Red Shift

Contents

RED-SHIFT PLAYER'S HANDBOOK

Contents

RED-SHIFT is a grounded science-fiction tabletop roleplaying game about capable people making hard decisions in a dangerous future.

You travel. You work. You negotiate. You take contracts. You manage limited resources. You deal with governments, corporations, laws, markets, debts, technology, and other people pursuing their own interests.

Sometimes the system works for you. Sometimes it works against you. Sometimes the system itself is the problem.

You still have to decide what to do next.

New to RED-SHIFT?

Start with the Introduction, then read How to Play before moving into Character Creation. You do not need to memorize the entire rulebook before your first session.

Start Here

01
Read the Introduction

Learn what RED-SHIFT is, what players do, and what kind of problems the game is built around.

02
Learn How to Play

Learn the basic gameplay loop, task checks, Characteristics, Skills, Difficulty, Effect, and consequences.

03
Create Your Character

Build the person you will play, including Characteristics, history, Skills, relationships, obligations, and equipment.

Player's Handbook

Chapter 1
Introduction

What RED-SHIFT is, how tabletop roleplaying works, what the players and Referee do, and what kind of game you are about to play.

Chapter 2
The RED-SHIFT Universe

The worlds, institutions, history, technology, travel, economies, cultures, and pressures that define the RED-SHIFT setting.

Chapter 3
Character Creation

Create a capable but vulnerable character with Characteristics, career history, Skills, relationships, obligations, and consequences.

Chapter 4
Skills & Tasks

Learn how Skills, Characteristics, Difficulty, Boons, Banes, Dice Modifiers, Effect, and consequences resolve uncertain actions.

Chapter 5
Combat & Dangers

Resolve violence, weapons, armor, movement, injury, environmental danger, and the lasting cost of combat.

Chapter 6
Encounters

Handle people, situations, hazards, opposition, and unexpected developments during play.

Chapter 7
Equipment

Weapons, armor, tools, electronics, medical gear, survival equipment, and the practical objects characters rely on.

Chapter 8
Vehicles

Ground, atmospheric, marine, rail, and other vehicles used to move people and cargo through dangerous environments.

Chapter 9
Spacecraft Operations

Piloting, engineering, sensors, navigation, shipboard procedures, maintenance, emergencies, and jump travel.

Chapter 10
Space Combat

Detection, maneuver, weapons, damage, defensive systems, crew actions, and survival during spacecraft combat.

Chapter 11
Spacecraft Construction

Design and understand the ships that carry people, cargo, weapons, equipment, and problems between worlds.

Chapter 12
Trade & Commerce

Contracts, cargo, markets, transport costs, debt, obligations, profit, loss, and the economics that keep a crew moving.

Chapter 13
Psionics

Psionic abilities, Modal Distance, risk, control, regulation, consequences, and the people who live with powers others do not understand.

Chapter 14
World Building

Build worlds, settlements, institutions, routes, economies, hazards, conflicts, and places where RED-SHIFT stories can happen.

How the Book Fits Together

Chapters 1–4 teach the basic game: what RED-SHIFT is, the universe, character creation, and the core resolution system.

Chapters 5–8 cover danger, encounters, equipment, and vehicles.

Chapters 9–12 expand play into spacecraft operations, space combat, ship construction, trade, contracts, and economic pressure.

Chapters 13–14 cover Psionics and the tools used to build worlds and expand the setting.