USR Wednesdays: Armor Closet

Armor has a long tradition in role playing games of being assigned to light, medium, and heavy groups, just like it is in Domino Writing-style USR. The bonus that’s provided is for defensive Action rolls in combat. We can get a little more specific here, though, since we’re really concentrating on making armor distinct without making the rules for it more complex. Depending on the setting, certain kinds of armor may not protect against bullets and/or laser or energy weapons.

Knight's Armor
Plate mail, +3 bonus. He probably doesn’t need the shield. (image:

+1 (Light)
Bulletproof Vest: a lightweight coat worn under normal clothing, also a flak jacket.
Leather: a layer of toughened leather or heavy fur, sometimes strengthened with metal studs; also modern-day military flight suits, and even heavy sports equipment.
Shield: made of wood, metal or plastic, a shield is carried in one hand while still giving the attacker room to maneuver.

+2 (Medium)
Chainmail: the standard fantasy body armor, a coat of metal rings over a layer of padding, also bronze Roman-style plate armor.
Heavy Shield: a tall shield that can cover a human head to toe. It’s usually used as a barrier, where the attacker stays fixed in one place and attacks from behind it.
Military: the standard modern-day body armor, thick plastic plates inside flexible, padded clothing.

+3 (Heavy)
Plate Mail: the classic gear of “a knight in shining armor.” Flat steel pieces cover every inch of the warrior’s body, from the top of his head to beneath his feet. This is also the decorative armor of the samurai.
Powered Armor: the most powerful armor available, electronics and mechanical parts (and often weapons) included with the armor almost make it into a vehicle rather than just something to wear.
Riot Gear: heavier than typical military armor, this often includes a full face mask and extra padding on the most vulnerable areas.

USR Wednesdays: Superhero Movie Stars

Deadpool, Level 2, 5 Experience Points, Tier 3
Action D12, Wits D8, Ego D10
Specialisms: Weapon Mastery +2, Fourth Wall Breaking +3, Invulnerable +2
Hit Points: 25
Equipment: Guns +1, Pair of Katana +2
Narrative Points: 4

Deadpool & Black Panther: Movies At War
Is this a clickbait image? Yes, yes it is. (image:

Black Panther, Level 2, 5 Experience Points, Tier 3
Action D12, Wits D10, Ego D8
Specialisms: King Of Wakanda +3, Black Panther Legacy +2, Endurance +2
Hit Points: 27
Equipment: Black Panther costume +2 (both weapon and armor)
Narrative Points: 5

Beast Boy, Level 1, 0 Experience Points, Tier 3
Action D10, Wits D8, Ego D12
Specialisms: Shapechange Into Green Animals +2, Friendly To Everyone +2, Practical Joker +2
Hit Points: 18
Equipment: none
Narrative Points: 7

Darkseid (or Thanos), Level 4, 15 Experience Points, Tier 5
Action D12, Wits D8, Ego D10
Specialisms: Lord Of Apokolips +4, Omega Beams +2, Hatred Of All Life +2
Hit Points: 35
Equipment: none
Narrative Points: 7

USR Wednesdays: Gun Locker

Continuing where we left off last week, we’re turning to firearms and explosives this time around. These weapons add new rules options to Domino Writing-style USR combat.

Ammunition: USR, in any form, is much too unbelievably simple to worry about ammunition. It’s assumed a character has enough ammunition (arrows, bullets, explosive charges) to never run out. But to add a little more challenge to a combat encounter, consider the following option: on an attack roll where the die result is a 1, the weapon has enough ammunition for just a single attack before it will be completely useless (or it jams). The hero won’t have time to refill ammo until it makes sense to do so in the story.

