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    THE RED STAR

    Would you fight your nation in order to save it?

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    THE RED STAR

    Would you fight your nation in order to save it?

    INTRODUCTION........................................................................................................................................ 3

    HERO CREATION..................................................................................................................................... 5THEORY OF HERO CREATION ..................................................................................................................... 5STEPS TO HERO CREATION ......................................................................................................................... 6HOMELAND AND OCCUPATION KEYWORDS ............................................................................................... 6HOMELAND ................................................................................................................................................ 6

    HOMELAND: United Republics of the Red Star (U.R.R.S.)................................................................ 7HOMELAND: The Citadel, United Republics of the Red Star............................................................. 7HOMELAND: The Republics............................................................................................................... 8 HOMELAND: Special Labor Camps................................................................................................... 8

    OCCUPATION .............................................................................................................................................. 9OCCUPATION: Hailer........................................................................................................................ 9OCCUPATION: Kommissar, 1

    stHook................................................................................................. 9

    OCCUPATION: Kommissar, 2nd

    Hook.............................................................................................. 10

    OCCUPATION: Kommissar, 4th Hook .............................................................................................. 10OCCUPATION: Kommissar. 5

    thHook .............................................................................................. 10

    OCCUPATION Kommissar, 6th

    Hook.............................................................................................. 11OCCUPATION Party Apparatchik.................................................................................................. 11OCCUPATION Red Fleet Officer .................................................................................................... 11OCCUPATION Red Trooper ........................................................................................................... 11OCCUPATION Veteran of the Great Patriotic War........................................................................ 12OCCUPATION: Zek .......................................................................................................................... 12OCCUPATION: Zero......................................................................................................................... 12

    MILITARY INDUSTRIAL SORCERY................................................................................................... 13

    TELEKINESIS............................................................................................................................................. 13SORCERY.................................................................................................................................................. 13

    RULES FOR MILITARY INDUSTRIAL SORCERY .......................................................................................... 14PRAVDA AND KRAZNYPRAVDA......................................................................................................... 16

    BECOMING INVOLVED WITH KRAZNYPRAVDA AND PRAVDA ................................................................... 18Becoming a follower of Pravda .......................................................................................................... 18Becoming an initiate of Kraznypravda or Pravda .............................................................................. 18Becoming a devotee of Kraznypravda or Pravda ............................................................................... 19

    THE COST OF TRUTH, THE COST OF LIES .................................................................................................. 19KRAZNYPRAVDA AND PRAVDA KEYWORDS ............................................................................................. 20

    HERO POINTS .......................................................................................................................................... 20

    KRAZNYPRAVDA,PRAVDA, AND PLOT EDITING....................................................................................... 21HERO POINT COST FOR IMPROVEMENT .................................................................................................... 21

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    INTRODUCTIONAn award-winning graphic novel, The Red Staris about an epic battle in a world ofmilitarized sorcery and monolithic technology, whereunknown to all but a fewthe

    ghosts of old soldiers continue to fight alongside the living.

    In creating heroes for the game, an understanding of a few key game mechanic conceptsmay be helpful.

    Abilities an ability in Red Star is any skill, power, personality trait, relationship, item,or other aspect of the hero that he or she might use to affect the course of the game. The

    player decides what sort of abilities his or her hero has. An ability name can be anything

    you want, subject to narrator approval.

    Each ability has a name and a rating. The name indicates the sort of things that the hero

    can do with that ability, and the rating is a number that indicates how good the hero iswith that ability the higher the number, the better. Abilities in Red Star are open-ended.

    Ratings go up to 20, then restart as 1M (one Mastery), then 2M, 3M etc. all the way to

    20M, after which comes 1M2 (one Mastery two) The number before the M is the

    number that a hero must roll equal to or lower than in order to succeed, so a hero with askill of 17 must roll 17 or lower to succeed at a basic challenge. The number after the

    M is the number of free bumps on the success chart that a hero gets when using that

    skill. For example, a hero with 1M5 at a skill rolls a 12. This would normally count asa failure but the Mastery level allows that to be bumped up one level to a success

    It is entirely possible to define abilities extremely broadly in this game. Players shouldresist the temptation to take abilities like Good at everything. The narrator may require

    particularly broad abilities to be narrowed, or disallow completely abilities that do not fit

    into the campaign framework.

    Some types of abilities include

    Skills a skill is a mundane ability that allows the hero to do something. Thismay be a physical skill, such as Climbing or a mental skill, such as Debate.

    Personality heroes in Red Star are motivated by powerful passions. They cancommand the heroes lives, causing them to do things that most people would

    consider crazy, or to act in unnaturally heroic ways.

    Relationships your heros personal ties and commitments are quantified asrelationships. It is good for your hero to have connections that can bring help intimes of need. Relationships can be with an individual or with a community.

    Followers minor heroes controlled by the player. For example, your hero maystart off with a bodyguard under his or her command. The relationships ability

    starts off at a 17, but the follower will have one or more abilities of his own.There are two types of followers retainers and sidekicks

    o Retainers have a keyword at a rating of 17. Their commitment is usuallynot personal, so they are paid servants, distant relatives, underlings, and

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    the like. You must have a relationship with your retainers, but if you have

    several retainers you may have a single relationship that covers all of them

    o Sidekicks are more individual. They have a keyword at 17 and threeabilities starting at a rating of 13. You can then spend a total of 15 points

    to increase those abilities, giving no more than +10 to any single ability.You must give your sidekick a name and personality. You must have a

    separate relationship with a sidekick.

    o Supporting character supporting characters are controlled by thenarrator, and can include your heros family, commanding officer,

    colleagues, contacts, friends, and even enemies. They are your chance tohelp populate the game world with individuals interesting to your hero.

    Most supporting characters do not need to have their own abilities, as it is

    the relationship that is important rather than what the supporting charactercan do. If necessary the narrator will help you to develop abilities for your

    supporting character as needed. Supporting characters come in several

    types, including Adversary someone who stands in your heros way. Perhaps a

    villain, but perhaps an honest, hardworking individual whos goals

    are contrary to your heros.

