The game in one minute
You and your friends are the crew of the interstellar scout ship Raptor. Your captain has been taken over by a strange psychic entity, so you are on your own, exploring unknown space, meeting aliens (friendly and deadly), and defending the Consortium worlds.
One person is the GM (the host). They describe what is happening and play the aliens and villains. Everyone else is a player and says what their character does. You talk it out on voice or chat. This site holds your character sheets and rolls the dice.
Getting started on this site
- The host clicks Host, then Start game, and shares the 4-letter code (or clicks the code at the top to copy an invite link).
- Everyone else clicks Join and types the code.
- Fill in your character sheet (see below). Hit Randomize if you want a quick start.
- The GM picks the ship's strengths and problem, and can roll a threat to start an adventure.
- Play! The GM describes a scene and asks what you do. When it is risky, the GM calls for a roll.
Your character
- Style: Alien, Android, Dangerous, Heroic, Hot-Shot, Intrepid, or Savvy.
- Role: Doctor, Envoy, Engineer, Explorer, Pilot, Scientist, or Soldier.
- Number (2 to 5): the heart of the game. A high number means you are better at LASERS (technology, science, cold reason, calm and precise action). A low number means you are better at FEELINGS (intuition, diplomacy, seduction, wild and passionate action).
- Name: something cool and spacey, like Sparks McGee.
- Goal: Become Captain, Meet New Aliens, Shoot Bad Guys, Find New Worlds, Solve Weird Space Mysteries, Prove Yourself, Keep Being Awesome, or your own.
- You have: a Consortium uniform (with a built-in space suit), a space-phone-camera-communicator-scanner with universal translator, and a variable-beam phase pistol (set to stun, usually).
Rolling the dice
When you do something risky, you roll 1d6. Roll +1 die if you are prepared, and +1 die if you are an expert. (The GM tells you how many dice.) Then compare each die to your number:
- Using LASERS (science, reason)? You want to roll under your number.
- Using FEELINGS (rapport, passion)? You want to roll over your number.
Every die that lands the right side of your number is a success. Count them:
| 0 | It goes wrong. The GM says how things get worse. |
| 1 | You barely manage it. The GM adds a complication, harm, or cost. |
| 2 | You do it well. Good job! |
| 3 | Critical success! The GM gives you an extra effect. |
Example. Your number is 4 and you act with Lasers, prepared (2 dice). You roll a 2 and a 5. The 2 is under 4, so that is a success. The 5 is not. One success: you barely manage it.
LASER FEELINGS
If a die lands on your number exactly, that is LASER FEELINGS. It counts as a success, and you get a special insight: ask the GM a question and they answer honestly. Good ones: What are they really feeling? Who is behind this? How could I get them to ___? What should I look out for? What is really going on here?
Helping
To help someone else who is rolling, say how you help and make your own roll. If you succeed, they get +1 die. On this site, the person rolling raises their Helpers count.
The ship
As a group, pick two strengths for the Raptor (Fast, Nimble, Well-Armed, Powerful Shields, Superior Sensors, Cloaking Device, Fightercraft) and one problem. The GM sets these in the Ship panel.
Tips for the GM
- Roll or pick a threat and show evidence of its recent badness. Before it hurts the characters, show signs it is coming, then ask: "What do you do?"
- Only call for a roll when the outcome is uncertain. Do not pre-plan outcomes.
- Use failures to push the story forward. The situation always changes after a roll.
- Ask questions and build on the answers: "Have any of you met a Void Cultist before? What happened?"
Lasers & Feelings: The Doubleclicks Tribute RPG (v1.4). Game text © 2013 John Harper (johnharper.itch.io). The game format is open for hacking and remixing under CC BY 4.0. Check out thedoubleclicks.com and nightskygames.com.
This site is an unofficial fan-made table helper. The rules above are summarized in plain words and were not written by the original authors.