USR Wednesdays: Miniatures Rules

Rules light games are known for being played “theater of the mind” style: everything is described by the GM and the players, including the stuff more crunchy rules sets use miniatures and maps for, like combat positioning and movement. Instead of moving a small plastic figure six spaces, then counting another few spaces to make sure your character is in range of a target, you just say, “I’m near the door, can I hit him?”

But if you’re like me, and you want to use all the miniatures and maps and terrain and stuff you use in other games and have spend years collecting — and at the same time you want to play USR — you need another option. So I’m borrowing from my own Microlite 20 rules for USR miniatures rules.

IMG 3877 300x225 - USR Wednesdays: Miniatures Rules
A recent game – elves and humans vs wolves and rats standing in for wolves.

If you have miniature figures (about 1 inch or 25 to 28 mm tall) to represent the characters and their enemies, you’ll need a ruler or a battle map covered in spaces (squares, hexes or 1 inch measurements). One space equals 5 feet or 2 yards, and the average human-sized character and monster moves 6 spaces per turn, even diagonally. This is the character’s movement rate.

Small characters (like halflings or gnomes) move 5 spaces per turn, while characters wearing heavy armor (splint mail, banded mail, half-plate, full plate) move 1 space less each turn. On older-style (i.e. OSR) maps, where one space equals 10 feet, the average character moves 3 spaces per turn.

Characters can move through the same space as another character or enemy, but cannot end movement in the same space as another figure. Rubble, darkness, heavy growth and other difficult terrain “costs” 2 spaces of movement per space moved by the character. Moving up and down is the same as moving horizontally (a character does not have to “spend” extra movement to climb or fly). Moving just 1 space is considered a “free” action, as long as the character does not move any farther that turn.

If there’s a question whether a character could see an enemy to hit it, draw an imaginary straight line from the center of the attacker’s space to the center of the target’s space (or one of its spaces, if it takes up more than one space on the map). If there is no major obstacle or enemy in the path, the character can make the attack. Allies of the attacker do not block its path. Characters can attack through windows and other partial obstacles at a -1 penalty to hit.

To avoid calculating attack ranges each turn, melee attacks must be made against an enemy in a space adjacent to the character. Thrown and short-range weapon attacks can be made against an enemy up to 10 spaces away. Long-range weapon attacks can be made against an enemy up to 25 spaces away.

There you have it, simple rules for miniatures. I’ve used them in several games I’ve written over the years, and they seem to be a good starting point. A character with a high Action stat or Specialisms related to agility and dexterity might move a space faster, and the difficult terrain and obstacles rules could get much, much more detailed (Action rolls to move through terrain? 1/4 cover?).

Do miniatures play a part in your USR games?

USR Wednesdays: Social Combat

Given the history of RPGs, finding ways to use the “Action” and “Wits” stats in USR is easy; Action  is everything from acrobatics to yo-yo tricks (admittedly, the latter is not a common Specialism…). Wits can handle research and the supernatural, like magic and psionic combat. Ego, or social skills, are less used in role playing. A character may need to roll to intimidate, seduce or seek information listening to rumors. But the number of times Ego is used compared to the other stats means Ego almost shouldn’t even be a stat. Let’s change that, and give debaters, manipulators and schemers a chance to fight the good fight.

cersei lannister - USR Wednesdays: Social Combat
Social combat can be just as interesting when fought by a master.

The Song of Ice and Fire RPG, and my other game, Microlite 20, have rules for social combat. For ease of use, it’s basically like standard combat, except with different Specialisms in play. In fiction, social combat is usually over much quicker than battle, so each character begins with “social hit points” equal to the highest value of his or her Ego stat (i.e. 6, 8 or 10). Each attack and defense uses Specialisms like Bargain, Stir up trouble, Stubborn or Immune to her charms.

There’s no equivalent to weapons or armor, though one Ego roll can affect the next. For example, befriending a powerful political family can help quell (or stir up) a rebellion. Allow players to describe what their characters are saying in the conversation. If it’s convincing or inspiring, grant an extra +1 to the roll.

Make a simple Wits roll as initiative, to represent the planning of meeting times and places that best suit the character’s goals. Social combat usually “heals” immediately after the combat ends. Just like standard combat, a character that loses all of his or her social hit points is defeated, but this doesn’t have to mean death or unconsciousness. Instead, political foes can be humiliated, and enemies can be outwitted (it’s much easier to trick an ogre than to try and cut it to pieces). Adventures can be just as exciting, and a lot less hazardous to life and limb.

What are the best Specialisms for exciting social combat?

