Keeping with my theme of Sword and Sorcery from last review, I am finally getting around to reviewing USR Sword and Sorcery Deluxe by Vanishing Tower Press. This game is a hack of Unbelievably Simple Roleplaying by Trollish Delver.
This is a game that has been on my shelf since its first edition iteration which has been replaced by the Deluxe Edition for sometime now. I have ran various one shots using the first edition of the game and ran a single into adventure using the Deluxe version. The Deluxe version is split into two books - the first book contains everything the players and the Crypt Keeper needs to make Characters, Conquer Challenges, Fight Stuff, Carouse, and much more. The second book in the Deluxe series contains the rules for Mass Combat and Magic.
Presentation: USR Sword and Sorcery Deluxe provides approximately fifty pages of a clean easy to read two column layout. with 27 pieces of art. Some of the art is full page which is always nice. The art is black and white and captures the Sword and Sorcery spirit with a dose of weird. The books are well organized with a table of contents and some end papers that could be printed out for quick player references or a Crypt Keeper's screen. The physical product is a print of demand via Drivethrurpg and it is a softback A5 tome. The two books are listed separately so if you do not plan on using Mass Combat or Magic you do not need the second book but it is great for reference and to be used for villains.
Character Creation: Characters are initially defined by three attributes and "Hits". The three attributes are Action, Wits, and Ego. Hits is a characters stamina and an abstract measure of how much punishment they can take before falling unconscious or dying. Characters are created with the following steps:
- Name
- Choose which attributes (Action, Wits, and Ego) to place a d6, d8, and a d10 in.
- Calculate starting Hits. Hits are calculated by rolling Action and Wits die, then adding the total. Hits cannot be less then 5.
- Roll on the Background Table
- Roll on the Background Details Table
- Choose Three Specialisms
- Roll 3d6 x 10 for Starting Silver. These are the funds to be able to equip your character with food, gear, weapons, and maybe armor.
Resolution: The core resolution mechanic is rolling the corresponding attribute dice plus a related Specialism (if applicable) vs. a set target number.
- 2+ EASY (e.g. jumping a low wall, tying a knot, bartering for food)
- 4+ NOT SO EASY (e.g. riding a horse, rock climbing, reading a book)
- 7+ HARD (e.g. picking a lock, leading an army, smithing weapons and armor)
- 10+ VERY HARD (e.g. deciphering ancient tomes, practicing alchemy, persuading Kings)
- 14+ IMPOSSIBLE (e.g. resisting Silver Lotus poison, summon demonic beings)
Specialisms are specific skills that provide a +2 to an attribute roll. There is not list of Specialisms (as they are meant to be open ended by design) but some of the common examples given include Beast Riding, Melee/Close/Ranged Combat, Seduction, City Knowledge, Legends and Lore, Weapons Smith, Orate, Intimidate, Stealth, Tracking, Lock Picking, Chariot Racing, and Leadership.
Contested actions happen when an action is being directly contested by another PC or NPC. Both parties roll the relevant Attribute, add a related Specialism (if any), and compare results. The highest total wins and the Crypt Keeper can decide if certain actions or attempts require additional successes.
Combat on the other hand follows a slightly modified version of contested actions. Initiative basically follows the fiction as all combat happens simultaneously where all participants are both attacker and defender at the same time. Each participant in combat gets one attack action and one movement action. There is no defined parameters within these actions as the characters can get as colorful or creative as they want. The character or NPC can choose to give up one of these two actions for either an additional movement action or attack actions but all rolls for that turn have a -2 penalty is this double mirror action is taken.
IT IS IMPORTANT TO NOTE THAT that once both actions are taken in a round, the character is unable to defend themself any longer and all subsequent attacks directed at said character for the rest of round are considered undefended and the attacker rolls an uncontested test at 4+.
The attacker is the winner of the contested roll and damage dealt is the difference between the two rolls with weapons adding a bonus to the initial contested action roll and armor providing damage reduction. Once damage is calculated, hit location is rolled (on a d20), damage reduction from armor is applied, and final damage total is subtracted from the targets hits. A critical hit happens when the attacker rolls max damage and the defender rolls a 1 or vise versa for Dramatic Failure. If this happens, roll on the respected tables for the results.
Ranged combat is handled in an uncontested manner with the following difficulty guidelines:
- 2+ IMMEDIATE (Close Combat Range)
- 4+ SHORT (Within 10-40 feet)
- 7+ MEDIUM (41-70 feet)
- 10+ LONG (Within 71-200 feet)
- 14+ EXTREME (Over 200 feet)
When a characters hits reaches 1, the character is incapacitated but conscious, at 0 to -3 that character is unconscious and incapacitated, and at -4 or below the character is dead. Hits are restored at 1 or 2 points per day depending on medical care and carousing can restore an additional 2-4 hits per night of carousing. There may be magical sources of healing...
BONUS INFORMATION: BOOK 2 - MASS COMBAT AND MAGIC: Book Two contains rules for Mass Combat and Magic. The Mass Combat rules provides a concise step by step system in handling mass combat situations that even includes a random encounter table during a mass combat.
Magic is split into three different disciplines that include Artifact Mastery, Sorcery, and Mesmerism. Artifact Mastery covers the use of powerful items and the book includes examples of 5 artifacts. Mesmerism covers techniques to bend other people to ones will and adjacent affects. Dusts and poisons are used to power these effects and examples of 4 are given. Sorcery governs the traditional style of black magic with the summoning of demons and other overtly magical effects. There are 8 "spells or rituals" provided as examples.
All magic, regardless of form is dangerous, as high costs, takes time to cast or use, and have high target numbers.
Final Thoughts: The author has definitely read a lot of source material for the Sword and Sorcery genre and has taken the USR system for one hell of a ride to create an authentic Sword and Sorcery experience. The information provided as well as the games design reinforces this experience and the books also includes:
- Critical Hit Table (d100 table)
- Dramatic Fumble Table (d100 table)
- First Strike Rule (For spears and only for the first round of combat)
- Carousing Rules
- Carousing Mishap Tables (d100 table)
- Called Shots
- Character Advancement and Experience
- Magical Mishap Tables
It is interesting to note that that book discusses how combat is a central theme in Sword and Sorcery but hits are low with expensive armor and combat can quickly turn deadly with an unlucky roll or two, a critical hit, being ganged up on by multiple opponents, and a few other factors. Without some advancements, combat seems to be best avoided.
The book also alludes to a more abstract combat that does not use hit locations as it provides alternate examples of armor in light/medium/heavy bonuses with weapon bonuses of light/medium/heavy. Each section is +1/+2/+3 respectively. I am grateful for this aspect or tool that is built in as the Crypt Keeper can choose to use hit locations for a more specific combat experience or not for something quicker and more abstract.
One of my favorite things about this game is the carousing rules and the carousing mishap table. This really helps reinforce the genre and some results from the mishap table could spring board an entire campaign!
I personally found reading through the combat section slightly confusing and it took me a few reads for everything to fall into place. I also confirmed somethings with the author to make sure I understood everything correctly but your mileage may very. I also wish that the books provided a list of foes common and horrible.
USE Sword and Sorcery Deluxe is slated to be released in three books to mirror the three LBB from a famous and common fantasy game. We currently have two out of three and third book is rumored to contain the authors home brew Sword and Sorcery Setting. I am really excited about this third book! It cannot come out fast enough.
All in all, this is one of my favorite Sword and Sorcery games and you can find it here: