TEXT: Man and Beast 
  A teen werewolf hack for Lasers and Feelings 
   
  You're a teenager, becoming a young adult.  You're forging relationships, making 
  decisions about your future career and exploring what the world has to offer you. 
  You're also a werewolf.  Predatory, deceitful and driven to dominate others of your 
  kind. 
   
  Players: create characters 
  1. Choose a style for your character or roll D8:  
  1. Aloof 
  3. Artistic 
  5. Outgoing 
  7. Wisecracking 
  2. Ambitious 
  4. Brash 
  6. Shy 
  8. Withdrawn 
   
  2. Choose a role for your character or roll D8: 
  1. Dropout 
  3. Goth 
  5. Nerd 
  7. Rebel 
  2. Emo 
  4. Jock 
  6. Popular 
  8. Stoner 
   
  3. Choose an advantage for your character or roll D8: 
  1. Fake ID 
  3. Gang contacts 5. Loyal friends 
  7. Reputation 
  2. Family 
  connections 
  4. Hangout 
  6. Part-time job 
  8. Vehicle 
   
  4. Choose a nature for your Beast or roll D8:  
  1. Covetous 
  3. Deceptive 
  5. Enraged 
  7. Possessive 
  2. Cruel 
  4. Dominating 
  6. Hungry 
  8. Territorial 
   
  5. Choose an advantage for your Beast form or roll D8: 
  1. Powerful 
  3. Sharp senses 
  5. Suspicious 
  7. Tough 
  2. Quick 
  4. Stealthy 
  6. Tireless 
  8. Wicked talons 
   
  
  6. Choose your ​number​, from 2 to 5.  A high number means you're better at 
  MAN​ (planning, teamwork, rationality, technology, self-control).  A low number 
  means you're better at ​BEAST​ (cunning, savagery, intuition, conflict, 
  self-reliance). 
  7. Give your character a ​cool werewolf name​ like Shaggy Talbot or something. 
   
  You have:​ A phone, a social media account and any other accoutrements a young 
  person beginning to make their way in the world could reasonably have access to. 
   
  Player goal:​ Get involved in crazy werewolf adventures and try to keep your life 
  together. 
   
  Character goal: ​Choose one, create your own or roll D8: 
  1. Be pack leader 
  3. Care for my 
  family 
  5. Get the job 
  7. Show them they 
  were wrong 
  2. Become internet 
  famous 
  4. Expand our 
  territory 
  6. Join the right 
  social circle 
  8. Throw the best 
  parties 
   
  Players:
  Players:​ Create the pack 
  As a group, pick two strengths for your pack or roll 2D6:  
  1. Covered up by city hall 
  3. Incompetent local cops 
  5. Mentor 
  2. Hunting grounds 
  4. Large territory 
  6. Shared lair 
   
  Also pick one problem or roll D6: 
  1. Dominance struggle 
  3. Nosy reporter 
  5. Territorial 
  encroachment 
  2. Grizzled werewolf 
  hunter 
  4. Rival pack 
  6. Vengeful survivor 
   
   
   
  
  Rolling the dice 
  When you do something risky, roll 1d 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 man (teamwork, rationality, self-control), you want to roll under your 
  number. 
  If you’re using beast (savagery, intuition, self-reliance), 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 are a BEASTMAN. 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​. 
   
  The beast awakens 
  There are situations that can trigger your beast side to rise and dominate your 
  personality.  Eg. a ​covetous​ beast will wake if someone tries to take what's yours.  A 
  possessive​ beast will wake if someone you care about is harmed.  When your beast 
  wakes, change your dice from D6s to D8s.  This makes it easier to solve problems 
  the beast way, but over time will also lead to people treating you like a beast.  
   
  
  To switch back to D6s, you need to appease your beast.  The beast can always be 
  appeased by using violence to resolve the situation in your favour (which might 
  cause new problems, of course).  If that's not possible, you can temporarily settle the 
  beast by indulging its nature.  Eg. the covetous beast can be settled by stealing.  The 
  possessive beast can be settled by cutting someone off from friends or family.  And 
  any beast can be settled by hunting and killing prey. 
   
  If a beast is roused a second time while it's still dominant, change dice to D10s. 
   
   
   
  
  GM: Create a werewolf adventure 
  Roll or choose on the tables below. 
   
  The town is preparing for the... 
  1. Homecoming dance 
  4. Christmas parade 
  2. Football match 
  5. Music festival 
  3. Harvest celebration 
  6. Mall opening 
  but at the same time a... 
  1. Multinational company 
  4. Government agency 
  2. Ghost-hunting TV crew 
  5. Gun-toting redneck family 
  3. Coven of witches 
  6. Nest of vampires 
  wants to... 
  1. Take over the pack's territory 
  4. Expose the town's secrets 
  2. Shut down the school 
  5. Dump industrial waste 
  3. Close local businesses 
  6. Eliminate supernaturals 
  with a... 
  1. Cursed artefact 
  4. Disease outbreak 
  2. Lawsuit 
  5. Scandal 
  3. Private security agency 
  6. Pack war 
  while the characters are struggling with (roll for each)... 
  1. Family issues 
  4. Academic issues 
  2. Work issues 
  5. Legal issues 
  3. Social life issues 
  6. Supernatural issues 
   
  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, show signs 
  that it’s about to happen, then ask them what they do. ​“Old One-Eye drops the deer 
  carcass and tenses to leap at you. What do you do?” “The reporter asks you to show 
  her some of the spots where the creature has been sighted.  What do you 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. ​“Have any of you hidden a body before? 
  Where? What happened?” 
   
  
SOURCE: textdata/thevault/Collections/Kid Friendly/3. Rules Lite Collection/Lasers & Feelings Hacks/Man and Beast.pdf