USR: Archetypes: Modern-Day Heroes

Last time we looked at the classic fantasy races and classes. Now let’s move into modern-day action and adventure settings. Everyone’s human (usually), but the range of skills heroes need to succeed is bigger. These archetypes cover a lot of ground; a sneak, for example, can represent a James Bond-style spy, a Jason Bourne-style secret agent, or even a Jake Gittes-style private eye.
fbi - USR: Archetypes: Modern-Day Heroes
Or these dudes. (image: YouTube)
Primary Stat: Ego
Suggested Specialisms: Charm, Negotiate, Language, Leadership, Etiquette
Suggested Equipment: none
Primary Stat: Ego
Suggested Specialisms: Art (music, oratory, writing, etc.), Charisma, Athletics, Hundreds (Possibly Millions) Of Fans, Target Of Paparazzi
Suggested Equipment: Musical instrument
Primary Stat: Wits
Suggested Specialisms: Repair, Invent, Hacking, Works Best Alone, Focused On The Task At Hand
Suggested Equipment: Miscellaneous Gadgets, Tools
Primary Stat: Action
Suggested Specialisms: Driving, Flying, Repair, Adrenaline Junkie, Team Player
Suggested Equipment: Vehicle (if there’s more than one character with a vehicle in the party, maybe they have one big vehicle, like a space cruiser)
Primary Stat: Wits
Suggested Specialisms: Knowledge (in one topic), Dedication, Bravery, Support Of A University or a Military Organization
Suggested Equipment: Computer, Library Of Books
Primary Stat: Action
Suggested Specialisms: Move Silently, Sleight Of Hand, Hacking, Disguise, Hide, Spot Clues
Suggested Equipment: Lock Pick (possibly an electronic one)
Primary Stat: Action
Suggested Specialisms: Endurance, Intimidate, Leadership, Toughness, Military Tactics
Suggested Equipment: Guns, Knives

Which archetypes are best for the modern world?


As I get back to working on my blog more often, it’s prompting me to take another look at my games. The role playing games will get special attention, since I have a lot of ideas for Microlite 20 and USR. They’re not dead games, especially since the latter just got a new book from its creator and the former is part of the d20 system, designed to never die (just look at Pathfinder).

So I’m going to look more at the other games I’ve put together, like Monsters Menace Monopoly, Plastic Attack and Mutant Hunter. Are those the best rules sets they could be? I “eyeball” my rules a lot, and don’t actually get people together to test them all that often. Solo playing games designed for multiple, competitive players, doesn’t always work. This is an ongoing project, but I can at least provide a more up-to-date version of the rules for people to enjoy.

Plus, I have hundreds of miniatures and dozens of maps, let’s make use of them somehow.

Tequendria: Our Heroes

So, the creator of Unbelievably Simple Roleplaying, Scott Malthouse, has released a new USR-based game, Tequendria, inspired by the works of Lord Dunsany, which I have not read (I did start “The King Of Elfland’s Daughter” thanks to Project Gutenberg).

A Dunsany-inspired game isn’t a Tolkien-inspired one, and as a result there’s no dwarf fighters or halfling clerics in this game. All characters can use magic, and the free-form style of USR means you don’t need the traditional D&D-based races and classes. So, instead of a cleric/fighter/rogue/wizard team, let’s create a more Tequendria-style adventuring party.

Because heroes who have access to intriguing ways to get around should be able to use them, we’ll include Aethership, where our heroes can cruise toward adventure.

Bramwell: He’s a bold young sailor, whose imagination was captured the moment he saw his first Aethership soaring high above the small farm where he grew up. He loves exploring and finding new decorations for his ship, and meeting new people along the way.

Bramwell, Aethership Pilot

Action D8, Wits D10, Ego D6
Hit Points: 9
Specialisms: Aethership (Action), Navigator (Wits), Mechanic (Wits)

Equipment: 50 shards, telescope, goggles, duster jacket, short sword
Ability: Aether navigator
While the tales of Lord Dunsany aren’t about wandering around, slaughtering thousands of nameless foes, there’s a need now and again for a little muscle. And so we have a warrior.
Nohote: She is no stoic killer, but instead a friend to everyone. She has weapons, and knows how to use them, but prefers to out-think her enemies instead of strike them down. She takes great pride in making her foes surrender without a blade pulled or a bow fired.
Nohote, Tulthian Warrior
Action: D10, Wits D8, Ego D6
Hit Points: 9
Specialisms: Athletics (Action), Speed (Action), Tactics (Wits)
Equipment: 10 shards, Tulthian totem (a giant eagle’s talon), lucky magma stone, leather armor, short bow, 10 arrows, light mace
Ability: Mighty
Every good fantasy adventure needs a warrior — and a wizard. Since Tequendrian characters can use any kind of magic, we don’t need a dedicated healer or blaster as most fantasy games do. We can instead go for the most interesting character for the story.
Khiok: To use his Icur magic, he has to be in the presence of three or more people. They don’t have to be human, and they don’t have to know he’s working his magic, at least until they feel the pull of their souls. That makes him effective in royal courts, where he “encourages” rulers to follow his instructions, and on the battlefield, where stone and flame appear from thin air. He tries not to seem devious and sinister when he does so, but sometimes, he just can’t help himself.
Khiok, Icur Sorcerer
Action: D8, Wits: D10, Ego: D6
Hit Points: 9
Specialims: Ancient Lore (Wits), Mountaineering (Action), Religion (Wits)
Equipment: 30 shards, incense sticks, jet bracelet, half mask
Ability: Icur
I don’t know about you, but I can picture Nohote and Khiok aboard a ship piloted by Bramwell, coming to dock outside the Hills of Hap. It seems they’ve heard about a long-lost treasure chest holding enough shards to finally pay off the merchant who’s loaning an Aethership to Bramwell…

