TEXT: SCROLLS & SWORDS!
  A bare-bones, lighthearted fantasy RPG
  CHARACTER CREATION
  First, roll or choose a Style:
  1) Drunk
  5) Master
  9) Idiot
  2) Righteous
  6) Criminal
  10) Dangerous
  3) Sexy
  7) Wild
  11) Civilized
  4) Novice
  8) Genius
  12) Dark
  Next, roll or choose a Role:
  1) Warrior
  5) Bard
  9)Ranger
  2) Wizard
  6) Priest
  10) Paladin
  3) Thief
  7) Monk
  11) Assassin
  4) Illusionist
  8) Barbarian
  12) Necromancer
  Now, roll or choose an number from 2-11
  A high number means your are better at SCROLLS (magic; 
  devices; cold rationality; calm, precise action). A low number
  means you're better at SWORDS (intuition; diplomacy; 
  seduction; wild, passionate action).
  Then, choose an adventurer Name.
  You have: a weapon of choice, an item from your 
  adventures, clothing to fit your role
  Finally, roll or choose a Bond. Apply to the player to your 
  left:
  1) … owes me their life.
  7) … is my mercenary.
  2) … saved my life.
  8) … hired me.
  3) … is my sibling.
  9) … knew me in the war.
  4) … needs my help.
  10) … tried to kill me.
  5) … owes me gold.
  11) … is a family friend.
  6) … is the Chosen One.
  12) … stole my lover.
  RULES
  When you do something risky, roll 1d6 to find out how
  it goes. Roll +1d if you're prepared and +1d if you're 
  an expert. (The GM tells you how many dice to roll, 
  based on your character and situation.) Roll your dice
  and compare each die result to your number.
   ↓ If you're using SCROLLS (magic, reason), you want to 
  roll under your number.
   ↑ If you're using SWORDS (fighting, passion), you 
  want to roll over your number.
   0 If none of your dice succeed, it goes wrong. The 
  GM says how things get worse somehow.
   1 If one die succeeds, you barely manage it. The 
  GM inflicts a complication, harm, or cost.
   2 If two dice succeed, you do it well.                         
  Good job!
   3 If three dice succeed, you get a critical success! 
  The GM tells you some extra effect you get.
   ! If you roll your number exactly, you have a Scroll of 
  Swords. You get special insight into what's going on. Ask the
  GM a question and they'll answer you honestly. Some good 
  questions: What are they really feeling? Who's behind this? 
  How could I get them to ___? What should I be on the 
  lookout for? What is the best way for us to ___?
  HELPING: If you want to help someone else who is rolling,
  say how you try to help them and make a roll. If you 
  succeed, give them +1d.
  GM: RUN THE GAME
  Play to find out how to defeat the threat. Introduce the threat 
  by showing evidence of its recent badness. Before a threat 
  does something to the characters, show signs that it's about to
  happen, then ask them what they do.
  Call for a roll when the situation seems uncertain. Don't pre-
  plan outcomes – let the chips fall where they may. Use 
  failures to push the action forward. The situation always 
  changes after a roll, for good or ill.
  CREATE AN ADVENTURE!
  Roll or choose on the tables below.
  A threat… 
  1) A cruel and evil King
  7) A barbarian Chieftain
  2) An invading Goblin tribe
  8) A cabal of Psion Masters
  3) A dark Witch/Warlock
  9) A rogue General's army
  4) A powerful undead Lich
  10) A lesser Demon of Hell
  5) A large undead Army
  11) A band of  Pirates
  6) A large, ancient Dragon
  12) A mythological Terror
  …wants to…
  1) Completely destroy
  7) Empower with magic
  2) Corrupt with dark powers
  8) Craft from rare materials
  3) Steal from another land
  9) Alchemically synthesize
  4) Capture from the enemy
  10) Pacify through force
  5) Magically merge with
  11) Occupy with an army
  6) Protect from harm
  12) Do terrible things to
  …the…
  1) Queen of the land
  7) elusive Bandit leader
  2) Giant psionic Crystal
  8) Powerful magical Staff
  3) Huge, formidable castle
  9) Nearby Forbidden land
  4) Abandoned Dwarf mine
  10) Peaceful Elf tribe
  5) Scrolls of the Old Ones
  11) Ancient ruins
  6) Hidden demonic Portal
  12) A mysterious Ring
  …which will…
  1) Destroy the Kingdom
  7) Cause political Strife
  2) Raise the Dead
  8) Burn a forest of Ents
  3) Start a bloody War
  9) Open a portal to Hell
  4) Enslave the Halflings
  10) Reverse local Time
  5) Tear a hole in Reality
  11) Unleash a Dragon
  6) Fix Everything!
  12) Bring about Apocalypse
  Based on the wonderful LASERS & FEELINGS by John Harper
  http://www.onesevendesign.com/
  Also mostly stolen from reddit user McDie88
  http://www.reddit.com/r/rpg/comments/1ruq1d 
  
SOURCE: textdata/thevault/Kid Friendly/3. Rules Lite Collection/Lasers & Feelings Hacks/Scrolls & Swords/Scrolls & Swords.pdf