    Ally someone of roughly equal status and ability as your hero.An ally has his own life and goals, and is not always available to

    come to the heros aid.

    Contact someone with specialized knowledge or skill who canaid your hero

    Dependant a supporting character whom your hero is obliged toprotect.

    Patron a supporting character who is of greater accomplishmentand status than the hero. The patron may aid the hero on occasion,but expects favors and assistance in return.

    Magical abilities there are no magical abilities per se available to beginningheroes in Red Star. The exceptions to this are Military Industrial Sorcery and

    Truth and Lies. See below for more information.

    Possessions and wealth possessions are prized and special things that peoplehave. Your heros possessions include any equipment, clothing, goods, andmoney that he carries with him.

    o Wealth each hero has a wealth rating that represents the sum of his orher assets and social status. Each occupation lists the heros starting

    wealth under standard of living- for example, a Hailer begins with thestandard of living Poor (8). Like any other ability Wealth can be

    improved by up to 10 points at hero creation. Wealth is primarily a

    measure of your heros standard of living how big is his or her house,how nice are his or her clothes, etc.

    o Special items your hero may have found, been given, inherited, orotherwise acquired some form of special item. The history of the URRS isfull of such special and unique items that aided the heroes of old in various

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    ways. In modern times, however, as mythic tradition has been replaced by

    the truth of the Party, such items have become rare. Examples of special

    items include a particularly beautiful samovar, a specially made hookattuned to your heros particular telekinetic wavelength, a dog that can

    sniff out treason, and a protocol enhanced greatcoat that can deflectbullets.

    Flaws all heroes are flawed in some way. A flaw is a trait that actively hindersthe hero in most circumstances.

    Keywords a keyword is a hero template that includes a set of abilities (skills, magic,relationships, etc.) that the hero has learned, picked up, or that everyone with that

    keyword knows. If a hero has a keyword, he or she has all the abilities associated with

    that keyword. For example, all heroes with the Hailer keyword start with the abilities

    Athletics, Heavy Weapons Fighting, Intimidate, Listen, Melee Fighting,Observe, Small arms Fighting, and Unobtrusive.

    The abilities of a keyword start at the rating of that keyword (usually 17).

    Keywords can never be increased, but abilities under keywords can be increased. For

    example, a hero with the Hailer keyword at 17 could not increase Hailer to 18, butcould increase the Athletics ability under Hailer to 18.

    Think of keywords as being ability packages that cover all of the abilities that would be

    subsumed under a given keywords area of knowledge and training.

    HERO CREATIONBefore getting into the nuts and bolts of hero creation, lets talk a little about how theprocess works in Red Star.

    Theory of Hero Creation

    Cooperation Red Star is a very cooperative game, and it works best if the heroes have

    reasons to be together, and work well (but not TOO well) together.For the initial playtest, all heroes work for the Kommissariat of the 5 th Hook. This is the

    national police organization of the U.R.R.S. that handles unsolvable crimes, supernatural

    disturbances, and the like. Its sort of a cross between CSI, and The X Files with alot of internal politics and inter-office competition thrown in for good measure. Heroes

    will all be part of the same investigative squad, and likely have worked together for some

    time and know one another.

    Sympathy heroes created for Red Star should not be utterly despicable. Even heroes

    who are deeply flawed, and those who accept Kaznypravda as the truth, should be

    likeable or admirable in some way. Remember, you are all in this together, and if your

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    hero isnt likeable then the other heroes wont risk their necks to save him or her when

    danger rears its ugly head.

    Indispensability make your hero unique. This is very important, particularly in the

    Kommissariat of the 5th Hook, where all heroes are there because they have some uniqueexpertise, knowledge, or ability that can help them solve the unsolvable.

    Steps to Hero Creation

    STEP 1: Choose a Homeland you receive all abilities for your Homeland keyword at

    13.

    STEP 2: Choose a profession you receive all abilities for your profession keyword at17

    STEP 3: Truth and Lies all heroes start with a score of 13 in the keyword

    Kraznypravda See the section Truth and Lies: to learn more.

    STEP 4: Choose 10 additional abilities you receive these abilites at 13. You mayspend 3 of these points to purchase the keyword Pravda if you so desire. This is the

    only way to gain an additional keyword at the beginning of play.

    STEP 5: Distribute 20 extra points among abilities no ability may be raised by morethan 10 points.

    STEP 6: Choose flaws - A hero may either take a single flaw at 5m2, or two flaws one

    at 5m and the other at 17.

    Homeland and Occupation Keywords

    HomelandEach homeland keyword comes with a variety of information.

    Occupations available: these are the occupations available to heroes from that particular

    homeland

    Native abilities these are the abilities associated with the Homeland keyword.

    Vodka ability or Tea ability: Reds are very fond of both vodka and tea. There are a wide

    variety of abilities related to each, but players should feel free to make up their own as

    well.

    Typical Personality Traits: the typical characteristics of a native of a particularhomeland. Heroes may take any, all, or none of these personality traits as they choose.

    Typical relationships: common sorts of relationships possessed by natives of this

    homeland. These are for informational purposes only if a player wants his or her heroto have one of these relationship abilities, the ability must be purchased.

    Military Industrial Sorcery: if the homeland has access to any sort of Military Industrial

    Sorcery, it is listed here. See Military Industrial Sorcery for more details.

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    HOMELAND: United Republics of the Red Star (U.R.R.S.)

    This is your typical Red, hailing from anywhere outside the Citadel, but not from the

    breakaway republics.

    Occupations Available: Hailer, Kommissar (any)Native Abilites: URRS Geography, URRS Politics, URRS Customs, Speak Native

    Language, Read/Write Native LanguageEITHER

    Vodka Ability (choose one or make up your own): examples - Disdain Vodka, Drink

    Vodka Cheerily, Drink Vodka Gloomily, Get Drunk Quickly on Vodka, Hold YourVodka, Keep On Drinking Vodka, Sniff Out Vodka, Vodka Connoisseur

    OR

    Tea Ability (choose one or make up your own): examples - Brew Delicious Tea, BrewStrong Tea, Connoisseur of Tea, Drink Tea Gracefully, Drink Tea Greedily, Serve Tea

    Elegantly.

