TEXT:  
  Red Scare is an RPG by Paul Rettig. All Rights Reserved. 
  RED SCARE 
   
  A light RPG for 2 or more players set in an alternative 
  1960’s where the U.S.S.R invaded the United States. 
  Requires pencils, paper, and 6-sided dice. 
  This side is for the Players 
  It is December 22, 1963.   President Kennedy was 
  recently assassinated.  The USSR saw a moment of 
  weakness and launched a full scale invasion.  It has 
  been 4 weeks since the atom bombs exploded above 
  our cities.  Millions are dead.  Your town has been 
  occupied by Soviet troops.  Power is intermittent and 
  telephone service is almost non-existent.  Radio and TV 
  stations have been taken over or knocked out.  
  Shortwave is unreliable due to the radiation in the 
  atmosphere.  Survivors are starting to emerge.  Food is 
  scarce and looting is rampant.  First you must survive, 
  then you can resist. 
   
  Making a Character:  Write your name on a blank 
  sheet.   Now write the 7 skills listed below.  Each 
  character starts with one point in each skill and 7 more 
  points to distribute as they wish. 
   
  Skills: 
  Strength: Used in feats of strength and physical combat 
  Aim:  Used for firearms,  precision tasks 
  Speed: Used for dodging attacks, out running foes 
  Social: making friends, influencing people, lying, 
  bluffing, intimidating 
  Education: Anything that requires training from a 
  teacher, book, or mentor.  Examples include – first aid, 
  electronics, auto mechanics, carpentry 
  Pilot: Everyone starts with one point in cars.  For each 
  point spent here, add another vehicle type – train, 
  plane, helicopter, boat, tanks/military 
  Street smarts: sneaking, lock picking, hot wiring cars, 
  and other skills of ill repute 
   
  Now pick a Career and Hobby – Your character gets +2 
  dice on rolls in those areas.  For example, Hank is a 
  veterinarian with a love for painting.  He gets a +2 to 
  first aid checks and a +2 to checks using his artistic 
  ability.  Perhaps he makes some propaganda posters.  
  Let’s give him a +2 bonus to a Social check to see if 
  they influence people.  Tom is Korean War vet with a 
  pension for hot rods.  He gets a +2 to Aim with firearms 
  and a +2 to Pilot when driving cars. 
   
  Experience: Complete a mission and get an additional 
  point to spend on one of your skills. 
   
  Your Game Master (GM) will provide you with a 
  campaign map.  As you gather intelligence write it on 
  your map.  Make sure this map doesn’t fall into Soviet 
  hands!   
  Skills Checks:  When a character attempts to use a skill in a 
  stressful or difficult situation they must make a skill check.  
  The player rolls one 6 sided die (1d6) for each skill point.  A 
  roll of a 6 indicates a success.  The GM then rolls an opposing 
  check based on the difficulty of the task. 
   
  Easy: 1d6 
  Medium: 2d6 
  Hard: 3d6  
  Impossible: 4d6 or more 
  Each one rolled cancels out a successful six rolled by the 
  player.   
   
  Combat:  Similar to skill checks.  Roll a number of dice based 
  on the weapon.  Distance weapons add a die for each point 
  of AIM skill; hand-to-hand weapons add a die for each point 
  of STRENGTH.  More potential for damage equals more dice 
  rolled.  For example: 
  Knife: 1d6 
  Sword: 2d6 
  Arrow: 1d6 
  Pistol: 2d6 close range, 1d6 long range 
  Shotgun: 4d6 close range, 1d6 long range 
  Rifle: 2d6 all ranges 
  Sub-machine gun: 3d6 short, 1d6 long 
  Assault Rifle: 3d6 short, 2d6 long 
  Grenade: 5d6 in a 10’ radius 
   
  Each 6 is a hit.  The defender rolls one die for each point of 
  speed.  Each one rolled cancels out a hit.  Hits affect the 
  player as follows: 
   
  1 Hit – just a flesh wound, no effect 
  2 Hits – wound (-1 aim) 
  3 Hits – wounded (-1 speed) 
  4 Hits – bleeding (-1 strength) 
  5 Hits – down (-3 all skills) – requires first aid 
  6 Hits – incapacitated – requires first aid from another 
   
  All damage is cumulative.  Each hit requires 24 hours to heal 
  without first aid. 
   
  First aid: Roll a die for each education point.  Each 6 is a 
  success.  A success reduces a character’s damage by one 
  level.  First aid can only reduce 2 hits in a 24 hour period.  
  Remember, if you are performing First Aid under fire, the 
  GM may roll opposing dice to cancel out your success. 
  
