TEXT: Feelings
  lasers
  You are the crew of the interstellar scout ship RaptoR. Your mission is to explore 
  uncharted regions of space, deal with aliens both friendly and deadly, and defend the consortium 
  worlds against space dangers. Captain DarCy has been overcome by the strange psychic entity 
  known as Something Else, leaving you to fend for yourselves while he recovers in a medical pod.
  a threat...
  1. Zorgon the conqueror
  4. space pirates
  2. the hive armada
  5. cyber Zombies
  3. rogue captain
  6. alien Brain worms
  wants to...
  1. Destroy / corrupt
  4. protect / empower
  2. steal / capture
  5. Build / synthesize
  3. Bond with
  6. pacify / occupy
  the...
  1. space pirate King/Queen
  4. Quantum tunnel
  2. Void crystals
  5. ancient space ruin
  3. star Dreadnought
  6. alien artifact
  whiCh will...
  1. Destroy a solar system
  4. start a war / invasion
  2. reverse time
  5. rip a hole in reality
  3. enslave a planet
  6. fix everything
  GM: Create a spaCe aDventure
  roll or choose on the tables below.
  GM: run the GaMe
  play to find out how they 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. “Zorgon charges the mega-
  cannons on his ship. What do you do?” “Daneela pours you a glass of Arcturan 
  whiskey and slips her arm around your waist. 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 
  Void Cultist before? Where? What happened?” 
  lasers & FeelinGs: 
  the DoubleCliCks 
  tribute rpG (v1.2) is 
  by John harper.
  oneseven@gmail.com
  onesevendesign.com
  this game is licensed 
  under a CC by-nC-
  sa 3.0 license. http://
  creativecommons.org/
  licenses/by-nc-sa/3.0/us/
  thanks
  angela, aubrey, ron, 
  Vincent, Ben, Graham, 
  ryan, Jason, Brendan, 
  Gene, leonard, Bill, wil.
  check out
  thedoubleclicks.com
  adept-press.com/
  games-fantasy-horror/
  trollbabe
  nightskygames.com
  tao-games.com
  players: Create CharaCters
  1 
  choose a style for your character: alien, android, 
  Dangerous, hot-shot, intrepid, savvy, or sexy.
  2 
  choose a role for your character: Doctor, envoy, 
  engineer, explorer, pilot, scientist, or soldier.
  3 
  choose your number, from 2 to 5. a high number 
  means you’re better at lasers (technology; 
  science; cold rationality; calm, precise action). a low 
  number means you’re better at FeelinGs (intuition; 
  diplomacy; seduction; wild, passionate action). 
  4 
  Give your character a cool space adventure 
  name. like sparks McGee or something.
  you have: a consortium uniform (with built-in vacc-suit 
  for space walks), a super-sweet space-phone-camera-
  communicator-scanner thing (with universal translator), 
  a variable-beam phase pistol (set to stun, usually).
  player goal: Get your character involved in crazy space 
  adventures and try to make the best of them.
  Character goal: choose one or create your own: 
  become Captain, Meet sexy aliens, shoot bad Guys, 
  Find new worlds, solve weird space Mysteries, 
  prove yourself, or keep being awesome (you have 
  nothing to prove).
  players: Create the ship
  as a group, pick two strengths for the Raptor: 
  Fast, nimble, well-armed, powerful shields, 
  superior sensors, Cloaking Device, Fightercraft.
  also, pick one problem: Fuel hog (always needs energy 
  crystals), only one Medical pod (and captain Darcy is 
  in it), horrible Circuit breakers (in battle, consoles tend 
  to explode on the bridge), Grim reputation (captain 
  Darcy did some bad stuff in the past).
  rollinG the DiCe
  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 the situation.) roll your dice and 
  compare each die result to your number.
  if you’re using lasers (science, reason), you want 
  to roll under your number.
  if you’re using FeelinGs, (rapport, 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 laser 
  FeelinGs. 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 _____? 
  What’s really going on here?
  You can change your action if you want to, then 
  roll again.
  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.
  
SOURCE: textdata/thevault/Lasers & Feelings/Lasers and Feelings - Unknown.pdf