    Typical Personality Traits: Brave, Hospitable, Moody, Patriotic, SentimentalTypical Relationships: Family, the StateMilitary Industrial Sorcery keyword: All male heroes receive Telekinesis. All female

    heroes receive one of the following: Deck Kaster, Informkaster, Medikaster, Sorceress

    Engineer, Supply Kaster, Warkaster. Military Industrial Sorcery begins at 13.

    HOMELAND: The Citadel, United Republics of the Red Star

    The Citadel is the capital of the U.R.R.S. Reds hailing from the Citadel tend to be a bit

    more urbane and pragmatic than other Reds.

    Occupations Available: Hailer, Kommissar (any)

    Native Abilities: Citadel Geography, URRS Geography, URRS Politics, URRS Customs,

    Speak Native Language, Read/Write Native LanguageMilitary Industrial Sorcery keyword: All male heroes receive Telekinesis. All female

    heroes receive one of the following: Deck Kaster, Informkaster, Medikaster, Sorceress

    Engineer, Supply Kaster, Warkaster. Military Industrial Sorcery begins at 13.EITHER

    Vodka Ability (choose one or make up your own): examples - Disdain Vodka, Drink

    Vodka Cheerily, Drink Vodka Gloomily, Get Drunk Quickly on Vodka, Hold YourVodka, Keep On Drinking Vodka, Sniff Out Vodka, Vodka Connoisseur

    OR

    Tea Ability (choose one or make up your own): examples - Brew Delicious Tea, BrewStrong Tea, Connoisseur of Tea, Drink Tea Gracefully, Drink Tea Greedily, Serve TeaElegantly.

    Typical Personality Traits: Brave, Cunning, Moody, Opportunistic, Patriotic, Pragmatic

    Typical Relationships: the State

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    HOMELAND: The Republics

    The URRS contains numerous semi-autonomous republics. Many of these remain in the

    URRS only under duress. Their people tend to be regarded as untrustworthy by the State,but many great heroes have come from the Republics.

    Native Abilities: Republic Geography, Republic Politics, Republic Customs, Speak

    Native Language, Read/Write Native Language, Speak Red, Read/Write RedMilitary Industrial Sorcery keyword: All male heroes receive Telekinesis. All female

    heroes receive one of the following: Deck Kaster, Informkaster, Medikaster, Sorceress

    Engineer, Supply Kaster, Warkaster. Military Industrial Sorcery begins at 13.EITHER

    Vodka Ability (choose one or make up your own): examples - Disdain Vodka, Drink

    Vodka Cheerily, Drink Vodka Gloomily, Get Drunk Quickly on Vodka, Hold YourVodka, Keep On Drinking Vodka, Sniff Out Vodka, Vodka Connoisseur

    OR

    Tea Ability (choose one or make up your own): examples - Brew Delicious Tea, BrewStrong Tea, Connoisseur of Tea, Drink Tea Gracefully, Drink Tea Greedily, Serve TeaElegantly.

    Typical Personality Traits: Brave, Moody, Patriotic, Pragmatic, Rebellious, Stubborn

    Typical Relationships: family, friends

    HOMELAND: Special Labor Camps

    Wherever a Red might have been from originally, time spent in the Special Labor Camps

    changes them. The reality of their old life is systematically driven from them by hardlabor, harsh conditions, and ruthless reeducation. Those who come from the Special

    Labor Camps have performed some act of near suicidal bravery or great service to the

    Republic to win their release.

    Occupations Available: Hailer; Kommissar (any)

    Flaw: Zek (starts at 5m2)

    Native Abilities: URRS Geography, URRS Politics, Zek Customs, Speak NativeLanguage, Read/Write Native Language

    Military Industrial Sorcery: All male heroes receive Telekinesis. All female heroes

    receive one of the following: Deck Kaster, Informkaster, Medikaster, Sorceress Engineer,Supply Kaster, Warkaster. Military Industrial Sorcery begins at 13.

    EITHER

    Vodka Ability (choose one or make up your own): examples - Disdain Vodka, DrinkVodka Cheerily, Drink Vodka Gloomily, Get Drunk Quickly on Vodka, Hold YourVodka, Keep On Drinking Vodka, Sniff Out Vodka, Vodka Connoisseur

    OR

    Tea Ability (choose one or make up your own): examples - Brew Delicious Tea, BrewStrong Tea, Connoisseur of Tea, Drink Tea Gracefully, Drink Tea Greedily, Serve Tea

    Elegantly.

    Typical Personality Traits: Brave, Opportunistic, Pragmatic, Ruthless, Stoic

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    Typical Relationships: the State, other Zeks

    Occupation

    Each occupation keyword comes with a variety of information.Abilities: these are the abilities associated with a given occupation keyword.

    Typical Personality Traits: typical personality of members of that occupation. Heroes

    may take any, all, or none of these.

    Typical Followers: if the hero chooses to have followers, common types are listed here.This is for informational purposes only if the hero wishes to have followers, they must

    be purchased separately.

    Standard of Living: this is the basic Wealth ability of the hero. It may be raised just likeany other ability.

    Typical Equipment: this is typical equipment of a member of this occupation.

    (NOTE: Occupations focus primarily on military and paramilitary professions, which isin keeping with the comic series. Certainly other professions are possible and readers are

    encouraged to make them up)

    OCCUPATION: Hailer

    Hailers are elite Red Fleet soldiers trained to carry and fire deadly telekineticmachineguns also known as hailers. All Hailers are male, and are generally even more

    physically imposing than the typical Red Trooper. Hailers are typically tall, broad, and

    well-muscled.

