Rush FASTPLAY EN
Rush FASTPLAY EN
RUSH
RUSH is a minimalist RPG, inspired
by 70s and 80s games simplicity, which
uses 6-sided (d6) dice and encourages
improvisation through randomness.
Version 2.0
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CHARACTERS LANDING
Now players will choose their PCs: As soon as the characters are chosen,
the GM reads the following:
Nagir (Pilot). Nagir is a human being trained
to pilot attack spaceships in intergalactic “Everyone is aboard the ESC-9 starfighter, a
battles. ESC-9 is his starfighter and all his light, and fast spacecraft. The radar says that
companions are on board. Equipment: Pistol, far below your position, on the arid surface
Light Suit, and Reconnaissance Drone. of the PH7 planet, the bunker you are looking
Physical 2, Mental 2, Luck 1. for is protected by an anti-aircraft cannon,
possibly controlled by a remote security
Eleda (Hacker). Eleda is an android with system. What are you going to do?”
human traits specialized in hacking security
systems. MB-16 is her break-in device,
which allows her to unlock access keys and CANNON
protection codes. Equipment: Taser and
Light Suit. Physical 1, Mental 3, Luck 1. If the group decides to enter the PH7
atmosphere and approach the bunker,
HRX (Marine). HRX is a combat machine shots are fired at the spacecraft. Nagir can
programmed to perform risky tasks that maneuver the starfighter and combat the
involve brute force. LS8000 is his assault cannon. For this, the GM rolls 4d6 against
rifle and BOS-3 is his personal blaster. the 2d6 rolled by Nagir’s player (Physical 2).
Equipment: Armored Suit. Physical 3, Whoever gets the highest number among
Mental 1, Luck 1. the dice rolled wins the test.
Note on equipment: tasers are weapons Example: the GM rolls 6, 6, 5, and 4. The
that cause electroshock through touch. Nagir’s player rolls 5 and 4. So Nagir fails
Blasters shoot long-range plasma shots. because 6 is higher than 5.
Throughout this challenge, the PCs will If Nagir succeeds, he destroys the cannon
test their intrinsic characteristics: Physical, and manages to land wherever he wants on
Mental, and Luck. The GM will find the the map. If the cannon wins, ESC-9 suffers
necessary information to run the tests damage and must immediately land on the
when these situations occur. hexagon south of the bunker. If there is a
tie, the fight continues but ESC-9 loses fuel,
ammunition and can only try to attack
once more.
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PH7 CT500
The PH7 arid plains are toxic to humans. The CT500 is a robust tank and is in perfect
Although Eleda and HRX can be exposed condition. It can be activated and operated by
to the planet’s atmosphere, Nagir needs a Eleda’s intrusive capabilities. Just as Nagir
specific suit. ESC-9 has only one survival skills were tested against the anti-aircraft
suit. At GM’s discretion, this information can cannon, Eleda can be tested if she tries to
be revealed to the players: Nagir may have break into the machine’s operating system.
some knowledge about the PH7 atmosphere,
Eleda may have heard about this subject The GM rolls 2d6 for the CT500 against
briefly, and HRX may have some data 3d6 rolled by Eleda’s player (Mental 3).
about the planet in his artificial memory. If the hacker wins the test, she has no
major problems accessing and operating
the vehicle. If there is a tie, time passes,
RADIATION and something unexpected happens, such
as a missile shot by an enemy satellite. In
None of the PCs are immune to the high this case, the PCs are alerted by the tank’s
radiation areas found in the orange defense system a few seconds earlier and
hexagons on the map. Anyone who is need to stay inside the vehicle to survive
exposed for more than 2 hours in these the explosion impact. The missile warhead
regions dies from the destructive effects contains some radioactivity and the
of radiation. Each hexagon is 10 kilometers PCs must wear special suits to endure
long. A normal person takes 2 hours the explosion side effects. If Eleda is
to cross 10 kilometers on foot. unsuccessful, the tank turns against the PCs,
releasing toxic gases against the invaders.
The GM must improvise the resolution
EXPLORATION of these situations.
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BUILDING BUNKER
The abandoned building is destroyed, Located on rugged terrain a few meters
filled with debris and robot carcasses. above the arid plains, the bunker remains
A search around the building reveals intact. If the PCs approach by foot, they
some basic excavation equipment are surprised by 3 drones that fly and shoot
such as shovels, pickaxes, mallets, electromagnetic pulses at the invaders.
and high-impact explosives.
The GM rolls 1d6 for each drone against an
amount of dice equal to each PC’s Physical
score (Nagir 2 dice, Eleda 1 dice, and HRX
3 dice). Check the example below.
ATTACK
The PCs who get a number higher than
the highest value rolled by the drones
aren’t hit. Otherwise, the PCs hit suffer
1 damage point, which is subtracted from
their Physical scores. The PC who loses all
Physical points dies. At GM’s discretion,
using 1 Luck point during combat keeps
the PC alive with 1 Physical point.
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COUNTERATTACK UNDERGROUND
The eventual PCs’ counterattack occurs The bunker interior is empty and dark.
in the same way as described previously. In addition, there is a staircase that leads
However, each drone has only 1 Physical to the underground. After descending the
point. If the PCs are successful in shooting first flight of stairs, a red safety light will
them, the drones are destroyed immediately. automatically turn on to illuminate the path.
It’s possible to hear low noises ahead.
Attention: Eleda is the only PC that does
not have a ranged weapon at the beginning The GM can roll 1d6 to reveal the
of the game session. At GM’s discretion, the following information to the players:
hacker can use a weapon she found or one
that is borrowed by another PC. 1. Low noises, gears
2. Low noises, electric engines and gears
If the PCs are inside the tank, the drones 3. Gear noise, maybe tape recorders
are unable to damage the vehicle. In 4. Gear noise, several tape recorders
addition, the tank can destroy drones 5. Tape recorders, low robotic voices
quickly without the need to roll dice. 6. Tape recorders, robot radio operators
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RADIO OPERATORS RADIO TRANSMITTER
Radio Operator Robots (3) — Physical 1, The radio transmitter has many uses. It’s
Mental 1. Equipment: Taser. These robots easy for the PCs to identify that it sends and
work storing data on magnetic tapes. Their receives data to satellites. The device can be
routine is to decode information sent by hacked, for example, so that missiles are no
satellites. They struggle to protect the tape longer shot by the enemy’s orbiting stations
archive and don’t allow its access or removal. for 1d6 hours. The radio can also be used to
dial Xenog’s channel. Either way, the GM
The GM must run the combat if any as improvises what happens next.
previously described. In addition to the
low ceiling room, 2 other smaller rooms
can be accessed: the tape vault and RECORDINGS
the radio transmitter.
If the PCs examine the tapes, some
information can be revealed. The GM can
TAPE VAULT roll 1d6 and tell what players discover:
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EPILOGUE
If the PCs manage to survive the challenge
and deliver the tapes to Xenog, the smuggler
can offer new tasks for the group. If the
tapes are not delivered for some reason, the
group is hunted through the galaxy until it
is found and eliminated.
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