   
  Red Scare is an RPG by Paul Rettig. All Rights Reserved. 
   
  This side is for the Game Master’s eyes only. 
  Background – Find an old paper map of your town (or 
  the town your game is set in), the kind you would get 
  from a gas station. Print something out if needed.  Pick a 
  starting location/shelter for the players or allow them to 
  choose one.  The players will use this map to document 
  their game play. 
   
  Then choose locations for the following and keep them 
  secret from the players: 
  Food Sources: groceries, butchers, bakers, etc. 
  Medicine: pharmacies, doctors, dentists, vets. 
  Weapons: hardware stores, gun stores, departments 
  stores, armories. 
  Enemies: supply depots, barracks, supply columns, food 
  distribution centers, communications, and command. 
  Some important things may be on the map already such 
  as trains, hospitals, military bases, and airports. 
   
  Remember there is no Internet; everything must be 
  researched at a school, library, or government building. 
  Some of the places on the map may be destroyed or 
  could be held by the enemy. 
   
  The players should start with a few days food.  Many 
  stores will be looted already. Very few businesses will be 
  operating and they will be charging outrageous prices. 
  With the food shortages, some people will be working 
  for the enemy in exchange for food or safety for their 
  family.  There may also be gangs of people grouped 
  together to survive.  They will be wary of outsiders.  The 
  occupying forces will also be providing limited food and 
  water using supply trucks at various points throughout 
  the city. 
   
  What’s going on outside the city? At first the players will 
  be in the dark.  Has the whole country fallen?  Spread 
  rumors.  Maybe President Johnson was killed or 
  captured.  Is there a resistance?  Maybe they pick up 
  radio signals from another towns resistance group.  
  Maybe they see a US fighter jet fly over.  
  Give them small nuggets of information and let them 
  come up with conspiracies for you. 
   
  Radiation:  While the fallout has subsided in the cities, 
  there are still areas with increased radiation.  Some 
  military sites and cities were bombed directly and will be 
  completely off limits.  Other places will cause radiation 
  sickness if the players stay too long.  The players can use 
  a Geiger counter or radiation detector to measure their 
  exposure.   For every 2 hours in a high radiation area the 
  players suffer a Hit. 
  If the group is highly motivated or experienced role-
  players they may come up with their own missions.  If 
  they are having trouble getting started, they can get 
  recruited by a resistance group.  The resistance leader 
  can assign them missions from the table below (in order 
  of difficulty). 
   
  Missions: 
  1. Collect Intel – Map out the surrounding area. 
  2. Recruit /Propaganda – Make posters, graffiti, 
  underground newspapers to fuel resistance.  
  3. Supply – Acquire food, medicine, weapons, or 
  specialty goods. 
  4. Safe house –Build a network of safe houses and 
  supply caches around the city. 
  5. Contact – Seize radio station/radio equipment 
  and get info from the outside, broadcast 
  propaganda, or send intelligence reports to US 
  forces. 
  6. Rescue – A pilot ejects from a US jet and lands 
  nearby.  They group must rescue him before the 
  soviets find him. 
  7. Disrupt – Destroy enemy supply lines by 
  derailing trains, bombing bridges, and 
  destroying infrastructure. 
  8. Prison Break – Free prisoners from a soviet 
  prison camp.   
  9. Assassination – Locate and eliminate soviet 
  officers or politburo members. 
  10. Hijack – Take over a soviet missile launcher and 
  direct it at enemy forces for maximum mayhem! 
  11. Escape – The soviets are on to you, escape the 
  city and move to the country or another city. 
   
  Equipment:  You can allow the players to start out with 
  some random equipment from the list below.  Roll 2d6. 
  2. Shortwave radio 
  3. Pistol + 6 ammunition 
  4. Rifle + 5 ammunition 
  5. Shotgun + 6 ammunition 
  6. 15 ammunition (DM’s choice) 
  7. 30 ammunition (DM’s choice) 
  8. Gas mask 
  9. Iodine pills (protect from radiation for 4 hours) 
  10. Geiger counter 
  11. First aid kit (+2 dice to first aid, 4 uses) 
  12. Survival knife (1d6) 
   
  The players should also start with basic clothing, a week 
  of food, and $50.  Use modern prices for everything to 
  simulate war scarcity. 
   
  
SOURCE: textdata/thevault/Other (Unique) Systems/Top Secret Games Two Page Tabletops/Red Scare.pdf