    Abilities: Athletics, Heavy Weapons Fighting, Intimidate, Listen, Melee Fighting,

    Observe, Small arms Fighting, UnobtrusiveTypical Personality Traits: Decisive, Loyal, Patient, StoicTypical Followers: Typically none

    Standard of Living: Poor (8)

    Typical Equipment: dress uniform, several workaday uniforms, sidearm, heavy weapon,heavy armor, hook (if male)

    OCCUPATION: Kommissar, 1st Hook

    The Kommissariat of the 1st

    Hook is responsible for foreign operations and intelligence.

    They are the espionage arm of the State, and fight a constant shadow war against theircounterparts in the Bureau of Central Intelligence.

    Abilities: Athletics, Escape & Evasion, Intimidate, Listen, Observe, Read and Write

    Transnationalist, Speak Transnationalist, Unarmed combat, UnobtrusiveTypical Personality Traits: Decisive, Loyal, Patient

    Typical Followers: Typically none

    Standard of Living: Common (13)

    Typical Equipment: dress uniform, clothing and equipment suitable for their cover.

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    OCCUPATION: Kommissar, 2nd Hook

    The Kommissariat of the 2nd Hook deals exclusively with loyalty within the Red Fleet.

    Kommissars accompany all vessels and major units of the Red Fleet, and may beassigned to monitor important officers as well.Abilities: Athletics, Diplomacy, Intimidate, Leadership, Listen, Observe, Small arms

    Fighting, Strategy, Tactics

    Typical Personality Traits: Fanatical, Loyal, Meticulous

    Typical Followers: Lesser Kommissars, Zeks

    Standard of Living: Common (13)

    Typical Equipment: Dress uniform, officers greatcoat, several workaday uniforms,sidearm

    (NOTE: Kommissar of the 3rd

    Hook, or Third Department, is not an occupation that is

    open to players, which is why it is not here.)

    OCCUPATION: Kommissar, 4th Hook

    This kommissariat deals with internal dissent within the U.R.R.S. and is responsible for

    censorship, as well as monitoring religious and artistic types.

    Abilities: Bureaucracy, Diplomacy, Intimidate, Interrogate, Listen, Observe, Politics,Sneak, Torture

    Typical Personality Traits: Bland, Fanatical, Unyielding, Remorseless

    Typical Followers: Lesser kommissars, Red troopers, Hailers, Zeks

    Standard of Living: Common (13)Typical Equipment: Dress uniform, several workaday uniforms, sidearm

    OCCUPATION: Kommissar. 5th Hook

    While the 5th

    Hook is the smallest branch of the Kommissariat, a number of extraordinaryindividuals staff it. More than half of the 5th Hooks Kommissars are sorceresses. The

    rest are specialists in a wide variety of specialist pursuits. The 5th Hook deals with

    unsolvable crimes, supernatural disturbances, and felonies involving the use of illegal

    protocols. There are officially no serial killers in the U.R. R. S., but if there were itwould be the 5th Hooks job to stop them by any means necessary.

    Abilities: Athletics, Bureaucracy, Exert Authority (Zek Kommissars substitute Stoic

    Endurance), Investigate, Law, Melee Fighting, Small arms Fighting, Trademark Skill (asingle skill or area of expertise unique to your hero)

    Typical Personality Traits: Curious, Driven, Obsessive, Stubborn

    Typical Followers: lower ranked Kommissars, police assistants, lab assistants

    Standard of Living: Common (13)

    Typical Equipment: Badge of Office, Dress Uniform, several workaday uniforms,

    sidearm, collapsible hook (if male)

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    OCCUPATION Kommissar, 6th Hook

    The Kommissariat of the 6th

    Hook is tasked with providing security for high ranking

    party members, visiting foreign dignitaries, and the Citadel. They are also involved inmonitoring communications of other nations.

    Abilities: Athletics, Bodyguard, Intimidate, Listen, Observe, Read and write (language),Small arms Fighting, Speak (language), Unarmed combat

    Typical Personality Traits: Focused, Intense, Observant, QuickTypical Followers: Lesser kommissars, Hailers

    Standard of Living: Common (13)

    Typical Equipment: Dress uniform, officers greatcoat, several workaday uniforms,sidearm

    OCCUPATION Party Apparatchik

    Apparatchiks are functionaries within the Party that keep the State running.

    Abilities: Bribery, Brown nose, Bureaucracy, Extort favor, Gossip, Influence,Tangle/untangle red tape, Unblinking stare,

    Typical Personality Traits: Arrogant, Calculating, Craven, Grasping

    Typical Followers: Lesser apparatchiksStandard of Living: Prosperous (5M)

    Typical Equipment: Nice suit, several workaday suits, party pins and awards

    OCCUPATION Red Fleet Officer

    This is the profession of anyone holding a commissioned rank in the Red Fleet, from adeck officer to a lofty Skymarshal.

    Abilities: Athletics, Diplomacy, Intimidate, Leadership, Listen, Observe, Small arms

    Fighting, Strategy, Tactics

    Typical Personality Traits: Brave, Emotional, Heroic, Shrewd

    Typical Followers: Lesser officers, troopers, zeks

    Standard of Living: Prosperous (5M)

    Typical Equipment: Dress uniform, officers greatcoat, several workaday uniforms,

    sidearm

    OCCUPATION Red Trooper

    Red Troopers are the backbone of the ground forces of the Red Fleet. They are trained totake the fight to the enemy, to attack without mercy, and to follow orders without

    question. The vast majority of Red Troopers are male.

    Abilities: Athletics, Intimidate, Leadership, Listen, Melee Fighting, Observe, Small armsFighting, Survival, Tactics

    Typical Personality Traits: Brave, Heroic, Pessimistic, Stoic

    Typical Followers: Other Red Troopers, Hailers, Zeks

    Standard of Living: Common (13)

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    Typical Equipment: Dress Uniform, several workaday uniforms, sidearm, Hook

    OCCUPATION Veteran of the Great Patriotic War

    Those who fought in the Great Patriotic War are honored heroes of the Republic, held innear-reverence by many in the younger generation. For the most part these Heroes of theRepublic were simple peasant farmers, thrown into a war beyond their understanding.

