Details

USE (Universal, Simple, Easy or Universal System Engine [less-liked, but more practical]) is meant to be a replacement to commercial engines, such as the d20 engine. You are allowed to use it freely with attribution (simply say somewhere, like in the credits, that it uses the USE).

Combat

USE is meant primarily for combat related uses, so it has light, quick rules for combat.

About Combat

USE uses a d10 or d100 for combat. (d100 for headshot chance with accuracy, d10 for just accuracy). Dodge rolls may apply, but generally do not. Combat has three phases: Planning (a character is allowed to move for cover [rules for creation of cover can be found in the content generation tables], this is ignored for surprise or close-quarter attacks), Combat (a player is only allowed to attack or defend in a normal ruleset, unless he is using a trigger-based ranged weapon, in which case he can use the Planning phase for a roll to different cover [a player is also allowed to make a non-combat move), and recovery (New foes/allies may enter the field, cover may be taken in surprise or close-quarter attacks, at the cost of the next Planning and Combat.

Hit Chance

It is possible to have a 100% hit chance in USE, though GM's may steer clear of this by decreasing accuracy or implementing a critical fail (roll of 1 [1-10 in d100]) and marginal fail (roll of 2 [11-20 in d100]) engine, to prevent players who know the numbers from getting a guaranteed hit.

Critical Failure

Critical Failures may be induced by a dodge margin of twice the hit margin (i.e. a roll of 3 for hit, 6 for dodge, the attacker would have a failure, his gun might malfunction, his sword gets stuck in the ground/nearby object, he slips and falls, et cetera, that costs him another attack). They may also be induced by a sum negative (If you have a -2 penalty, do not roll a 1). Critical failures cause damage to an item, mage-burn, long-term injuries, and all-in-all nastiness. They can also result in dropping something or taking damage at an inconvenient time.

Transit

Life Simulation

Content Generation (dice-based)

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