasma.

This skill is the basic skill of Telekinesis. It allows you to manipulate objects. The amount you can lift is in proportion to the amount of power spent. It doubles with every additional Stamina point spent. 1 Stamina point lets you move 1 pound, 3 Stamina points lets you move 4, 10 Stamina points lets you move 512 pounds, and so forth. This the cost per pound per round per 10 miles an hour moved. A 1-pound rock will do Maximum Personnel Impact at 100 MPH and cost 10 Stamina points. Telekinetic Shield Difficulty: Very Hard (Prerequisite: Telekinetic Man.) Default: Telekinesis - 4 This skill creates a hemispherical bubble of force around you. Physical objects cannot pass into or through it. It cost 10 Stamina points per round to maintain, and protects you totally from all physical attacks. Note that you cannot make physical attacks through it, either. The cost is 15 Stamina points per round.

Heat Object

Difficulty: Very Hard Default: Pyrokinesis - 4

This skill represents basic Pyrokinesis. The target is heated extremely fast. It does a minimum heat critical the first round and rises one level in severity every round thereafter. On a critical hit, the targets temperature rises twice as fast. You must target a specific location. It costs 5 Stamina points per round. If you wish to continue the next round with this skill, you must pay the same points, but do not have to make another skill roll. There is more about the effects of heat in the Combat section.

Red Shift Lite Page 23

Telepathy
Telepathy is the ability to sense, alter, link to, or send, mental thoughts to another creature. It is a powerful ability with many skills.

Psychic Scream (Prerequisite: Telepathic Ind.)

Difficulty: Very Hard Default: Telepathy - 4

Active Psionic Search

Difficulty: Very Hard Default: Telepathy - 4

This ability is actually a massive, raw Telepathic attack. The Psion generates a burst of mental "static" that overwhelms the target. A mind shield is no defense from this attack. This skill allows the Psion to generate a beam of psychic energy that stuns the target for 1d6 rounds. If the target is a Psion, it affects them for 2d6 rounds. It costs 10 Stamina points to use this skill. Mindwipe (Prerequisite: Mental Alter.) Difficulty: Very Hard Default: Telepathy - 4

This skill is used to sense the presence of other living being within a certain range. The cost is 2 Stamina points per 20 feet in radius. The skill is in operation at no additional cost as long as you concentrate. Read Surface Thoughts Difficulty: Very Hard (Prerequisite: Active Psi. Search) Default: Telepathy - 4 With this skill you can sense the thoughts of another creature. You can pick up what they concentrating on, such as: "I'm late for work, my God, my boss is going to kill me..." It costs 1 Stamina point to use. Soft Probe Difficulty: Very Hard (Prerequisite: Read S. Thoughts) Default: Telepathy - 4 This skill is used to get into your targets mind. You can access the targets memories and deepest fears at a rate of 1 per round. You must declare exactly what you are searching for. This form of probe is the subtlest. A missed roll will let the target know you are there. The cost is 5 Stamina points. Full Mindlink (Prerequisite: Soft Probe) Difficulty: Very Hard Default: Telepathy - 4

You use this skill to blast your targets mind. The target must save versus Will Power or lose all memories and skills, permanently. On a critical success, they do not get to make a Will Power roll. A critical failure will cause you to suffer the effects. The cost is 10 Character points. Domination (Prerequisite: Mindwipe) Difficulty: Very Hard Default: Telepathy - 4

When you have successfully used your Probe skill on someone; you may us this skill while in their head. This skill allows you to take over a persons body. They are allowed one roll against Will Power at 2, every round you control them. You may make them take any physical action as long as you concentrate, including committing suicide. The cost is 5 Character points plus 5 Stamina points per round.

This is the skill that allows you to join your thoughts with those of another person or creature. This joins you and the target creature together mentally, permanently. You can sense the surface thoughts and general surroundings of the target without needing to use any other skill or concentrate. Also, you are aware of the linked creatures exact location and can see though their eyes as long as you concentrate. You can share Stamina points with your target, and can take them as well. The cost is 25 Character points from both you and the target. Suggestion (Prerequisite: Soft Probe) Difficulty: Very Hard Default: Telepathy - 4

When you have successfully used one of your Probe skills on someone, you may use this skill while in their head. This skill is used to implant an idea into your targets head, such as hunger, lust, etc. The target cannot be made to do anything they would not normally do. The cost is 5 Stamina points.