    Many were only children when they were issued a gun and sent to the Front. Now they

    have grown old in the service of the Republic. Many survive on small pensions, orcontinue to work at the government jobs they received when mustering out service.

    Abilities: Athletics, Bureaucracy, First Aid, Improvise, Scrounge, Smallarms Combat,

    Stoic Endurance, Survival, Unarmed Fighting

    Typical Personality Traits: Stoic, Proud, Wistful, Resolute

    Typical Followers: Any

    Standard of Living: Poor (8)

    Typical Equipment: dress uniform (Great Patriotic War era), several sets of clothing orworkaday uniforms, a box of medals and service pins, an old keepsake (player choice)

    OCCUPATION: Zek

    Zeks are survivors of penal infantry units. As current or former prisoners of all walks of

    life (many of the political prisoners never having known their crime) Zeks have a widevariety of skills. Zeks are typically employed as expendable assets. If there is a madman

    barricaded behind a door, you can bet that its the Zek who gets to kick it in.

    Abilities: Athletics, Hide, Improvise, Rouse Rabble, Sneak Attack, Stoic Endurance,

    Trademark Skill (a single skill or expertise unique to your hero), Unarmed FightingTypical Personality Traits: Callous, Fanatic, Devil-May-Care

    Typical Followers: Other ZeksStandard of Living: Poor (8)Typical Equipment: dress uniform, several workaday uniforms

    OCCUPATION: Zero

    Zeros are assassins, saboteurs, and infiltrators some of the best in the world. Many of

    them are drawn from the ranks of State orphans, and are trained almost from birth.Others are drawn from the ranks of the Red Troopers, or even from Zeks who have been

    reformed. The term Zero indicates what remains of the individuals old life. Zeros

    have no name, no past, and no family but the state. Check with the GM before taking thisoccupation, as it may not be appropriate for some campaigns.

    Abilities: Athletics, Demolitions, Infiltrate, Listen, Melee Fighting, Observe, Small arms

    Fighting, Unobtrusive

    Typical Personality Traits: Bland, Pitiless, Ruthless, Self-Sacrificing,

    Typical Followers: none. Zeros typically work alone.

    Standard of living: Poor (8)

    Typical Equipment: Two nondescript uniforms with no badges or markings. The Statewill issue them with whatever other equipment they need

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    (Note: the proper form of address for a Zero is Comrade Zero always. Zeros have no

    rank and no name. Zeros may not begin the game with the keyword Pravda though

    they may acquire it normally once play begins.)

    MILITARY INDUSTRIAL SORCERYIn the U.R.R.S. what we would consider to be magic is part of the world, and isconsidered to be a natural phenomenon which can be tapped by any individual. World

    powers exploit this phenomenon as they would any other natural resource. The idea that

    sorcery comes from any sort of occult or religious source is considered primitivesuperstition, and is dismissed by the State, though peasants throughout the republics

    continue to regard sorcerers with a certain amount of awe. Officially, however, the term

    Sorceress has no more occult connotation than the term Technician.

    Within the U.R.R.S. proper all men and women receive training in Military-Industrial

    Sorcery (this is not true in the Republics, where only certain gifted individuals receive

    training). U.R.R.S. educational doctrine divides this training along gender lines: menreceive training in telekinesis, women receive training in sorcery. There is no gender

    difference that precludes men from learning sorcery, or women from learning telekinesis

    the only barrier is educational. As with any other learning endeavor, there are thosewho excel, and those who show little proficiency for the task.

    Sorceries abilities in Red Star are considered to be mundane abilities for purposes ofadvancement.

    Telekinesis

    TELEKINESIS KEYWORD: (Tractor Pull; Hook Fighting; Telekinetic Strafe; Guide

    Shots)

    SorceryDECK KASTER (Armor Piercing Protocol; Blast Control Protocol; Cooperative

    Reinforcement Protocol; Defensive Shield Protocol; Jumpgate Transfer Protocol;

    Protocol Resistance Shields Protocol; Vehicular Reinforcement Protocol)

    INFORMKASTER (Burst Voltage Protocol; Cooperative Reinforcement Protocol; JumpInformation Protocol; Map Protocol; Reenact Protocol

    1; Supply Protocol; Stealth

    Protocol; Stimulant Protocol; Transpathic Signal Protocol)

    1The Reenact protocol is an exception to some of the normal rules for protocol use. No more than one

    material component is ever issued for a Reenact protocol, no matter how skilled the sorceress. The

    energies involved in a Reenact protocol are higher than for most protocols, and the construction of the

    material components is more expensive. Thus taking a material component for a Reenact protocol counts

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    MEDIKASTER (Accelerated Healing Protocol; Defensive Shell Protocol; Diagnosis

    Protocol; Final Mercy Protocol; Shield Reinforce Protocol; Stimulant Protocol)

    SORCERESS ENGINEER (Armor Piercing Protocol; Burst Voltage Protocol; DefensiveShield Protocol; Expanse Protocol; Field Repair Protocol; Protocol Resistance Shields

    Protocol; Shield Reinforce Protocol; Supply Protocol; Stimulant Protocol;Transformation Protocol Transpathic Detonator Protocol)

    SUPPLY KASTER (Cooperative Reinforcement Protocol; Expanse Protocol; GateTransfer Protocol, Jumpgate Transfer Protocol; Krawl Drop Protocols; Protocol

    Resistance Shields Protocol; Supply Protocol)

    WARKASTER (Armor Piercing Protocol; Autoshields Protocol; Burst Voltage Protocol;

    Defensive Shield Protocol; Drop Protocol; Expanse Protocol; Krawl Drop Protocols;

    MTK-90 Protocol; Protocol Resistant Shields Protocol; Stealth Protocol; TransformationProtocol)

    Rules for Military Industrial Sorcery

    Lets get telekinesis out of the way first. Telekinesis does not follow most of the rulesbelow for sorcery. There is no material component needed for the use of telekinesis, it

    does not require KPS safety wards and so can be used as either a primary ability or an

    augment freely, and it cannot be overkast. Telekinesis abilities act in almost everyrespect as purely mundane abilities. The exception to this is that telekinetic abilities act

    as magic when targeting purely mundane items which are not protocol protected, and thusare resisted with a base 14 resistance.

