Wushu Quick Reference

Characters

Traits

Traits are rated from 1 (abysmal) to 5 (extraordinary)
All characters have the Trait “Everything Else 2”.

Trait Creation (standard)

Each player creates 3-4 Traits for their hero; one Trait for each of the following categories:
Motivation rated 5

End the False Emperor’s Tyranny, Keep my Ship Sailing

Action! rated 4

Crane Style, Sixgun Samurai, Circus Juggler, Blow It Up!!!

Profession rated 3

Hacker, Millionaire, Respected Elder, Princess

Weakness (Optional) rated 1

Sucker for a Pretty Face, Virtuous, Kryptonite

Traits on the Fly (alternative)

Write the three Trait values (5, 4, 3) down. Now, start playing. At any point you can fill in a Trait and immediately gain the benefits of having that Trait.

Point-Allocation (alternative)

Write down up to six Traits, starting at 2. Distribute six points between them. For each Weakness (Trait rated 1), gain 1 additional point. (Max 2 Weaknesses)

Devil’s Dice

When using volatile powers (e.g. dangerous magic, unstable tech, or anything that might blow up in your face) set aside 4-6 dice to represent the power.
When using the power, add any number of Devil’s Dice to any check. Then roll any unused Devil’s Dice for Self-Control check (against 2 unless you have the Trait: Self-Control). If you don’t score any hits, you or the Director narrate how the power goes wildly out of control.

Action!

Dice Pools

Each scene, the Director sets a max number of dice per player per round. Between 4 & 10 (default 5/6).Set a smaller Limit for short punchy rounds.Set a higher Limit for elaborate or swingy rounds.

Rolling the Dice

Everyone narrates their actions together, gaining 1 die per detail, then everyone rolls all their dice at once. Characters may need to split their Dice Pool into Yin and Yang pools.

Scoring Hits

For every die that rolls equal to or below the Hero’s most relevant Trait, score 1 hit. If the Hero has no relevant Trait, treat Trait rating as 2.

Chi

After everyone’s dice are rolled, 1 Chi can be cashed in for 1 Yin success. Each scene (or whenever the Director chooses) characters reset to 3 Chi.

Advanced Techniques

The Pass—One way to help each other out when exhaustion sets in is to narrate things that the other players can incorporate into their descriptions. Say I throw a mook across the room; rather than send him through some furniture, I could leave him hanging in mid-air and pass to the next player. They might have him collide with the mook they’re fighting, drop his weapon in their hand as he sails past, crash into a lantern and set the room on fire, etc.

The Filibuster—It’s not just for Senators anymore. If you don’t feel like counting out your dice, or just want to show off, feel free to narrate a carnival of carnage so elaborate that it more than justifies the maximum dice pool. Of course, the other players are well within their rights to cut you off at any time, but they’ll let you keep going as long as you keep them entertained.

Danger!

Threat

Average Threat per scene: 15-20Each Threat in the scene has its own Threat amount.

Types of Dangers

Environmental/Inanimate Threats
Time bombs, burning buildings, security systems, stubborn witnesses, polite conversation

  • Score 1 hit on each Hero per round (if in reach)

Mooks
Ninjas, robots, gangsters, trolls, soldiers, cops, thugs

  • Score 1 hit on each Hero per round (if in reach)

Nemeses

  • Start with 0-5 Chi
  • Roll dice and score hits as players
  • If the nemesis is alone either:
    • 1 Dice Pool per Hero(e.g. there are 3 Heroes and the limit is 4, the nemesis gets 3 pools of up to 4 dice)
    • Heroes split 1 Dice Pool(e.g. there are 3 Heroes and the limit is 6, each Hero gets a pool of up to 2 dice)

Side Goals
Protect bystanters, stop someone from escaping

  • Don’t score hits on Heroes
  • Have an optional time limit

Last Mook Standing

If you want to cap off a mook fight with a little something extra, consider introducing a Nemesis (maybe the last mook was hiding their power) and turning the last few points of Threat into Chi for the new Nemesis.

Character Development

Shuffling Traits - Players can change their Traits between sessions. They can move those points on a 1 for 1 basis or completely swap out their Traits. Most commonly, their motivations will change.
Milestone Traits - Plan out 3 milestones for a new Milestone Trait. Each time the player meets one of these challenges, or makes a milestone choice, the Trait goes up by one. A hero trying to master an ancient and cursed sword might have the following milestones ahead:

  1. Use the sword to defeat an enemy in combat.
  2. Use the sword to defend an enemy from harm.
  3. Use the weapon to prevent a fight you want to win.

At first, using this weapon would mean rolling against the default target number of 2. After their first combat victory, the relevant Trait increases to 3. After successfully defending a hated enemy, the Trait increases to 4. Finally, after learning the true value of human life (awww), the Trait increases to 5. Only those who do not seek power are fit to wield it.

Two-Sided Traits - Opposed Traits like Honor & Freedom, or Loved & Feared. These two Traits always have 6 points between them; increasing one means decreasing the other. When a player makes a choice that pushes in one direction, increase/decrease the Trait ratings immediately before the dice are rolled, so the player is always faced with the temptation of quick power. Never let them adjust it back in the other direction right away, though. Choices mean little without consequence.

Rules Summary

  1. The Director creates a Threat or Nemesis that the Heroes need to overcome.
  2. Players describe the scene in the present-tense. Everything happens as the players describe it, when they describe it. Each detail earns the player 1 die, up to some limit between 4 and 10 (default 5 or 6).
  3. Players can divide their dice into Yin and Yang pools. Yang dice are directed against Threats and Nemeses. Yin dice are used for self-defense.
  4. Each roll is compared to the Hero’s most relevant Trait, a number from 1–5. Dice that roll over are discarded. The rest are considered hits.
  5. Threats score 1 hit per round on each Hero; Nemeses may score more. Use Yin hits and Chi tokens to defend. If you take a hit, you lose.
  6. If both sides take a hit, whoever takes the most hits loses. Ties go to the Heroes. Threats lose 1 Threat per hit; they’re out of the game when they run out of Threats.
  7. The winner gets a Coup de Grace, where they narrate a resolution to the conflict.

Wushu Quick Reference is a derivative of Wushu written by Daniel Bayn (https://danielbayn.com) & illustrated by Levi Kornelsen (https://twitter.com/levikornelsen). Wushu Quick Reference is licensed under CC BY-SA 4.0 by ashestosea. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA.
Fonts: Cooper Hewitt (https://cooperhewitt.org), Fira Sans (https://mozilla.github.io/Fira), Noto Sans Symbols2 (https://github.com/googlefonts/noto-fonts)