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INTRODUCTION ........................................................................................................................................ 3
HERO CREATION..................................................................................................................................... 5
THEORY OF HERO CREATION ..................................................................................................................... 5
STEPS TO HERO CREATION ......................................................................................................................... 6
HOMELAND AND OCCUPATION KEYWORDS ............................................................................................... 6
HOMELAND ................................................................................................................................................ 6
HOMELAND: United Republics of the Red Star (U.R.R.S.)................................................................ 7
HOMELAND: The Citadel, United Republics of the Red Star............................................................. 7
HOMELAND: The Republics............................................................................................................... 8
HOMELAND: Special Labor Camps ................................................................................................... 8
OCCUPATION .............................................................................................................................................. 9
OCCUPATION: Hailer........................................................................................................................ 9
OCCUPATION: Kommissar, 1st Hook................................................................................................. 9
OCCUPATION: Kommissar, 2nd Hook.............................................................................................. 10
OCCUPATION: Kommissar, 4th Hook .............................................................................................. 10
OCCUPATION: Kommissar. 5th Hook .............................................................................................. 10
OCCUPATION – Kommissar, 6th Hook.............................................................................................. 11
OCCUPATION – Party Apparatchik .................................................................................................. 11
OCCUPATION – Red Fleet Officer.................................................................................................... 11
OCCUPATION – Red Trooper ........................................................................................................... 11
OCCUPATION – Veteran of the Great Patriotic War........................................................................ 12
OCCUPATION: Zek .......................................................................................................................... 12
OCCUPATION: Zero......................................................................................................................... 12
MILITARY INDUSTRIAL SORCERY................................................................................................... 13
TELEKINESIS ............................................................................................................................................. 13
SORCERY .................................................................................................................................................. 13
RULES FOR MILITARY INDUSTRIAL SORCERY .......................................................................................... 14
PRAVDA AND KRAZNYPRAVDA......................................................................................................... 16
BECOMING INVOLVED WITH KRAZNYPRAVDA AND PRAVDA ................................................................... 18
Becoming a follower of Pravda .......................................................................................................... 18
Becoming an initiate of Kraznypravda or Pravda .............................................................................. 18
Becoming a devotee of Kraznypravda or Pravda ............................................................................... 19
THE COST OF TRUTH, THE COST OF LIES .................................................................................................. 19
KRAZNYPRAVDA AND PRAVDA KEYWORDS ............................................................................................. 20
HERO POINTS .......................................................................................................................................... 20
KRAZNYPRAVDA, PRAVDA, AND PLOT EDITING ....................................................................................... 21
HERO POINT COST FOR IMPROVEMENT .................................................................................................... 21
INTRODUCTION
An award-winning graphic novel, The Red Star is about an epic battle in a world of
militarized sorcery and monolithic technology, where—unknown to all but a few—the
ghosts of old soldiers continue to fight alongside the living.
In creating heroes for the game, an understanding of a few key game mechanic concepts
may 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 is
with 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 a
skill 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 as
a “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 should
resist 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.
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 three
abilities 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 the
narrator, and can include your hero’s family, commanding officer,
colleagues, contacts, friends, and even enemies. They are your chance to
help 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 character
can 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 hero’s way. Perhaps a
villain, but perhaps an honest, hardworking individual who’s goals
are contrary to your hero’s.
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 hero’s aid.
Contact – someone with specialized knowledge or skill who can
aid your hero
Dependant – a supporting character whom your hero is obliged to
protect.
Patron – a supporting character who is of greater accomplishment
and 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 beginning
heroes 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 people
have. Your hero’s possessions include any equipment, clothing, goods, and
money that he carries with him.
o Wealth – each hero has a wealth rating that represents the sum of his or
her assets and social status. Each occupation lists the hero’s starting
wealth under “standard of living”- for example, a Hailer begins with the
standard 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 hero’s 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, or
otherwise acquired some form of special item. The history of the URRS is
full of such special and unique items that aided the heroes of old in various
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, but
could 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 keyword’s area of knowledge and training.
