&

You are the of the the .

Before Play: Discuss the Game

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.

Players: Create Characters

1

Choose a style for your character:

2

Choose a role for your character:

3

Choose your number, from 2 to 5. A high number means you're better at . A low number means you're better at .

4

Give your character a name that would fit in a .

You have:

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).

Players: Create the

As a group, pick two strengths for the : .

Also, pick one problem: .

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 , you want to roll under your number.

If you're using , 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 . 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.

GM: Create a Adventure

Roll or choose on the tables below.

A Threat...
Wants to...
The...
Which Will...

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, 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.

It was generated using some code written by Tyler Robertson, primarily using words gather from Darius Kazemi's "Corpora" project.