NERF Guns!
Guns everyone can agree on. (image:

Pistol weapons
+1 (Light) weapons: Dueling pistol (1600s to 1800s), needler
+2 (Medium) weapons: Regular pistol (assault pistol or revolver: .357, .38, .44, .45, 9 mm, Wild West “six-shooter,” WWII Mauser), laser pistol

Rifle weapons
+1 (Light) weapons: Matchlock rifle (arquebus), flintlock (musket, blunderbuss)
+2 (Medium) weapons: Carbine (Wild West “buffalo rifle”), WWII infantry rifle
+3 (Heavy) weapons: Hunting/sniper rifle, laser rifle

Ranged weapons
+1 (Light) weapons: Blow gun, bola, boomerang, sling, whip

Area of Effect weapons: When making an attack, the player names an enemy target, as usual. The attack is made with a +2 bonus to Action rolls. But an attack with one of these weapons also affects every other character (enemy and ally) within 5 feet/1 space of the target at a +1 to Action rolls. All of these attacks count as the same action for the attacking character.
The assault rifle, sub-machine gun, shotgun, “Tommy gun,” grenade, and the chain gun/mini-gun (which has a +3/+2 bonus) are all Area of Effect weapons.

Flamethrower: This is an Area of Effect weapon, which it continues to burn anything it hits, possibly causing more damage on the next turn.

Bombs and dynamite are Area of Effect weapons, but they’re also explosives. A weapon that is on a timer doesn’t rely on a hero’s skill to make an attack. Instead, treat a bomb like it has an Action stat of d10, “attacking” whenever it’s set to detonate. To disarm a bomb, a hero has to make a non-opposed Wits roll against a target number of 7 or more — and make sure the disarm attempt is appropriately tense!

Stun gun, taser: This is a special weapon that has a +1 bonus to attack, and if it hits, the opponent loses d3 turns in combat instead of taking damage. These rules can also be used for entangling weapons like nets, webs, and even whips and vines.

Tranquilizer gun: A larger version of a stun gun, with darts that attack with a +1 bonus. If the target is hit, the opponent loses d6 turns in combat instead of taking damage.

Chemicals: A chemical, whether coating a sword blade or fired from a grenade launcher, has an effect above and beyond the damage the weapon does to its target, if any.

  • Acid: d6 points of damage.
  • Nerve gas or tear gas: the opponent has -4 to his or her next die roll.
  • Poison: 1 point of damage per turn until the target is healed.
  • Sleep drug: the opponent loses d3 turns in combat.
  • Smoke gas: the opponent is unable to see on his or her next turn.

Even bigger guns, like a rocket launcher, bazooka, pulse rifle, and rail gun, may not be available to heroes to buy with Combat Gear points. If they are, the weapons probably provide a bonus of +4 or even +5.

USR Wednesdays: Weapons Rack

Though weapons and armor can be worth any bonus — in Domino Writing-style USR, they’re +1 (Light) to +3 (Heavy) — some equipment is typically bigger and badder than others. Here’s a weapon catalog to get your hero armed and dangerous, of archaic weapons. Look for guns and armor soon. This list of weapons is taken from an old role playing game I wrote years and years ago, which had a few good ideas in it, I think!

No bonus: kicks, punches, headbutts
Martial arts training offers a bonus of +1 (ninja mook) to +3 (black belt)

Archery weapons
+1 (Light) weapons: Slingshot
+2 (Medium) weapons: Crossbow, longbow
+3 (Heavy) weapons: Composite bow

Blade weapons
+1 (Light) weapons: Dagger (knife), cavalry saber, fencing sword (rapier, epee)
+2 (Medium) weapons: Hatchet (pick, tomahawk), laser sword, longsword, polearm (scythe, halberd), scimitar, short sword (cutlass, machete), spear
+3 (Heavy) weapons: Battle axe, chainsaw, greatsword, pike (lance)

Sword Rack
Look at all these +2s! (image:

Blunt weapons
+1 (Light) weapons: Brawling weapons (brass knuckles, chain, large rock), club (baseball bat, cricket bat, baton), staff
+2 (Medium) weapons: Flail, mace, hammer
+3 (Heavy) weapons: Great hammer (maul)

Stun baton: This is a special weapon, which like other clubs has a +1 bonus to attack, but if it hits, the opponent loses d3 turns in combat.

Martial Arts weapons
+1 (Light) weapons: Caltrops, sai, throwing star (shuriken)
+2 (Medium) weapons: Katana, nunchaku

P.S.: since you’re looking for it to complete the set, the bo is a staff (blunt +1 weapon).