The Red Shift is a science-fiction roleplaying game of competent people and bad options. You play operators — soldiers, engineers, ghosts, medics — working for the megacorps that own the stations, the air, and the debt that keeps you employed. The jobs pay. They also cost. This quickstart has everything you need to run your first one.
The GM describes a situation. The players say what their operators do. When the outcome is uncertain and interesting, someone rolls a pool of dice, and the successes decide how it goes. Pressure builds on clocks until something breaks — and then the crew deals with the fallout. That loop, tightened until it hurts, is the whole game.
Tone: noir, not heroic. Your operators are good at the job. The job is the problem.
Whenever an action is uncertain, build a dice pool: 1 die + your Skill rank (skills run 0–5). Add a die for an advantage — good gear, good position; subtract one for a problem — bad light, makeshift tools. Roll the pool. Every 5 or 6 is a success. Meet or beat the Difficulty and you succeed.
Don’t roll if you don’t have to. A trained operator (Skill 2+) doing a routine task with no pressure and nobody fighting back simply does it.
Every operator has two pools. Health (HP) is how much harm they can take — damage is dealt in Wounds, and at 0 HP they’re down. Focus fuels their powers: each power costs Focus equal to its Rank, and a few special moves cost Focus too. Spend it wisely — it doesn’t come back fast.
When a situation can’t resolve in a single roll, the GM draws clocks — usually two, side by side, of four to six segments. A Progress clock tracks the crew toward their goal; a Problem clock tracks the trouble closing in. Whoever’s winning marks a segment. Whichever clock fills first decides what happens next.
Combat is simultaneous — no turn order, no grid. Everyone declares an action, the dice are thrown together, and the smoke clears at once. The crew’s successes are weighed against the enemy’s; the difference is the Margin of Victory, which decides how many Wounds land and which clock ticks.
Instant items (grenades, EMPs, breaching charges) just work — no roll. But if the crew loses the round, whoever used one becomes the priority target and soaks the incoming damage.
Leverage is how much of you the corporation owns — a scale from 0 (free) to 10 (wholly controlled). Operators start around 8. Every job, and every choice inside it, nudges that number up, down, or holds it where it is.
It is three things at once: how far the corp can reach into your life, how hard it is to refuse an order, and the debt that keeps you taking the next contract. High Leverage means the Handler tells you what to do. Low Leverage means they have to ask.
Your Handler is the corporation’s voice on the comm — the one handing out objectives and leaning on you to accept them. When they order something you’d rather not do, you have two answers:
In this adventure, the Handler will reach for whichever operator’s Leverage gives the most grip. That is the point of the number: it is the leash.
Inside that black-budget lab is the only copy of whatever Helix has grown down there. The crew’s job is to take the core and get clear before Helix locks the station down around them.
Fill Progress first and the core is theirs; fill Problem first and extraction becomes a fight. Give the crew one prep action before the job — intel, a tool, a scouted route, a contact.
At Progress 4/6 the Handler calls: before the core, collect an intact specimen — Pod #7, the lit one. They lean on an operator’s Leverage to make it stick. Opening it wakes something bigger, and now the whole lab is moving.
Getting out is harder than getting in. As Problem climbs, Helix security answers — patrols, then a hard team. At Problem 4/4 the lab seals: blast doors, alarms, and a security element on the crew’s position. Fight through, find another route, or bargain.
Hand out XP and cred. Move Leverage down a point for clean work, up a point for a mess or for taking the bonus order under duress. Note any Heat with Helix, then give each operator one Downtime activity.
Tier tells the GM how many dice the threat rolls — that’s its Pool. Use only what the job calls for.
The same heist, at the table. The crew — Reyes (Soldier), Green (Engineer), Wen (Infiltrator), Sato (Medic) — sits in a maintenance crawlway outside the lab. Clocks: Progress 6, Problem 4.
Drafted off a sentence into corporate security and never released. Reyes works the contract because the alternative posting is worse — and because, somewhere under the orders, he still decides where the gun points.
Bought, debt and all, when a fabrication-bay loan went bad. The corp owns the number on Green’s ledger and points him at jobs to work it down. He’s good enough that the number never quite shrinks.
A corp-conditioned asset — trained, tuned, told to obey. Wen still does the work flawlessly. But lately the orders land a half-second slow, and in that gap sits the question of who she’d be without the leash.
Keeps a sibling alive in a cryo-pod the corp maintains — for now. The bill comes due every cycle, and every job is what keeps the pod’s lights on. Sato will bend a long way before letting that power flicker.
This is a free quickstart for The Red Shift, a science-fiction roleplaying game by Daniel Coonrod and Zeta Gardner, published under the Nightjar imprint. Everything in these pages is yours to read, run, and share.
The complete rulebook expands everything here: full character creation, the entire power catalog (all nine roles, Ranks 1 through 5), deeper gear, cybernetics, and the economy of scarcity, the full Leverage campaign system, an expanded threat roster, and the setting in depth.
Run it for your table. Share the file. Tell us how the job went — the worst-laid plans make the best stories.
The Red Shift, Nightjar, and associated marks and artwork are © their respective owners. This quickstart may be shared freely in its complete, unmodified form.
In the corporate dark between the stars, the S-Corps own the stations, the air, and the debt that keeps you working. You’re an operator — a soldier, an engineer, a ghost, a medic — and tonight there’s a data core that doesn’t belong to you yet.
This free quickstart has everything you need to run your first job: the full rules, four ready-to-play operators, and a mission.
A science-fiction RPG of
competent people and bad options