    All protocols have material components. These are usually small cylinders or grenade-

    like objects which contain the power source used to power the protocol, as well as certain

    sorcerous lenses and filters that give the protocol its basic shape and purpose.Because of this the material components for protocols are not interchangeable. Kasters

    operating in official capacity for the State (which is the great majority of them) are

    usually assigned 5 material components at the beginning of each assignment, plus anadditional material component for each protocol mastery level.

    Example: Valentina is going on assignment for the 5th Hook. She isassigned 5 material components of her choice from among her protocol

    abilities. If Valentinas rating with the MTK-90 protocol is 5M2 she will

    be assigned 2 additional components for the MTK-90 protocol.

    as two component choices instead of one. Finally, all Reenact protocol components are licensed with the

    State, so any time a Reenact protocol component is used, it is logged and reported.

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    It is possible to use protocols without their material components, with the following

    restrictions:

    1. Prococols used without the proper material component may only be used asaugments, never as primary abilities

    2. Protocols used without the proper material component suffer a -10 to theirchallenge roll.

    Particularly well-made material components that add to the kasters challenge roll do

    exist, but are extremely rare.

    All sorcerers are usually protected by a number of passive protocols which are

    collectively referred to as KPS (Kaster Protective Systems) safety wards. These wards

    protect the kaster from the energies used in kasting, and help channel those energies intothe protocol being kast.

    While KPS wards are active protocol abilities can only be used as augments, not asprimary abilities. When KPS safety wards are deactivated, a kaster may use a protocol

    ability as a primary ability, but there is a risk of physical damage. If the kaster fails the

    challenge then the kaster takes damage just as if the challenge had been physical conflict.

    This damage is in addition to any damage that might normally be taken as a result of theconflict.

    Example: Yeva is helping her brother Nikolai with a long stake-out, and

    uses her stimulant protocol as an active ability to keep them both awake

    for several days straight. She suffers a minor defeat on her challenge.

    Normally this would simply result in some sort of failure, but since Yeva

    lowered her KPS wards, she also suffers an impaired result, and is now-10% on all her abilities.

    Example: Valentina encounters some Nokgorgan terrorists as part of her

    investigation and decides to use her MTK-90 protocol as her primary

    ability in the ensuing firefight. She suffers a marginal defeat, which would

    normally cause her to be hurt, giving her a -1 penalty to future

    activities. Because her KPS safety wards were down, she suffers an

    additional hurt result, so she is at -2 to future activities.

    Kasters may also choose to overkast their protocols. Overkasting a protocol allows it to

    be much more powerful, but at a cost of stress, damage, or injury to the kaster. Eachlevel of overkasting grants the kaster one free bump, but the kaster takes progressivelymore damage.

    OVERKAST LEVEL # OF BUMPS KASTER INJURY

    1 1 Impaired

    2 2 Injured

    3 3 Dying

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    Fatal 4 Dead

    This damage takes effect at the end of the conflict, and is cumulative with any damagetaken if the conflict is lost.

    Example: the party is pursuing a Red traitor into the ruins of the

    Nokgorkan capital, and gets caught at the edge of a ventral furnace blast.

    Yelena casts a defensive shield protocol to protect the party. Knowing the

    power of a ventral furnace blast, she decides to overkast her protocol at

    level 3. Her defensive shield protocol ability will receive three bumps in

    the upcoming challenge, but when the challenge is complete, Yelena will

    be dying.

    PRAVDA AND KRAZNYPRAVDAThere is no religion in the United Republic of the Red Star. Instead there are twocompeting philosophies Pravda (Truth) and Kraznypravda (Red Truth)2.

    Pravda is Truth with a capital T. It is not varnished, it is not polished, it is not half-truth or prevarication or platitude. A foremost tenet of Pravda is that everyone is equal

    and that no one should have power over another without their consent. .Truth was

    divinely given to the Reds by the Goddess Pravda long ago, and it is the duty of allhumans to share this truth, to support it, and to give their lives, if necessary to ensure the

    equality of all men and women.

    Pravda is the ability to see, recognize, and speak the truth. It is typically used as a call-onto convince people that something is true, and to inspire others to feats of bravery. At

    higher levels it grants the hero access to important secrets of the inner workings of the

    Party and the world.

    Kraznypravda is the truth as dictated by the ruling party of the U.R.R.S. Since the

    Revolution, the Party has increasingly taken on the governance of the people of theU.R.R.S. As the power of the Party has grown, it has usurped more and more of the

    responsibility for determining and disseminating truth, until it now verges on being the

    sole arbitrator of what is and is not officially true.

    Kraznypravda is the ability to support, believe, accept, or at least mouth the party line. It

    is typically used as a call on trait for such things as convincing kommissars of your

    loyalty and working within the political system of the Republic. At higher levels it grantsthe hero access to important secrets of the inner workings of the party and the world.

    For both Pravda and Kraznypravda there are three levels of devotion that a hero may take community, initiated, and devoted.

    2At its heart, Kraznypravda is actually Krivda (lies). But of course hardly anyone is going to admit that

    they are associated with lies.

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    Community the vast majority of Reds have a community level devotion toKraznypravda. It is what is taught to them at the schools, indoctrinated into them

    in party rallies, and expected of them by their supervisors and superiors. Many

    Reds also have a community level devotion to Pravda, representing their memory

    of the truth bestowed on them by the goddess. Individuals with community levelcommitment cannot gain any sort of mystical aid, but can call upon their

    philosophy to aid them in times of need (though it is rare that such assistance isprovided).

    Initiate an initiate is an individual with formal commitment to his or herphilosophy. It conveys certain responsibilities and limited mystical abilities.

