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What do prepared and expert mean? In part 4 what are the effects of choosing a high number over a low number? What if I choose a 3? What does the HQ do? What is the point of having an HQ?

  Have you ever played Prom Invaders? I think you would like it. https://niamhg.itch.io/prom-invaders

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In the vein of other Lasers & Feelings hacks, preparation and expertness give you extra D6s so that you can succeed easier/more effectively. 
When a player wants to do something and they somehow prepare for it narratively (e.g. they have done a background check on their foe before they face them or they have gathered the necessary equipment for a stake-out) they get the extra D6.

Same goes for "expert" e.g. an Edgy Hackerman character could get an extra D6 for all things technology related, or the Hardboiled Muscle could get an extra D6 when using brute force or anything strength related.

Choosing a high or low number stat which stands for both wacky toon actions and detective skills denotes which side of your character is easier to succeed. If I have a high number say 5, it means I am better at doing cartoony stuff, so, for example if I am at the side of a rooftop and got to jump across, I can say that I want my character to jump and stretch out in a cartoony fashion to reach the other rooftop, then I use my Toon Antics and "roll under" my high number (got to get a 1-5 result on the D6s I will roll) to succeed. If I have a low number e.g. 2,  I am a better detective, I would have more chances to succeed in investigating a crime scene when rolling over my low number (got to roll 2-6 on the D6s to succeed).

The HQ, apart from adding a narrative flavor, can also help with getting prepared for tasks (as discussed above) and give several advantages (or disadvantages) to the wacky situations that the characters will have to face.

Finally, Prom Invaders is in my hard drive and my One-Page RPG dossier, ready to put it out and play whenever my group wants! Great suggestion btw!

Thank you for your questions!