Specialisms in USR are essentially custom mechanics for the game completely player generated. This differs from a traditional skill system common in most tabletop roleplaying games (ttrpgs). Where a skill list is restrictive a specialism is permissive. A player creating their first (U)nbelievably (S)imple (R)oleplaying PC would be served well deciding how their character would most likely break the game rules to achieve results as any other factor in initial character concept. But this is easier said than done.
What follows is an example of lifting game mechanics from other game systems and turning them into useful, thematic specialisms for your PC (Player Character). Zenobia is a sword and sorcery ttrpg from Zozer Games. It mimics Deluxe USR Sword & Sorcery's combat procedure closely with its use of simultaneous action resolution and the difference in attack totals derives the damage done by a successful attack. This means any of the games combat mechanics, buffs, feats, tactics, etc. should easily translate into USR terms. For example:"Saving Combat Results As a tactical option the winner of a combat round can opt to save some or even all his combat result to increase the level of any injuries inflicted in a subsequent round. This simulates the maneuver called a feint where the advantage is gained but not exploited immediately. Feinting requires the attacker to have uninjured legs since quite a bit of rapid maneuvering is assumed. These saved result points are instantly forfeited when the character loses a round of combat. This makes the tactic a risky one; you dare not save them too long - keep your feint stringing along. Note that combat result points saved in this way only add to the injury type available and are never added to the Combat Attack roll. Non-Adventurers (most lowly NPCs and extras, in other words) are not able to carry over their combat results in this way."
This is straight out of the Zenobia rulebook. As a USR Sword & Sorcery Specialism it might look like this:
Feint +A. Save some or all combat result to increase the level of injurie in a subsequent round.
Notice there is no positive Die Roll Modifier (DRM) listed in the Specialisms' description, just the Attribute it is tied to. In this case, the character's Action Attribute. This indicates this Specialism modifies the basic rules in some way instead of the normal +2 to the Attribute roll itself. In the normal case of most Specialisms the application of a DRM to increase a degree of success makes most sense. The PC has Melee +2 Action then any melee attack will be 2 points of success greater than would normally be expected. But in the above case, the rules from Zenobia are allowing the player to change failure into success in future, later rounds. A sharp departure from how most players would approach Specialism design.
This does require more rules for governance of effects as unintended consequences manifest from these adjustments. But this labor is mostly solved by the games mechanical descriptions already provided. As always, the Crypt Keeper, the game's referee, has final say on the design of any Specialism. I think the effort is necessary to take advantage of all the freedom a rules-lite game system provides players.
For example,
Feint +A. Save some or all combat result to increase the level of injurie in a subsequent round. Feinting requires the attacker to have uninjured legs. Saved result points are instantly lost when the character loses a round of combat.
It is this free roaming poaching Trollish Delver's USR game was designed for. Cobble useful mechanics and skills from other existing roleplaying books (which you no doubt have many) and adding them into the USR tool kit. This is the brilliance of USR, as a base for the rules of your game. It allows you to build new concepts out of your existing game library.

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