M20 and USR: Captain America

“Captain America: Civil War” was released on DVD this week, though if you’re reading this, you probably saw it in the theater. As Honest Trailers suggested, it really was Avengers 2.5, and a lot of fun to see all the superheroes together.

Captain%2BAmerica - M20 and USR: Captain America
The movies are great, but I miss the red swashbuckler boots. And the little wings on the mask.

I created stats for Captain America on the old, now long-gone blog, but I’ve since updated the rules for Microlite 20 Costumes, so this the revised version. His financial status is Sponsored, to go along with his position in the movies (as an agent of S.H.I.E.L.D.), and to simulate his long career in the comics I might update him to level 14 or even 15.

Microlite 20 Costumes: Level 12, 180 Power Points
STR 21 (+5), DEX 19 (+4), MIND 17 (+3)
Leadership 12, Weapon (Shield): Gadget 12
Physical 17, Subterfuge 16, Knowledge 15, Communication 17
Hit Points 81, Initiative +11, Melee/Hand-To-Hand +18, Missile/Ranged +16, Magic/Supernatural +15, AC 20
Heroism Points: 12, Financial Status: Sponsored
USR superheroes
Action D12, Wits D8, Ego D10
Specialisms: Icon Of Bravery +2, Star-Spangled Avenger +2, Super-Soldier +2
Hit Points: 20
Combat Gear: Body Armor +1, Vibranium Shield +2

Narrative Points: 4

USR Ghostbusters 2016

Finishing off the official Ghostbusters teams with the new gang… These are mainly thanks to someone on Tumblr (I think): shame on me for not getting credit on the character cards for the actual Ghostbusters RPG that I found.

Ghostbusters 2016 - USR Ghostbusters 2016
I still haven’t actually seen the movie…

Erin Gilbert
Goal: Serving Humanity
Action: d8
Wits: d10
Ego: d6
Specialisms: Physicist (Wits; background), Athletics (Action), Follows Her Instincts (Ego), Tell Fibs (Ego)

Abby Yates
Goal: Fame
Action: d6
Wits: d10
Ego: d8
Specialisms: Parapsychologist (Wits; background), Proton Gloves (Action), Notice (Wits), Convince (Ego)

Jillian Holtzmann
Goal: Soulless Science
Action: d6
Wits: d10
Ego: d8
Specialisms: Gadgeteer (Wits; background), Proton Pistols (Action), Acts Weird (Ego), Run (Action)

Patty Tolan
Goal: Serving Humanity
Action: d10
Wits: d6
Ego: d8
Specialisms: History Buff (Wits; background), Proton Tractor Beam (Action), Brawl (Action), Quick With A Comeback (Ego)

USR: Ghostbusters 1984

Talon Waite over at the USR Google+ page asked for the Ghostbusters (the 1984 “boys” and 2016 “girls”) with his new Ghostbusters USR rules. I have the old West End Games d6 system box set, except for the box itself, and the dice: it has the rulebooks and the flimsy, perforated cards for items and “character sheets.” They’re all in a brown paper bag from my FLGS.

Ghostbusters box - USR: Ghostbusters 1984
Yep, I don’t have the game box.

The cards are still perfectly playable, and I used them for inspiration for the USR characters. These stick to the rules in Ghostbusters USR (including 5 health and 3 Brownie Points each).