    Initiates of Kraznypravda are easily identified by their prominently displayedParty official badges. Initiates of Pravda are best identified by their devotion to

    the Truth.

    Devotee an individual who has devoted themselves to one philosophy or theother (never both) has made that philosophy central to their life and worldview.

    Those who follow Kraznypravda at this level are high level Party officials, andthose who follow Pravda are known leaders of the revolution. Devotees are

    rewarded for their faithfulness by access to serious mystical power. Heroescannot begin the game as a Devotee.

    All heroes start out with some skill in Kraznypravda, and may begin with skill in Pravda

    as well if they choose to take it as a keyword. It is possible to have the Communitylevel of commitment to both Pravda and Kraznypravda simultaneously. However, if a

    hero has Initiation level commitment to one, he or she may only have Community

    commitment in the other, and only at the basic level of 13. Any additional points put intoadvancement of the Keyword are lost. If a hero ever gains Devotion level commitment

    to either Pravda or Kraznypravda, he or she immediately loses all skill in the opposingphilosophy..

    Abilities these are mundane abilities possessed by those who follow one of the two

    creeds.

    Virtues virtues are personality traits considered desirable by followers of a particular

    philosophy. Your hero may take any, all, or none of these abilities. Heroes are not

    required to take these abilities. An exception to this is those who are devotees of aparticular philosophy, who are required to take all the virtues of that philosophy.

    Affinities each of the two philosophies has an affinity (Truth for Pravda, and Lies forKraznypravda). An affinity is similar to an ability, but is mystical rather than mundane in

    nature. Followers of one of the philosophies draw on the power of that philosophy to

    gain mystical aid. Heroes cannot use an affinity directly, but can use it to augment anyappropriate ability. Heroes may improvise any named feat from their affinity and use it

    as an active ability, but take a -10 to their roll. Affinities are treated as magic, and are

    opposed in most contests with a defense of 14 (note that the affinity of one keyword acts

    as defense against the affinity of the other keyword).

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    Feats all affinities have feats associated with them. Feats are specific, mystical powers

    associated with a given affinity. Unlike an affinity, feats can be used actively, not just toaugment. Only devotees of a given philosophy may use feats. Feats are treated as magic,

    and are opposed in most contests with a defense of 14 (note that the feats of one keywordmay be used as defense against the feats of the other keyword).

    Secret each of the two philosophies has a secret ability, accessible only to those of great

    power, ability, and knowledge. In order to gain access to his or her philosophys secret, a

    hero must be a devotee of that philosophy, and have at least three feats of that philosophyat a mastery of 20M to access the Secret of his or her philosophy..

    Becoming Involved with Kraznypravda and Pravda

    As mentioned above, all heroes begin the game with basic knowledge of Kraznypravda,

    and can start the game with basic knowledge of Pravda as well at a cost of 3 ability points(from step 4). It is possible to become an initiate of either Kraznypravda or Pravda at

    hero creation simply by declaring it. It is not possible to become a devotee of either

    Kraznypravda nor Pravda at hero creation.

    It is also possible to develop and improve devotion to Kraznypravda and/or Pravda

    during play. This involves passing certain challenges

    Becoming a follower of Pravda

    Contest: become a communal follower of Pravda

    Appropriate ability: any ability related specifically to truth. Honesty would work, butpersuasion would not.Typical modifiers and augments: up to two other abilities related specifically to truth

    Resistance: 14

    Any victory: Pay 3 Hero points to gain the Keyword Pravda at 13

    Tie, Marginal, Minor,or Major defeat: your hero is not yet ready. He or she may try

    again later.

    Complete defeat: your hero has, perhaps unknowingly, performed some activity that haseffectively alienated him or her from Pravda. In order to apply again, the hero must

    perform some service to Pravda to atone for this transgression.

    Becoming an initiate of Kraznypravda or Pravda

    Contest: become an InitiateAppropriate ability: Any one ability from the keyword Kraznypravda or Pravda as

    appropriate.

    Typical modifiers and augments: up to two additional abilities from the appropriatekeyword.

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    Resistance: 1M

    Any victory: pay 3 Hero points and replace Community Worshiper of with Initiate of

    and receive the appropriate keywords affinity at 13. Your abilities in the oppositekeyword are reduced to 13, and can never be raised above that.

    Tie, Marginal, Minor, or Major defeat: your hero is not yet ready. He or she may tryagain later.

    Complete defeat: if a follower of Kraznypravda you have done something to offend theState or the powers that be tremendously. You can never become an initiate or devotee

    of Kraznypravda. If a follower of Pravda you have been led down some wrong path or

    somehow lost your way in the search for Truth. You must somehow atone for yourmistake and make things right before you can apply again.

    Becoming a devotee of Kraznypravda or Pravda

    Contest: become a devotee

    Appropriate ability: any one keyword abilityTypical modifiers and augments: none

    Resistance: 20M

    Any victory: pay 3 Hero points and replace Initiate of with Devotee of and gain threeof the Feats under the keywords affinity for free. If the hero has any ability in the

    conflicting keyword he or she loses it.

    Tie, Marginal, Minor, or Major defeat: if a follower of Kraznypravda the hero hassomehow been judged unworthy. You may never advance further than Initiate. If a

    follower of Pravda the hero is not ready, but may try again later.

    Complete defeat: if a follower of Kraznypravda the hero is judged unworthy. The hero is

    reduced to community level follower status and may never advance further. If a

    follower of Pravda, the hero has been led astray, and must atone for this. The follower iscut off from the Pravda affinity, though he or she is still treated as an Initiate for purposes

    of determining how many Hero points must be spent on the Pravda philosophy. Onceatonement is made the hero is reinstated as an Initiate, and can try for devotee status

    again later.

    The Cost of Truth, the Cost of Lies

    Being a follower of Pravda or Kraznypravda carries with it a cost in time and resourcesspent. Followers of either philosophy are expected to devote a certain amount of time

    and effort to supporting their cause. This is reflected in a hero point cost for each

    philosophy.