Red Shift Lite Page 24

Combat
This section tells you more than just how to fight. It tells you how to survive in the tactical game environment. As you read, you will realize that just as in real life, combat is deadly and not to be started without reason. It is hoped that most of the players will think twice before endangering the lives of their game characters. Combat in this the core rules is messy. There are very few quick and clean ways to die. The combat rules presented here are fast-paced and simple. The chapter on combat in the core rules has separate tables for each type of damage a character can receive, such as heat, impact, piercing, slashing, gauss, and radiation. Some weapons also have special effects, like the Quantum weapons. These weapons destroy everything they hit. Also, try to remember that the Non-Player Characters, or NPCs, are supposed to be complex living beings. They have feelings, motives, desires, and skills. Remember to think about how you would look and sound to someone if you were your character. It could save your characters life.

1) Determine Initiative
Initiative is the order in which characters are allowed to perform actions during combat. The more agile the character, the faster they are, and therefore the sooner they get to make an action. The lower the number the better, since this allows you to go earlier in the combat round. Agility 1-4 6-10 11-16 17-22 23-30 Second of Round Cannot Attack Second 6 Second 5 Second 4 Second 3

Look at the table above; compare your characters Agility to it. It will tell you what second you character may perform their actions on.

Attribute Contests
An attribute contest happens when two or more characters try to use an attribute to outmatch their opponent. It does not have to be the same attribute. For instance, if two characters grabbed a pistol at the same time, which one gets it? Here is how you find out: Have both of the characters roll against the attribute. If they both win, they continue to struggle; if they both fail, both drop the item in question. In the above example the characters might use Strength, Agility, or even Intelligence to gain control of the pistol. This applies to any type of attribute contest. Say they are playing a game of chess. Each player can choose what attribute they will use to beat their opponent. It could be any of them, physical, mental, or otherwise.

2) Roll to Hit
When rolling to hit, there are a few fundamental things to remember. The first of these is that a roll of 3 always succeeds and a roll of 18 will always fail, no matter what the modifiers. Things such as terrain, movement, aiming, skills, and wounds can affect your rolls. Making a hit roll for combat is just like any other skill; it just has more modifiers. Skill Roll Roll of 18 Above the target roll At or below the target roll Roll of 3 Result = Critical Failure = Failed = Success = Critical Success

The Combat Round


A combat round is six seconds. This does not allow for a lot of time for your characters to think about their actions, so get used to making quick decisions. All characters entering into combat are governed by the same rules of time. During a combat round can shoot a weapon, make a melee attack, use a Psionic ability, move, use a skill, or use equipment. Combat Sequence Determine Initiative Roll to Hit Roll for Defense Roll for Location Roll for Damage Apply Wounds

Critical Miss: If you roll an 18, your Game Master may make something bad happen to you. You could drop your weapon, it could explode, things like that. Missed: If do not make your roll, you have missed. The target is not affected. Hit: If you roll the exact number you needed, you hit the target and they take normal damage. Critical Hit: If you roll a 3, the attack was a critical, and the target takes the damage at a + 1 on the severity.

1) 2) 3) 4) 5) 6)

Red Shift Lite Page 25

3) Roll for Defense


You can make a defense roll at any point during a round. They are reflex responses to being attacked and do not use up any of your actions or attacks. To perform a defensive action, you must roll 3d6 and consult the tables below. Your target roll is the number that the enemy rolled to hit you. Skill Roll Roll of 18 Above the target roll At or below the target roll Roll of 3 Result = Critical Failure = Failed = Success = Critical Success

Damage to Characters
If the character has armor, check to see if the level of the armors resistance is higher than the weapons damage type. If it is, the armor protects the character from the damage. If not, apply the damage as normal; see below. If the character does not have armor, or the weapon was too powerful for it, roll on the table below to see what the severity of the damage is. Roll 1d6 1 2-3 4-5 6 Damage Minor Damage Moderate Damage Severe Damage Deadly Damage

Critical Failure: If you roll an 18, you have inadvertently moved into the attack. It hits at a +1 to the severity. Failed: If do not make your roll, you have missed your defense. You take damage from the attack as normal. Success: If you roll the number needed, you have blocked the attack and do not take damage. Critical Success: If you roll a 3, the block was very successful. You Game Master may make the attacker make some kind of roll for failing so badly.

