You are the of the the .
Because the rules have been generated by a robot of questionable reliability, it's important to review the words in bold. What do they mean to you? Are there any you want to change, remove, or have play a major role in this game?
What sorts of actions could a character perform that feel more like than , and vice-versa?
Make a note of the things you discuss.
Choose a style for your character:
Choose a role for your character:
Choose your number, from 2 to 5. A high number means you're better at . A low number means you're better at .
Give your character a name that would fit in a .
Player goal: Get your character involved in adventures and try to make the best of them.
Character goal: Choose one or create your own:
or Keep Being Awesome (you have nothing to prove).
As a group, pick two strengths for the : .
Also, pick one problem: .
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 , you want to roll under your number.
If you're using , you want to roll over your number.
If none of your dice succeed, it goes wrong. The GM says how things get worse somehow.
If one die succeeds, you barely manage it. The GM inflicts a complication, harm, or cost.
If two dice succeed, you do it well. Good job!
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 . 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.
Roll or choose on the tables below.
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, sohwn signs that it's about to happen, then ask them what they 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.
" & " is based on LASERS & FEELINGS: THE DOUBLECLICKS TRIBUTE RPG (v1.2) by John Harper, and is licensed under a CC BY-NCSA 3.0 license.