We’ve met Thor and Loki before, but what about some of the other stars of the Marvel Universe? These versions are, like most traditional superheroes, at Tier 3, and blend the best of each version of the character (comics, movies, animation, and so on).
Iron Man, Level 2, 5 Experience Points
Action D8, Wits D12, Ego D10
Specialisms: Billionaire Playboy Philanthropist +2, One Man R&D Department +3, Multi-Talented Scientist +2
Hit Points: 25
Equipment: Multiple Iron Man armors +2 to offense and defense
Narrative Points: 3
Wolverine, Level 3, 10 Experience Points
Action D12, Wits D10, Ego D8
Specialisms: What He Does Isn’t Very Nice +3, Sense Danger +3, Lone Wolf Always Part Of Teams +2, Mutant Healing Power +2
Hit Points: 32
Equipment: Sharp Retractible Claws +2
Narrative Points: 4
Even though Domino Writing-style USR characters have a good number of hit points and variety in their weapons and armor (even if it is only differentiated as Light, Medium and Heavy), combat in a rules light game system will be quicker than in a more “crunchy” game like most on the market. That’s one of the reasons people play rules light games, so they can tell a story, not play a wargame. Here’s a few ways to get the best of both worlds — a battle that lasts a while, but isn’t just:
“I swing my sword at the orc.” (roll to attack)
“Your swing misses.” (players fall asleep)
Terrain: a battle doesn’t have to take place in a room with no features. At the very least you can have obstacles like furniture, walls or plant life. But you can also literally change the scenery as the combat goes on. What if the floor is shaking because the building is falling apart, or an earthquake is rattling the ground? What if a nearby lantern catches the furniture on fire, a fire that spreads further each round? What if there’s several levels to the battle, where some of the enemies are high above, shooting down, while others are directly in front of the heroes?
Maneuvers: Disarming the enemy, throwing sand in his face — these are easy to forget while in the heat of combat, when it seems easiest just to keep cutting away at the foe’s hit points instead of trying different tricks. A game master can encourage the use of maneuvers by changing the setting a little bit. One way is by making the characters chase the enemy, so they have to drive or fly at the same time they’re opening fire. Another is to give the heroes, and villains, a chance to catch their breath. What if the laws of physics suddenly stop working, and everyone has an opportunity (say, one turn) to freely move around or come up with a quick plan before getting right back into the action?
Third-Party Problems: The heroes are on one side of the battle, the enemies on the other, and then a dragon comes bursting out of the ground? Or someone steps on a hidden trigger, and poisoned darts start flying across the entire room? Or the jewel that both the heroes and villains are competing to get is grabbed by someone else, and they start running of with it?
The laws of physics being violated in combat in “Inception.” (
image: Legendary Pictures
All of these options can lengthen the time spent in combat, while making it much more memorable than just adding hit points to a monster so it stays in the fight longer.
In most USR combat, speed is a secondary consideration, represented by an initiative roll (in Domino Writing-style USR, that’s Action + Wits) at the start of the battle, just to determine turn order. But in some kinds of combat, speed is much more significant: a Wild West showdown at high noon, or a situation where a bomb is triggered and starts counting down, and everyone (the good guys, at least) has to get out of the room before it explodes. So how can you simulate that while sticking with the Unbelievably Simple guidelines of USR?
Western USR, by an author whom I don’t know (update: Jay Murphy — thanks, Jay) has a great idea: while normal initiative is a representation of reflexes (Action) and tactics (Wits), combat that relies so heavily on who goes first should instead add Ego to the mix. It represents the steely eyed glare of the veteran sharpshooter intimidating the uncertain novice, or the cool head needed to switch instantly from “I’m carefully setting the wires on this explosive device” to “Get out! Go! Go! Go!”
We can also take an idea from early versions of Dungeons and Dragons, weapon speed. The higher the speed rating, the slower the weapon was, and the longer it took for the attacker to get it ready to strike. The trade-off, of course, is that slower weapons are usually much more damaging. In USR, the bonus provided by a weapon or armor can also be used to adjust a character’s initiative roll — but in this case, since higher initiative goes earlier in the combat round, subtract the weapon or armor bonus from the initiative roll. A dagger (+1) is a lot easier to flick at a foe than loading, chambering and firing a shotgun (+3) is. A fist (no bonus) is even faster, but unless your character has a Specialism like Martial Artist, it won’t affect the outcome of combat much.
It makes combat encounters last a little longer, but roll initiative each round instead of just once at the start in a combat situation like the ones we’re describing here. It keeps players on their toes if they don’t know exactly where they’re taking action in any given moment, appropriate for a battle so reliant on quick action.
Finally, if you’re comfortable with a little more math in your USR game, start counting bullets. A Wild West showdown, in the movies, usually ends immediately: one guy is dead, or the other one is. But RPG combat lasts longer; both gunmen will probably fire a few times before it’s over. And if one runs out of bullets first, bad luck for him. You could also assign a penalty for injuries. The easiest option here is simply a -1 to dice rolls if the character is below half of his starting Hit Point total, but a good hit could also knock a weapon from someone’s hand, or strike a kneecap, forcing them to the dirt. It’s more bookkeeping, but can really help bring a tense confrontation to life.