Dragons Are Real

USR 15th Anniversary Edition

USR (Unbelievably Simple Role-playing) was first published early January 2012 on 1km1kt and DriveThru RPG by Scott Malthouse of Trollish Delver Games

Scott has now released a 15th Anniversary Edition on both Itch and DriveThru RPG for the reasonable price of £1.67/£1.88 respectively. There have been various editions over the years, third edition changed some of the mechanics quite substantially, this edition harks back to the original first edition. New material includes foe archetypes and guidelines to create your own enemies; with new optional rules.

Character Creation

Each character has 3 attributes:

  1. Share a D6, D8 and D10 between the three attributes, so each has a different die type.
  2. Determine your hits which is the maximum possible roll on your Action and Wits die (minimum will 14, maximum will be 18 depending on how you allocate them).
  3. Choose 3 specialisms, these are specific skills and each is tied to one of the three attributes: example: accounting (Wits), Persuasion (Ego), Piloting (Action). There is a list of examples, but players can come up with any they so wish. Each specialism adds +2 to a dice roll when it applies.
  4. Write a short bio that includes look, demeanour, background, career.

Playing the Game

Whenever a character does something that is risky, has a chance of failure they make a roll using the appropriate attribute adding any specialisms to the roll. There are two types of rolls:

If the total of specialisms meets or exceeds the difficulty it is considered an automatic success, and no roll is needed.

Difficulty Target
Easy 2
Medium 4
Hard 7
Severe 10
Godlike 14

Combat

Combat is a contested roll and players can either use ICRPG style turn order (around the table in player seating positions) or by rolling Action and Wits, then taking in turns from highest to lowest.

During an action a character may move and take one action. Movement is kept simple inline with the rest of the rules (roughly 30 feet).

Attackers and defender rolls, if the attacker rolls equal or less than the defender, the attack misses. If the attacker rolls higher the attack hits and the damage caused is the difference between the two rolls. The defender subtracts their armour from the damage and applies any remaining damage. At zero hits the target is either unconscious or dead depending on the style of game played.

Weapons and Armour

Weapons are split into three categories that add to the attack roll:

Armour likewise is split into Light, Medium, Heavy and reduces damage by 1, 2 or 3.

It is also suggested that weapons and armour be limited to the Action die type, so if a D8 is allocated only light and medium weapons and armour may be used.

Optional Rules

There are four optional rules:

Foes

There follows a list of 8 Foe archetypes which you can use instead of designing your own foes or if you want a quick foe without too much thought. The final page of the PDF explains how to create a Foe from scratch.

Conclusion

The rules are worth the price, they are clearly written and give a very good simple game, characters can be created very fast. They are simple and quick flowing, the specialisms chosen differentiate the characters. The biggest omission are rules for magic, but you could just add them as a specialism. These rules are a good alternative to other light games such as Tricube Tales or Freeform Universal.

The rules are released under the Creative Commons share-alike licence so it is easy for others to write adventures or variants. Over the years one of the most prolific writers for USR has been Andrew Domino and his work is still freely available:

In addition the original USR rules are still available for Pay What You Want:

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