    Heroes who follow one of the two philosophies (or both) must devote a certain

    percentage of their hero points to activities that promote their philosophy. These include

    Raising abilities, relationships, virtues, affinities, etc. that are related to thatphilosophy

    Spending points on plot editing appropriate to their philosophy

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    Having a Community level belief requires the expenditure of 10% of the heros hero

    points in support of his or her philosophy.

    Having an Initiate level of belief requires the expenditure of an additional 25% of the

    heros hero points in support of his or her philosophy (35% total)

    Having a Devotee level of belief requires the expenditure of an additional 50% of thetotal earned hero points in support of the heros philosophy (85% total)

    Kraznypravda and Pravda keywords

    KraznypravdaAbilities: Devotee of Kraznypravda or Initiate of Kraznypravda, Persuasive, Mythology

    of Lies, Refute, Scornful Rebuttal, Power of the Party

    Virtues: Arrogance, Contempt for the Sheep, Ruthless, Self-Righteous, Indomitable

    Will, Face AdversityAffinity: Lies [Dictate Reality, Sap Morale, Terrify, Enforce the Partys Will, Scheme,

    Mental Flexibility]

    Secret: the storm of souls

    Pravda

    Abilities: Devotee of Pravda or Initiate of Pravda, Trustworthy, Mythology of Pravda,Detect Falseness, Unity, Spirit of the Revolution

    Virtues: Honest, Inspirational, Camaraderie, Equality, Indomitable Will, Face Adversity

    Affinity: Truth [Expose the lie, Rally, Comfort, Universal Brotherhood, Lead theWilling, Blessing of the Red Star]

    Secret: Eyes of Imbohl

    HERO POINTSAll heroes begin the campaign with 3 hero points, representing their extraordinarynatures. Hero points are used for three things bumping rolls during challenges, plot

    editing, and hero improvement

    Bumps a player may, during a challenge, spend one or more hero points tobump up the success level of a die roll on any challenge by one. This may bedone after the die is rolled, and may be done repeatedly (if both sides have hero

    points to spend they can go back and forth until one side decides not to spend any

    more or runs out). Plot editing a player may spend one or more hero points in the midst of play to

    modify the game world or circumstances in some way. Costs for creative editing

    are as follows:

    o 1 pt minor. A minor and entirely credible change to the situation whichwill not, in itself, change matters but might give the players and edge or an

    opportunity

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    o 2 pts moderate. A substantive change to the situation, but one still inkeeping with the context and backstory and which does not solve the

    heroes dilemmas in itself, but gives them a new or better opportunity todo so themselves.

    o 4 pts major. As above, but the dues ex machine is fairly blatant andobvious.

    o 8 pts extreme. Quite ridiculous strokes of fortune that either solve theheroes problems at a stroke or have major and direct impact not only on

    the current situation but on longer-term game developments.

    Kraznypravda, Pravda, and Plot EditingThe Plot Editing rules for Hero Points are slightly modified by the rules for Truth and

    Lies. Whenever a hero uses Hero Points for plot editing, he or she must specify whether

    the plot editing is supporting Pravda or Kraznypravda, and the description of the plot

    edit must fit with one of the two philosophies. Moreover, heroes are limited in theamount of plot editing they can do by their mastery level at Pravda or Kraznypravda.

    A mastery level of 1 allows minor editing, while a mastery level of 8 is required for

    extreme editing.

    Hero improvement. Hero points can be spent to improve heroes as follows:o Commitment to Pravda or Kraznypravda. A hero who has the

    community level of commitment to Pravda or Kraznypravda is not

    required to spend any portion of his or her hero points in devotion. A hero

    with the Initiate level must spend 10% of his or her hero points

    devotion, and a hero with A hero with the Devoted level of

    commitment to either must sacrifice 25% of his or her hero points.o Adding a new ability to your hero costs 1 hero point (2 hero points if the

    new ability cannot be explained by the heros backstory). The new abilitybegins with a rating of 13. If the narrator decides that the ability is part of

    one of your heros keywords, the ability begins at 18 (17 for the keyword,

    +1 for the ability increase).

    o Improving a mundane ability costs 1 hero point (this includes abilitiescovered under military/industrial sorcery). Improving an ability of Pravda

    or Kraznypravda costs 3 hero points.

    Hero Point Cost for Improvement

    IMPROVEMENT HERO POINT COST IF

    RELATED TO PLAY

    Gain a new mundane ability, relationship, etc. at 13 1

    Improve a mundane ability, relationship, etc. by 1 1

    Cement a benefit gained in play (if no other cost applies) 1

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    Gain a retainer or supporting hero (with Relationship 13) 1

    Gain a Sidekick (with Relationship 13) 3

    Change a retainer to a Sidekick 3

    Change a supporting heros roll 1 or 0, narrator choice

    Replace retainer or supporting hero 0Replace sidekick with equivalent 1+

    Gain Community level belief in Pravda 3

    Become Initiate in Pravda or Kraznypravda* 3

    Become Devotee or Pravda or Kraznypravda** 3

    Gain an affinity at 13 3

    Improve an affinity by 1 3

    Gain a Feat within a gained affinity (devotees only) 1

    Improve a feat by 1 1

    Gain the Secret of Pravda or Kraznypravda (devotees only) at13

    3

    Gain a natural magical ability in play*** 3

    Improve a natural magical ability in play 1

    *Gain Initiate of [Power] and one Affinity of that Power at 13.

    **Gain Devotee of [Power] and three feats in each affinity of that Power alreadyknown at 13

    ***It is required that you have a backstory to develop natural magical powers you

    cannot simply acquire them otherwise. Note that military/industrial sorcery does notcount as a magical ability.

    Improvement Multiplier

    Improvement unrelated to play Cost x2

    Improve an ability by +2 at one time Cost x3Improve an ability by +3 at one time Cost x6

    Improve an ability by +4 at one time Cost x10

    *Note that all multipliers are cumulative. Thus, to improve a mundane ability by +2

    points costs 3 points if related to play, but 6 points if unrelated.