Red Shift has rules for weapons and items being damaged as well, but that is beyond the scope of these simple rules.

6) Apply Wounds
After determining the severity of the wound to the character, you will want to know what the severity means. The following page has a basic table for generic damage. Minor wounds are only for roleplay purposes, they rarely have any effect of the character. Moderate wounds are non life threatening injuries that hurt very much and may cause serious disabilities. Severe wounds are potentially life threatening injuries. These wounds could kill your character. Deadly wounds are just that. They will kill your character if they do not receive immediate medical aid. Almost every character in this game will be injured at some point. The injuries can range from minor bruises to massive bloody holes. Damage to your character can be written on the back of your character sheet or on another sheet of paper. All minuses apply when figuring damage. If one injury gives you a -2 to all rolls, and another gives you a -3 to all rolls, you have a -5 to all of your rolls. If you are already wounded in a location and take more damage there, then the additional damage is raised by one critical level. Obviously, if the wound has severed the location (like an arm or leg), you do not take the damage (since there is nothing there to be damaged anymore). For instance, if you take a moderate wound to your head, the next wound you take to your head is raised by one level. If it was minor, you take another moderate impact. If it is a moderate impact, you take a severe impact, and so on.

4) Roll for Location


Human - Roll 2d6 Roll 2 3-4 5-6 7-10 11 12 Location Head / Neck Left Arm Right Arm Torso Right Leg Left Leg Rhyrhan - Roll 2d6 Roll 2 3-4 5-6 7-10 11 12 12 Location Head / Neck Right Arm Left Arm Torso Right Leg Left Leg Tail

5) Roll for Damage


There are many ways that damage can be done. Most of them are in the equipment section under Weapons. When a character is hit and fails their defensive roll, the first thing to determine is if they are wearing any kind of armor in the location that was struck. If they are wearing armor, the armor may be damaged if they are hit; see below.

Red Shift Lite Page 26

Wound Table
Location Head / Neck Minor Wound Painful hit to the face, this could be a light, scrap, busted lip, etc. Moderate Wound Broken jaw, broken nose, teeth knocked out, etc. - 2 to all actions. Severe Wound Hit, burn, bad cut. Roll versus Will Power or character is knocked unconscious for 2d6 minutes from the pain. Character may suffer other effects, such as permanent blindness. Compound fracture, third degree burn, bleeding cut, etc. of the arm. Cannot use arm. Stunned for 3 minutes, might be bleeding. Bad burn, cut, puncture, fracture, etc. to the chest. Roll versus Will Power or character is knocked unconscious for 2d6 minutes from the pain. Shattered bones, almost cut off, very bad burns, etc. Roll versus Will Power or character is knocked unconscious for 2d6 minutes from the pain. This is a compound fracture, third degree burn, bleeding cut, etc. of the leg. Cannot walk. Stunned for 3 minutes, might be bleeding. Deadly Wound Character killed, broken neck, fractured skull, etc.

Arm

This is a minor scrape, cut, bruise, pulled muscle, etc.

Arm broken, wrist badly sprained, etc. Cannot use arm, - 2 to all actions.

Torso

Bruised ribs, wind knocked out, etc.

Broken ribs, bad burns, deep puncture that misses internal organs, etc. - 2 to all actions.

Arm has been severed, burned off, badly maimed, etc. Roll versus Will Power or character is knocked unconscious for 2d6 minutes from the pain, might be bleeding. Character killed from burn, crushed chest, wound to major internal organ, etc.

Tail

Kink in tail, bruises, minor scrape, etc.

Tail is broken, badly burned, cut and bleeding, etc. - 2 to all actions.

Leg

Minor scrape, cut, bruise, pulled muscle, etc.

This is a broken leg, ankle, etc. Cannot walk, - 2 to all other actions.

Tail has been severed, burned off, badly maimed, etc. Roll versus Will Power or character is knocked unconscious for 2d6 minutes from the pain, might be bleeding. Leg has been severed, burned off, badly maimed, etc. Roll versus Will Power or character is knocked unconscious for 2d6 minutes from the pain, might be bleeding.

