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	<title>2d4chan - User contributions [en]</title>
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		<id>http://2d4chan.org/mediawiki/index.php?title=Lasers_and_feelings&amp;diff=300097</id>
		<title>Lasers and feelings</title>
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		<updated>2019-09-19T03:16:22Z</updated>

		<summary type="html">&lt;p&gt;2605:A000:110B:65E:1580:F0C1:2821:B2AE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are two ways to solve any problem in space: Lasers, or Feelings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You are the crew of the interstellar scout ship &amp;quot;Raptor.&amp;quot; &lt;br /&gt;
Your mission is to explore uncharted regions of space, deal with aliens both friendly and deadly, and defend the&lt;br /&gt;
consortium worlds against space dangers. Captain Darcy has been overcome by the strange psychic entity known as&lt;br /&gt;
&amp;quot;Something Else,&amp;quot; leaving you to fend for yourselves while he recovers in a medical pod.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The idea is very [[Star Trek]].  Gameplay runs more on rule-of-cool and takes well to any scifi tropes.&lt;br /&gt;
&lt;br /&gt;
It&#039;s a one-page RPG written by John Harper.&lt;br /&gt;
&lt;br /&gt;
* [http://onesevendesign.com/lasers_and_feelings_rpg.pdf The actual rules]&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
Choose a character style: alien, android, dangerous, hotshot, intrepid, savvy, or sexy.&lt;br /&gt;
&lt;br /&gt;
Choose a character role: doctor, envoy, engineer, explorer, pilot, scientist, or soldier.&lt;br /&gt;
&lt;br /&gt;
Choose your attribute number: 2, 3, 4 or 5.  A high number means you’re better at &#039;&#039;&#039;Lasers&#039;&#039;&#039; (technology; science; cold rationality; calm, precise action).  a low number means you’re better at &#039;&#039;&#039;Feelings&#039;&#039;&#039; (intuition; diplomacy; seduction; wild, passionate action).&lt;br /&gt;
&lt;br /&gt;
Name your character something cool and space-y, like Jim Tiberius, or Teeth McCoy, or Janx Nebula, or Zaphod Dent, or Zapp Brannigan.&lt;br /&gt;
&lt;br /&gt;
Every character has this starting equipment: 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).&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s 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)&lt;br /&gt;
&lt;br /&gt;
Your goal: Get involved in wacky space adventure and make the best of it.&lt;br /&gt;
&lt;br /&gt;
As a group, the players pick two strengths for their spaceship: Fast, Nimble, Well-Armed, Powerful Shield, Superior Sensors, Cloaking Device, Fighter Craft.  Also pick one problem: Fuel Hog (always needs energy crystals), Only One Medical Pod (and captain Darcy is using it), Horrible Circuit Breakers (during battle, consoles on the bridge tend to explode), Grim Reputation ( captain Darcy has a distasteful history)&lt;br /&gt;
&lt;br /&gt;
== Contests ==&lt;br /&gt;
When you take risks, roll a die (d6) to see how it turns out.  Add a die if you are prepared for this risk, and add a die if your character is an expert at this sort of thing.  If you want to help someone, roll one die to see if you&#039;d succeed, and if you do they get to add yet another die.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using &#039;&#039;&#039;Lasers&#039;&#039;&#039; to succeed, you want to roll &#039;&#039;&#039;under&#039;&#039;&#039; your attribute number.   If you&#039;re using &#039;&#039;&#039;Feelings&#039;&#039;&#039; to succeed, you want to roll &#039;&#039;&#039;over&#039;&#039;&#039; your attribute number.  Remember if you&#039;re helping, you don&#039;t need to use the same method as the person you&#039;re helping (though the GM may rule no amount of shooting can help soothe a crying child).&lt;br /&gt;
&lt;br /&gt;
* 0 dice succeed: Gm says how things get worse&lt;br /&gt;
* 1 dice succeeds: Barely managed. GM assigns a complication, harm, or cost.&lt;br /&gt;
* 2 dice succeed: You done good.&lt;br /&gt;
* 3 dice succeed: Critical success! GM assigns a benefit.&lt;br /&gt;
&lt;br /&gt;
If you roll your number exactly, you have &#039;&#039;&#039;Laser Feelings&#039;&#039;&#039; and you get to ask the GM a question about the situation and they&#039;ll answer honestly.  You don&#039;t succeed or fail, but you can use the answer to change what you&#039;re doing and try again.&lt;br /&gt;
&lt;br /&gt;
== GMing ==&lt;br /&gt;
Go for high adventure: straightforward story, defeat the villain, save the day.  If you don&#039;t already have a space adventure in mind, roll four dice:&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
! roll !! Who !! Wants To !! The !! Which Will&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Zorgon the Conqueror || Destroy/Corrupt || Space Pirate Queen/King || Destroy a solar system&lt;br /&gt;
|-&lt;br /&gt;
| 2 || The Hive Armada || Steal/Capture || Void Crystals || Reverse Time&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Rogue Captain || Bond With || Star Dreadnought || Enslave a Planet&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Space Pirates || Protect/Empower || Wormhole || Star a war/invasion&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Cyber Zombies || Build/Synthesize || Ancient Space Ruin || Rip a hole in reality&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Alien Brain Worms || Pacify/Occupy || Alien Artifact || Fix Everything&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As a GM, don&#039;t play to win against the players but to find out how they will defeat the story&#039;s threat.  Introduce the threat by showing evidence of its recent villainy. Before the threat can affect the characters, show that it&#039;s going to happen and ask the players how they&#039;ll react.  ie. &amp;quot;Zorgon charges the megacannons on his ship! what do you do?&amp;quot; or &amp;quot;Now that you&#039;re alone, the Queen slips her arm around your waist.  what do you do?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Call for a roll when the situation is uncertain. Don&#039;t pre-plan the outcome, allow things to fail or unexpectedly succeed.  Use failed rolls to push the action forward.  Never let the situation stay the same after a roll is made, success or failure.&lt;br /&gt;
&lt;br /&gt;
Ask questions and build on the answers the players give you.  &amp;quot;Have any of you encountered Void Cultists before?  Tell us how that went down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scrolls and Swords ==&lt;br /&gt;
The fantasy take on this system.&lt;br /&gt;
&lt;br /&gt;
[[File:Scrolls_and_swords.jpg|600px|right]]&lt;br /&gt;
&lt;br /&gt;
[[Category:One-page_Games]]&lt;/div&gt;</summary>
		<author><name>2605:A000:110B:65E:1580:F0C1:2821:B2AE</name></author>
	</entry>
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