Lasers and Feelings

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Summary

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.

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.)

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 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.

Results

  • 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 LASER FEELINGS. You get a special insight into what’s going on (see below). Note: A roll of LASER FEELINGS counts as a success.

Laser Feelings

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?

Credit

All credit for Lasers and Feelings to John Harper - buy a copy and get this wonderful one-page RPG at itch.io - Lasers and Feelings and check him out on Itch.io and support him on Patreon for more stuff like this!