Equipment
You received equipment from your profession package. Now it is time to learn how to use it. The chapter on equipment, in the core rules, has hundreds of items that your character can buy. If you have the credits for it, you can buy it. Every beginning character may also have any normal personal effects. This can include up to 4d6 sets of clothes, 1d6 pairs of boots or shoes, and anything else that you can get the Game Master to agree to.

Other things you to remember


Your name is a very important part of you, and it is important to your character, too. Don't forget to fill this in on the Character Sheet.

Red Shift Lite Page 27

The Armor Tables


The next set of tables is a bit more complicated. These tables cover the personnel body armors used in the game. They are also arranged in subsections that group the types of equipment together, basic armor, powered armor, etc. You will notice that they have twelve headings; some are self explanatory. Damage Resistance Type - This is the type of damage it takes to damage the item. There is more information on this in the Combat section. Sealed - This notes if the armor is a sealed suit or not. If it is sealed, it protects from poison gas, vacuum, etc. Heat, Impact, Piercing, Slashing Resistance - This is the armors resistance to conventional damage types. If there is a dash there, the armor has no resistance to that damage type. Check the Combat section for more information. Gauss, Radiation Resistance - This is the armors resistance to electromagnetic pulse and/or radiation damage. Some types of radiation ignore armor. If there is a dash there, the armor has no resistance to that damage type. There is more information on this in the Combat section. Power Provided - This shows how many units of power the armor can provide. Power provided by the suits can be used to run equipment and weapons. Recharge Rate - This is the rate at which the internal power plant recharges the capacitors used to provide power.

Targeter - The weapon has a built-in targeter. Targeters give bonuses to using ranged weapons. See the targeter description later for more information. Damage Type - This is the type of damage the item does. There is more information on this in the Combat section. Heat, Impact, Piercing, Slashing - This is the conventional damage type the weapon causes. The levels of damage, Min, Mod, Sev, and Max, are the levels of armor it can affect. If there is a dash there, the weapon does not do that kind of damage. There is more information on this in the combat section. Gauss, Radiation - This is the weapons electromagnetic pulse and/or radiation damage. The levels of damage, Min, Mod, Sev, and Max, are the levels of armor it can affect. If there is a dash there, the weapon does not do that kind of damage. There is more information on this in the combat section. Power used - This is the amount of power the weapon drains if it is connected to an armor power source. If the weapon has an E-Clip (see equipment descriptions) then in just uses one shot from the clip per shot. Blast Radius - This is the radius in feet that the weapon affects. Some weapons affect quite large areas, like grenades. Note that this means that some weapons can hit multiple locations. A grenade may wound someone several times.

Assault Weapons
An assault weapon is a compact firearm that has a high rate of fire. These weapons are capable of automatic fire. They can be used several different ways. You can fire a single shot. You can fire a three round burst, or you can go full auto. Single shot means that you pull the trigger once, and the weapon fires once. This saves ammunition and reduces wear on the weapon. The three-round burst allows you to fire your gun three times at your target or another target within three feet. There is no minus for using your weapon this way, and it only takes one attack. If you fire the second and third shots at the same target as the first shot, you get a +2 to hit them. Full auto allows you to fire all your remaining shots in one burst. You have a -2 to hit with all your shots, but you can keep firing until your ammo in the weapon runs out. This only takes one attack. This mode wears out your weapon fast.

The Weapons Tables


The last set of tables covers the weapons used. They are also arranged in sections that group the types of equipment together, pistols, rifles, etc. You will notice that they have thirteen headings; some are self explanatory. Range - This is how far the weapon can fire accurately. This determines the bonus at each range. Ranges vary with weapons.

Range Bonus Short +2 Medium 0 Long -2

Armor and Weapons Tables


The tables on the next page represent just a small fraction of the items in Red Shift.

