RED-SHIFT PLAYER'S HANDBOOK

How to Play RED-SHIFT

RED-SHIFT is a game about capable people making decisions under pressure. You describe what your character wants to accomplish, decide how they approach the problem, and roll the dice only when the outcome is uncertain and the consequences matter.

The Core Idea

You do not roll to find out whether your character is competent. You roll when a capable person faces an uncertain problem and the result will change what happens next.

1. The Basic Idea

The Referee Describes the Situation

The Referee explains what is happening, what your character can perceive, and any obvious dangers or constraints.

You Decide What to Do

State what your character wants to accomplish and describe how they try to do it.

Most Actions Simply Happen

Routine professional work and actions without meaningful uncertainty normally require no roll.

Uncertain Actions Use a Task Check

When failure matters and the result will change the situation, use the RED-SHIFT task system.

2. Your Character

A RED-SHIFT character is primarily defined by Characteristics, Skills, and the circumstances surrounding the character's actions.

Characteristics

STR — Strength Physical power, force, lifting, carrying, grappling, and controlling heavy equipment.
AGI — Agility Coordination, reflexes, balance, speed, precision, and fine manipulation.
PRE — Presence Confidence, leadership, persuasion, intimidation, and personal impact.
KNW — Knowledge Education, technical understanding, science, research, recall, and interpretation.
EXP — Expertise Practical judgment, experience, improvisation, diagnosis, and applied know-how.
GRT — Grit Determination, discipline, stress resistance, pain tolerance, concentration, and persistence.

Characteristic Ratings

Characteristics normally range from 2 to 12. When a Characteristic applies to a task, use its Dice Modifier (DM), not the full Characteristic score.

Stat DM Meaning
2−3Severely limited
3−2Poor
4−2Poor
5−1Below average
6−1Below average
70Average
80Average
9+1Above average
10+1Strong
11+2Exceptional
12+13Peak human

3. Skills

Skills describe what your character has learned to do. They represent training, practice, professional experience, procedural knowledge, and practical competence.

Skill + Characteristic

The Skill answers: What are you trained to do?
The Characteristic answers: How are you doing it?

Some Skills contain Specialties. Electronics, for example, may include Comms, Computers, Remote Operations, and Sensors. Science contains specialties such as Biology, Chemistry, Physics, Psychology, and Robotics.

4. The Core Task Check

Standard Check
2D6 + Skill + Characteristic DM + Other Applicable Modifiers

Compare the final result to the target number. Equal or exceed the target to succeed.

5. When to Roll

A check is normally made only when all three of the following conditions apply:

1
The outcome is uncertain.

There must be a genuine question about whether the action succeeds.

2
Failure matters.

Failure must impose a cost, danger, delay, complication, or lost opportunity.

3
The result changes the situation.

The roll should move play forward regardless of whether it succeeds or fails.

Routine competence: A trained pilot does not normally roll to operate a functioning ship in ordinary conditions. A medic does not roll to recognize standard medical equipment. An engineer does not roll for every routine inspection.

6. Choose the Skill

The character's approach determines the Skill. There is rarely only one way to solve a problem.

Example — Getting Through a Locked Door

Use Electronics to defeat the access system.
Use Mechanic to physically bypass the mechanism.
Use Admin to find an authorization procedure.
Use Persuade to convince someone to open it.
Use Deception to pretend you belong there.

7. Choose the Characteristic

The Characteristic depends on how the character is approaching the task. The same Skill can use different Characteristics.

Engineer + KNW

Understand an unfamiliar technical system or interpret specifications.

Engineer + EXP

Diagnose a strange failure using practical experience and judgment.

Engineer + AGI

Perform delicate physical work where precision is the central challenge.

Leadership + GRT

Keep people functioning and disciplined during prolonged danger or stress.

The player does not simply choose the Characteristic with the highest DM. The Characteristic must match the character's declared approach.

8. Set the Difficulty

Difficulty Target Meaning
Simple2+Trivial for someone capable of attempting it.
Easy4+Presents little difficulty to a trained character.
Routine6+Straightforward professional work under meaningful pressure.
Average8+A meaningful obstacle requiring competence and attention.
Difficult10+Challenges trained professionals.
Very Difficult12+A severe professional challenge.
Formidable14+Requires exceptional competence, preparation, or resources.
Impossible16+At the limits of credible performance, but theoretically achievable.
Difficulty Belongs to the Task

The same damaged system has the same Difficulty whether it is being repaired by a novice or an expert. The expert's Skill changes the chance of success. It does not change the inherent difficulty of the problem.

Impossible 16+ still means theoretically possible. If an action cannot physically or logically happen, do not roll.

9. Circumstances

Boon

Roll 3D6 → Discard the Lowest → Keep Two

Use a Boon when the overall circumstances strongly favor the character.

