TEXT: Tricks
  tReats
  and
  It’s Halloween! The one night of the year that 
  normal little children won’t shun and fear you for 
  your hideous, inhuman nature. But something is 
  threatening your All Hallow’s Eve night! Can you 
  and your friends defeat the threat and still get all 
  the candy?
  Players: Create Characters
  1 - Choose one thing that makes your character 
  creepy:
  Mummified, Vampire, Giant spider, Stitched together 
  corpse, Axe maniac, Mad scientist, Possessed by a demon
  2 - Choose one thing that makes your character 
  cute or likable:
  Talking kitten, Small child, Loveable oaf, Clown, 
  Animated puppet, Wearing a bunny suit
  3 - Choose your number, from 2 to 7. A high 
  number means you’re better at TRICKS (scaring, 
  harming, destroying, mischief, causing trouble, physical 
  activity). A low number means you’re better at 
  TREATS (helping, befriending, convincing, 
  investigation, mental activity).
  4 - Give your character a spooky, silly name, like 
  Headless Joe or something.
  Player Goal:
  Get your character involved in creepy, funny, weird 
  ghost adventures and try to make the best of them.
  Character Goal:
  Choose one or create your own:
  Eat all the candy, scare some people, have the best 
  costume, solve weird ghost mysteries, prove yourself, or 
  keep being awesome (you have nothing to prove).
  Rolling the Dice
  When you do something risky, roll 1d8 to find 
  out how it goes. 
  Roll +1d if you haver a clever plan and +1d if you’re 
  good at what you’re doing. (The GM tells you how 
  many dice to roll, based on your character and the 
  situation.) 
  Roll your dice and compare each die result to 
  your number. If you’re using TRICKS, you want to 
  roll under your number. If you’re using TREATS, 
  you want to roll over your number.
  Dice Results
  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 
  TRICK OR TREAT! (See next section)
  TRICK OR TREAT!
  When you roll equal to your number, you get a 
  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’s the best way to _____? You can 
  change your action if you want to, then roll again.
  When you roll TRICK OR TREAT, you also 
  change your number, one point in the direction 
  that makes your task easier. If you were trying 
  TRICKS, increase your number by 1. If rolling for 
  TREATS, decrease your number by 1. 
  If your number ever would go above 8, you have 
  become TOO EVIL.  You become an NPC 
  antagonist, who terrorizes the other PCs. If your 
  number would go below 1, then you become TOO 
  NICE. You are now a helpless victim, unable to 
  protect yourself from the dangers of the outside 
  world.
  Helping:
  If you want to help someone else, who’s rolling, say 
  how you try to help and make a roll. If you succeed, 
  give them +1d.
  A Halloween Lasers and Feelings hack by Nick Wedig
  
  GM: Run the Game
  Play to find out how they solve their problems. 
  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. “The moon comes out from behind 
  some clouds, and you see Missy the Cheerleader begin to 
  twitch and transform into a hideous human-wolf hybrid. 
  What do you do?” “Old Lady Johnson says ‘Well, I think 
  that costume is in rather bad taste,’ and refuses to give 
  you any candy. What do you do?” 
  Call for a roll when the situation is 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. 
  Ask questions and build on the answers. 
  “Have any of you encountered a Vulture Demon before? 
  Where? What happened?”
  GM: Create a Halloween adventure
  Roll or choose on the tables below.
  A threat...
  1. Zorgon the demon lord
  2. A shadowy yet menacing government agency
  3. A dentist who hates candy
  4. Surpisingly well choreographed zombies
  5. Sentient Meteor
  6. A well-meaning school board member
  wants to...
  1. Destroy / corrupt 
  2. Protect / empower 
  3. Steal / capture
  4. Build / synthesize
  5. Bond with
  6. Control
  the...
  1. Prom Queen
  2. All the children in town
  3. All the candy
  4. Graveyard
  5. Haunted castle
  6. Mysterious artifact
  which will...
  1. Destroy the neighborhood
  2. Ruin the Halloween party
  3. Free the ghost pirate horde
  4. Rip a hole in reality
  5. Keep you from eating candy
  6. Fix everything
  Inspirations: 
  The Nightmare Before Christmas, ParaNorman, Invader 
  Zim, Ruby Gloom, Johnny the Homicidal Maniac, 
  The Corpse Bride, Beetlejuice, the Pumpkintown RPG, 
  The Melancholy Death of Oyster Boy & Other Stories, 
  The Addams Family, Welcome to Night Vale, Maniac 
  Mansion, etc.
  Tricks and Treats by Nick Wedig is licensed under a CC 
  BY-NC-SA 3.0 license.
  http://creativecommons.org/licenses/by-nc-sa/3.0/us/
  Based on Lasers & Feelings by John Harper. 
  OneSevenDesign.com
  Contact me at nickwedig@yahoo.com or see my 
  other games at http://nickwedig.libraryofhighmoon.com
  
SOURCE: textdata/thevault/Collections/Kid Friendly/3. Rules Lite Collection/Lasers & Feelings Hacks/Tricks and treats.pdf