LASERS
GM: CREATE A SPACE ADVENTURE LASERS & FEELINGS:
Roll or choose on the tables below. THE DOUBLECLICKS
TRIBUTE RPG (v1.3) is
A THREAT... by John Harper.
1. Zorgon the Conqueror 4. Space Pirates oneseven@gmail.com
onesevendesign.com
2. The Hive Armada 5. Cyber Zombies
This game is licensed
3. Rogue Captain 6. Alien Brain Worms
Feelings
under a CC BY-NC-
WANTS TO... SA 3.0 license. http://
1. Destroy / Corrupt 4. Protect / Empower creativecommons.org/
licenses/by-nc-sa/3.0/us/
2. Steal / Capture 5. Build / Synthesize
3. Bond with 6. Pacify / Occupy thanks
YOU ARE THE CREW OF THE INTERSTELLAR SCOUT SHIP RAPTOR. Your mission is to explore Aubrey, Ron, Vincent,
uncharted regions of space, deal with aliens both friendly and deadly, and defend the Consortium THE...
Ben, Graham, Ryan,
worlds against space dangers. CAPTAIN DARCY has been overcome by the strange psychic entity 1. Space Pirate King/Queen 4. Quantum Tunnel Jason, Brendan, Gene,
known as Something Else, leaving you to fend for yourselves while he recovers in a medical pod. 2. Void Crystals 5. Ancient Space Ruin Laser, Leonard, Bill, Wil.
PLAYERS: CREATE CHARACTERS ROLLING THE DICE 3. Star Dreadnought 6. Alien Artifact check out
1 Choose a style for your character: Alien, Android, When you do something risky, roll 1d6 to find out how WHICH WILL... thedoubleclicks.com
Dangerous, Heroic, Hot-Shot, Intrepid, or Savvy. it goes. Roll +1d if you’re prepared and +1d if you’re 1. Destroy a solar system 4. Start a war / invasion adept-press.com/
2 Choose a role for your character: Doctor, Envoy, an expert. (The GM tells you how many dice to roll, games-fantasy-horror/
2. Reverse Time 5. Rip a hole in reality
Engineer, Explorer, Pilot, Scientist, or Soldier. based on your character and the situation.) Roll your trollbabe
dice and compare each die result to your number. 3. Enslave a planet 6. Fix Everything
3 Choose your number, from 2 to 5. A high number nightskygames.com
means you’re better at LASERS (technology; If you’re using LASERS (science, reason), you want GM: RUN THE GAME
science; cold rationality; calm, precise action). A low to roll under your number.
number means you’re better at FEELINGS (intuition; Play to find out how they defeat the threat. Introduce the threat by showing evidence
diplomacy; seduction; wild, passionate action). of its recent badness. Before a threat does something to the characters, show signs
If you’re using FEELINGS, (rapport, passion) you
that it’s about to happen, then ask them what they do. “Zorgon charges the mega-
want to roll over your number.
4 Give your character a cool space adventure
name. Like Sparks McGee or something.
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?”
You have: a Consortium uniform (with built-in vacc-suit
for space walks), a super-sweet space-phone-camera-
0 If none of your dice succeed, it goes wrong. The
GM says how things get worse somehow. 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
communicator-scanner thing (with universal translator),
a variable-beam phase pistol (set to stun, usually). 1 If one die succeeds, you barely manage it. The
GM inflicts a complication, harm, or cost.
always changes after a roll, for good or ill.
Ask questions and build on the answers. “Have any of you encountered a
Player goal: Get your character involved in crazy space
adventures and try to make the best of them.
2 If two dice succeed, you do it well.
Good job!
Void Cultist before? Where? What happened?”
Character goal: Choose one or create your own:
Become Captain, Meet New Aliens, Shoot Bad Guys,
3 If three dice succeed, you get a critical success!
The GM tells you some extra effect you get.
Find New Worlds, Solve Weird Space Mysteries,
Prove Yourself, or Keep Being Awesome (you have ! 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
nothing to prove).
you honestly. Some good questions:
PLAYERS: CREATE THE SHIP
What are they really feeling? Who’s behind this?
As a group, pick two strengths for the Raptor: How could I get them to _____? What should I be
Fast, Nimble, Well-Armed, Powerful Shields,
on the lookout for? What’s the best way to _____?
Superior Sensors, Cloaking Device, Fightercraft.
What’s really going on here?
Also, pick one problem: Fuel Hog (always needs energy
(A roll of LASER FEELINGS counts as a success.)
crystals), Only One Medical Pod (and Captain Darcy is
in it), Horrible Circuit Breakers (in battle, consoles tend HELPING: If you want to help someone else who’s
to explode on the bridge), Grim Reputation (Captain rolling, say how you try to help and make a roll. If you
Darcy did some bad stuff in the past). succeed, give them +1d.