HERO CREATION
Before getting into the nuts and bolts of hero creation, let’s talk a little about how the
process works in Red Star.
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
hero isn’t likeable then the other heroes won’t 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 unique
expertise, knowledge, or ability that can help them solve the unsolvable.
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 particular
homeland. 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 hero
to 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.
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 like
any other ability.
Typical Equipment: this is typical equipment of a member of this occupation.
OCCUPATION: Hailer
Hailers are elite Red Fleet soldiers trained to carry and fire deadly telekinetic
machineguns 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.
(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: 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 wide
variety of skills. Zeks are typically employed as expendable assets. If there is a madman
barricaded behind a door, you can bet that it’s 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 Fighting
Typical Personality Traits: Callous, Fanatic, Devil-May-Care
Typical Followers: Other Zeks
Standard 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 individual’s old life. Zeros
have no name, no past, and no family but the state. Check with the GM before taking this
occupation, 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 State
will issue them with whatever other equipment they need
(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.)
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: men
receive 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 those
who excel, and those who show little proficiency for the task.
Sorceries abilities in Red Star are considered to be mundane abilities for purposes of
advancement.
Telekinesis
TELEKINESIS KEYWORD: (Tractor Pull; Hook Fighting; Telekinetic Strafe; Guide
Shots)
Sorcery
DECK KASTER (Armor Piercing Protocol; Blast Control Protocol; Cooperative
Reinforcement Protocol; Defensive Shield Protocol; Jumpgate Transfer Protocol;
Protocol Resistance Shields Protocol; Vehicular Reinforcement Protocol)
1
The 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
Lets get telekinesis out of the way first. Telekinesis does not follow most of the rules
below 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 every
respect 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 thus
are 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 it’s 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 an
additional material component for each protocol mastery level.
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.
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 as
augments, never as primary abilities
2. Protocols used without the proper material component suffer a -10 to their
challenge roll.
Particularly well-made material components that add to the kaster’s 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 into
the protocol being kast.
While KPS wards are active protocol abilities can only be used as augments, not as
primary 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 the
conflict.
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.
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. Each
level of overkasting grants the kaster one free bump, but the kaster takes progressively
more damage.
Fatal 4 Dead
This damage takes effect at the end of the conflict, and is cumulative with any damage
taken 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 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 all
humans 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-on
to 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 the
U.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 grants
the 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.
2
At its heart, Kraznypravda is actually Krivda (“lies”). But of course hardly anyone is going to admit that
they are associated with “lies”.
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 “Community”
level 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 into
advancement 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 opposing
philosophy..
Abilities – these are mundane abilities possessed by those who follow one of the two
creeds.
Affinities – each of the two philosophies has an affinity (Truth for Pravda, and Lies for
Kraznypravda). 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 any
appropriate 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).
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 to
augment. 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 keyword
may 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 philosophy’s secret, a
hero must be a devotee of that philosophy, and have at least three feats of that philosophy
at a mastery of 20M to access the Secret of his or her philosophy..
Resistance: 1M
Any victory: pay 3 Hero points and replace “Community Worshiper of” with “Initiate of”
and receive the appropriate keyword’s affinity at 13. Your abilities in the opposite
keyword 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 try
again later.
Complete defeat: if a follower of Kraznypravda you have done something to offend the
State 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 your
mistake and make things right before you can apply again.
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 that
philosophy
• Spending points on “plot editing” appropriate to their philosophy
Having a “Community” level belief requires the expenditure of 10% of the hero’s hero
points in support of his or her philosophy.
Having an “Initiate” level of belief requires the expenditure of an additional 25% of the
hero’s 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 the
total earned hero points in support of the hero’s philosophy (85% total)
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 the
Willing, Blessing of the Red Star]
Secret: Eyes of Imbohl
HERO POINTS
All heroes begin the campaign with 3 hero points, representing their extraordinary
natures. 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 to
bump up the success level of a die roll on any challenge by one. This may be
done 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 which
will not, in itself, change matters but might give the players and edge or an
opportunity