Red Shift Lite Page 28

Armor Table
Damage Resistance Type Sealed Heat Resistance Impact Resistance Piercing Resistance Slashing Resistance Gauss Resistance Radiation Resistance Power Provided Recharge Rate

Conventional Armor Composite Armor Flak Powered Armor Battle Suit Commando Suit Reflex Suit Scout Suit Space Suits Space Suit Composite Suit

Personnel Personnel

Yes* No

Max Mod

Max Max

Max Max

Max Mod

Mod -

Vehicle Vehicle Vehicle Vehicle

Yes Yes Yes Yes

Sev Sev Min Min

Mod Sev Min Min

Mod Sev Min Min

Mod Sev Min Min

Max Max Min Max

Max Max Min Max

10 pts 12 pts 2 pts 8 pts

1/rd 1/rd 0.5/rd 0.5/rd

Personnel Personnel

Yes Yes

Min Max

Min Sev

Min Sev

Min Sev

Min Sev

Mod Max

1 pts 4 pts

0.5/rd 0.5/rd

Weapons Tables
Short Range Medium Range Long Range Damage Type Heat Impact Piercing Slashing Gauss Radiation Blast Radius

Standard Pistols 10 mm Caseless Dart Laser Positronic Assault Rifles 15 mm Caseless Slicer Standard Rifles 15 mm Caseless Laser

30 50 50 20

250 500 500 300

2000 1000 5000 1000

Personnel Personnel Personnel Vehicle

Sev Mod

Mod Min

Sev Mod Sev -

Min

Min

100 100

500 500

2500 5000

Personnel Vehicle

Min

Max Min

Max -

Min

100 500

500 2500

2500 9000

Personnel Personnel

Max

Max -

Max Max

Melee Weapons
Short Range Medium Range Long Range Damage Type Heat Impact Piercing Slashing Gauss Radiation Blast Radius

Melee Ceramic Blade Conventional Blade Electrolash

Personnel Personnel Personnel

Mod* Sev* -

Min* Mod* -

Mod

*Weapon does either piercing or slashing, not both

Red Shift Lite Page 29

Red Shift Science Fiction Roleplaying Game, 2nd Edition


Red Shift is a complete science-fiction roleplaying game system. It uses the Destiny Engine, a game engine that is used for all of Grendel Roleplayings core games. This allows you to use the characters you create in many different settings. Red Shift is designed to be playable by those who have never played a roleplaying game before, and yet still have the complexity that experienced players desire. This book contains all the information you need to play. The basic concept of Red Shift is that after approximately nine hundred years of exploration, colonization, and war, mankind has spread out into all of the star systems near Earth. The great colony ships set out to find new and better worlds than our poor Earth, and hopefully not to make the same mistake of destroying the ecosystem with pollution and war. Many of them were lost among the unforgiving stars. Humans once had a great empire that spanned many light years, but it has now collapsed. A new hope has sprung from the seed they planted, and now we are just starting to rediscover our lost worlds, and our destiny in the stars. The young Earth Federation faces many challenges in trying to unite the Human race. Many of the planets in the galaxy are already claimed by other races. They are very possessive. Your task will be to play a character in and just outside of the Earth Federation Frontier. The Frontier is the mostly lawless outer territories of the Earth Federation. There are many opportunities for adventure. You can play as a Human, or one of the other races of the known galaxy. The possibilities are endless.

Features:
Detailed and elegant d6 rules system. 14 Player races to choose from. Information on the history and culture of each race. Unique fast-paced "No Hit Point" combat system Over 50 professions with options like Beastmaster and Psionic Commando. Hundreds of weapons, armors, and gadgets for your characters. 256 Pages filled with everything you need to play.

Product # Gr010-00 ISBN# 1-929 928-10-6 Price: $30.00 USD

Red Shift Lite Page 30

Red Shift SF RPG: Character Sheet


Player Name: Character Name: Race: Profession: Agility Appearance Dexterity Health Strength Talents: Intelligence Intuition Memory Sanity Will Power Advantages: Date Created: Character Points: Stamina Points: Stamina Regeneration: Empathy Faith Presence Psionic Potential Wisdom Disadvantages:

Professional Skills

Miscellaneous Skills:

Weapon Name

Range Short | Medium | Long

Damage Type

Damage Heat | Impact | Pierce | Slash | Gauss | Rad.

Blast Radius

Armor Name

Damage Resistance Type

Sealed (Y/N)

Damage Resistance Heat | Impact | Pierce | Slash | Gauss | Rad.

Power Provided

Recharge Rate

Red Shift SF RPG: Character Sheet


System and Planet of Origin: Physical Description:

Psionic Abilities / Skills

Miscellaneous Equipment

Character Background Notes

Current Wounds

Current Damage to Equipment / Armor

You might also like