Peter Venkman
Goal: Sex
Action: d8
Wits: d6
Ego: d10
Specialisms: Smarmy Psychologist (Ego; background), Bluff (Ego), Seduce (Action), Parapsychology (Wits)

Ray Stantz
Goal: Serving Humanity
Action: d8
Wits: d10
Ego: d6
Specialisms: Enthusiastic Researcher (Wits; background), Occult (Wits), Run (Action), Driving (Action)

Egon Spengler
Goal: Soulless Science
Action: d6
Wits: d10
Ego: d8
Specialisms: Single-Minded Inventor (Wits; background), Physics (Wits), Good At Explaining (Ego), Focused (Wits)

Winston Zeddemore
Goal: Money
Action: d10
Wits: d6
Ego: d8
Specialisms: Secret Military Past (Action; background), Heavy Weapons (Action), Encourage (Ego), Bargain (Wits)

Archetype: Schemer

The schemer is the character who plots and plans and manipulates people to do what he wants. It’s hard to simulate in most games, because schemes are a long-term strategy, taking days, weeks, even years to carry out. They’re not direct like most RPG encounters. This is the world of Cersei Lannister and Lex Luthor (unless he’s wearing his green-and-purple battle suit).

Nick Fury
The rare example of a heroic schemer.

In USR, we can simply call “manipulative” a Specialism. Ego rolls are used for social combat, though a particularly oblivious character might use Wits to try and puzzle out what their more clever opponent is trying to say.

In Microlite 20, it’s a MIND + Communication roll. The Performance class ability (page 19 of the Fantasy Expansion) is based on the D&D Bard ability, but a schemer character can use it, especially if it’s limited to the Fascinate (distracting the target with words that discourage — or arouse — them) or Inspire Courage (a schemer is a master at giving a rousing speech) effects. The Connections class ability (page 18) is common, too.

Putting a long-term plan into play in a single game session would take a lot of set up. While planning a scheme can be fun in itself, the end results of one — getting your opponent to give in without drawing your sword or using a spell — can be simulated a lot more easily than it first appears.

M20 & USR: Ghostbusters

Everybody’s talking about the Ghostbusters, so here are stats for the whole gang. No, not Venkman and Egon (you can find them a few different places), and not Gilbert and Holtzmann, either (I haven’t seen the new movie yet). These guys.

Filmmation%2BGhostbusters - M20 & USR: Ghostbusters
Go go Ghostbusters!

If you’re like me, your parents got you a Ghostbusters comic book as a kid, and you wondered why there was a talking car and a gorilla and no Bill Murray. But, bustin’ ghosts is bustin’ ghosts. Here’s the team. Characters that are made for comedy, like Eddie, need a little something more to be playable in a RPG, so I made him the heavy.

Jake Kong Jr.
Microlite 20 Modern-Day
Character Focus: Charisma, Level 1
STR 11 (+0), DEX 13 (+1), MIND 17 (+3)
Physical 1, Subterfuge 1, Knowledge 2, Communication 1, Technology 2
Hit Points 15, Armor Class: 11, Speed: 30 ft/ 6 spaces, Initiative +2
Melee/Hand-To-Hand +1, Missile/Ranged +2, Magic/Supernatural +4
Equipment: Dematerializer, Ghost Buggy Jr., Ghost Pack
Special Abilities: Charming (+1), Quick Draw
Eddie Spencer Jr.
Microlite 20 Modern-Day
Character Focus: Might, Level 1
STR 16 (+3), DEX 13 (+1), MIND 11 (+0)
Physical 4, Subterfuge 0, Knowledge 2, Communication 1, Technology 1
Hit Points 24, Armor Class: 14, Speed: 30 ft/ 6 spaces, Initiative +1
Melee/Hand-To-Hand +4, Missile/Ranged +2, Magic/Supernatural +1
Equipment: Ghost Pack, Flight Jacket (Leather)
Special Abilities: Encourage, Tough
Tracy the Gorilla
Microlite 20 Modern-Day
Character Focus: Might, Species: Gorilla (as Sasquatch), Level 1
STR 16 (+3), DEX 13 (+1), MIND 11 (+0)
Physical 4, Subterfuge 1, Knowledge 0, Communication 1, Technology 2
Hit Points 20, Armor Class: 11, Speed: 30 ft/ 6 spaces, Initiative +1
Melee/Hand-To-Hand +4, Missile/Ranged +2, Magic/Supernatural +1
Equipment: Ghost Pack

Special Abilities: Driver, Heavy Hitter (Melee/Hand-To-Hand), Muscle
Jake Kong Jr.
Action D8, Wits D10, Ego D6
Specialisms: Ghost Sensing Nose, Idea Man, Handsome
Hit Points: 18
Combat Gear: Dematerializer +2
Narrative Points: 5
Eddie Spencer Jr.
Action D8, Wits D6, Ego D10
Specialisms: Loveable Goofball, Absent-Minded, Thinks Positive
Hit Points: 14
Combat Gear: Dematerializer +2, Flight Jacket +1
Narrative Points: 4
Tracy the Gorilla
Action D10, Wits D8, Ego D6
Specialisms: Strong, GB Pilot, Loves To Eat
Hit Points: 18
Combat Gear: Dematerializer +2, Backpack of Gadgets +1
Narrative Points: 4