Bane

Roll 3D6 → Discard the Highest → Keep Two

Use a Bane when the overall circumstances strongly hinder the character.

Numerical Dice Modifiers

Specific rules may also provide positive or negative Dice Modifiers for equipment, injuries, environmental conditions, range, previous actions, or other defined circumstances.

One-Circumstance Rule: Do not count the same circumstance twice. If damaged equipment already gives DM−2, do not also apply a Bane for that same damage.

10. Resolve the Check

1
State your intent.

What are you trying to accomplish?

2
Describe your approach.

What is your character actually doing?

3
Determine whether a roll is required.

Is the result uncertain, consequential, and capable of changing the situation?

4
Select the Skill.

What field of competence is being applied?

5
Select the Characteristic.

What personal capability best represents the approach?

6
Set the Difficulty.

Determine the target number based on the task itself.

7
Apply circumstances.

Determine Boons, Banes, and applicable Dice Modifiers.

8
Roll.

Roll the dice, add the Skill and applicable modifiers, and compare the total to the target.

9
Calculate Effect.

Determine how well or badly the attempt succeeded.

10
Apply the result.

Change the situation and continue play.

11. Effect

Effect
Effect = Final Check Total − Target Number
Effect Result
−6 or lessExceptional Failure
−5 to −2Average Failure
−1Marginal Failure
0Marginal Success
+1 to +5Average Success
+6 or moreExceptional Success

Effect can influence quality, speed, duration, resource use, information gained, evidence left behind, damage, reliability, position, or the severity of consequences.

12. Failure Changes Things

A failed roll should not normally mean that nothing happens and the player simply rolls again. Failure changes the situation.

Time Is Lost

The attempt takes longer and another problem develops.

Resources Are Spent

Tools, fuel, ammunition, supplies, or replacement parts are consumed.

Attention Is Drawn

Security, authorities, opponents, or other interested parties become aware of the activity.

The Situation Gets Worse

A patient deteriorates, equipment fails further, access is lost, or a hazard advances.

The Question After Every Result
What do you do now?

13. Time Matters

Time is a resource. Characters may have to choose between doing something quickly, doing it carefully, finding better equipment, waiting for better conditions, seeking assistance, or accepting additional risk.

14. Working Together

Characters can cooperate when another person can meaningfully contribute to the task. Determine who is leading the action and describe what each helper is actually doing.

Rule status: The exact RED-SHIFT assistance mechanic is not established in this section. Use the approved assistance procedure once that subsystem is finalized.

15. Opposed Actions

Some situations involve another character or force actively resisting the attempt. Examples include pursuit, deception, hiding, investigation, grappling, negotiation, and electronic intrusion against active security.

Rule status: The exact RED-SHIFT opposed-action procedure is not established in this section. Apply the approved opposed-check procedure once finalized.

16. Consequences

Physical

Injury, exhaustion, exposure, pain, or equipment damage.

Operational

Lost time, fuel, ammunition, supplies, system degradation, or missed opportunities.

Information

Incomplete intelligence, bad assumptions, lost data, or exposure of your own activity.

Social

Trust, hostility, reputation, obligations, and damaged relationships.

Institutional

Investigations, legal exposure, permits, corporate action, or government attention.

Economic

Debt, contract penalties, repair costs, lost cargo, or insurance consequences.

17. Combat Uses the Same Foundation

Combat is a dangerous application of the same basic task system. Characters describe what they are doing, apply their Skills and Characteristics, resolve uncertainty, and suffer the consequences.

The Combat rules add the specialized procedures for attacks, defense, movement, range, cover, weapons, armor, injury, and other combat-specific situations.

18. Social Conflict Uses the Same Foundation

Social Skills are not mind control. A successful Persuade check does not automatically force another person to do anything the player wants.

Establish what each person wants, what leverage exists, what outcomes are actually possible, and what consequences are at stake. Then resolve uncertainty using the normal task system.

19. Space Operations Use the Same Foundation

Piloting, navigation, engineering, sensors, damage control, jump preparation, emergencies, and spacecraft combat all build on the same core resolution system.

A spacecraft is not a separate game. It is a complex environment filled with interconnected problems handled by people with different competencies.

20. The RED-SHIFT Gameplay Loop

The Situation

The Referee describes what is happening and what the characters can perceive.

The Decision

The players decide what they want to accomplish.

The Approach

The players describe how their characters attempt it.

The Check

If the outcome is uncertain and consequential, resolve a Task Check.

The Result

Determine success, failure, Effect, cost, and consequences.

The World Changes

Time passes. Resources are spent. People react. Systems respond. New information appears. Problems improve or become worse.

The Next Decision

What do you do now?