Gameplay Notes


The basic rules we'll be using are called Wushu Open Reloaded. So far we've agreed to use the following Optional Extras, either uniformly or at player's or GM's discretion:

  • Held Dice
    • These will be offered as a success reward for minor Conflicts, not using the bizarre "flashback montage" mechanic described in the rules
  • Secondary Goals
  • Time Limits
    • In some Conflicts to heighten dramatic tension.
  • Trait Categories
  • Trait Features
    • Optional, at player's discretion
  • Weaknesses
    • Optional, at player's discretion

PLEASE take a few moments to read this example of play Note that our game will have a slightly different flow, with the expectation that all your Details for a round of action will come out in one or two paragraphs.

Screw "Chi," "Yin dice" and "Yang dice." I, for one, can never keep Yin and Yang straight - which one is offense and which defense? We're not doing a kung-fu movie here, or anything close to it. We've almost immediately established a pretty cool card-game motif, though, so we'll use the following terminology instead, with exactly identical mechanical intent:

Your character's ability to continue contributing to the Scene ("Chi") - run out of this due to the Threat Rating of Challenges or the attacks of Nemeses, and you're out for the rest of the Scene.
The number of threatened Hand losses per Round against which you must hedge Hearts dice. Equivalent to Threat Rating for Challenges/Mooks.
Successes - die rolls which are equal to or less than a Trait number. Challenges/Mooks will have a predetermined Trick Rating which must be "bought down" to zero by Spades dice to complete the Scene.
Dice spent to overcome the Hand of a Nemesis or buy down Challenges - Offense Dice [Spades are spearheads].
Dice spent to prevent loss of points from your Hand - Defense Dice [Hearts seem like a pretty logical choice here].
Diamonds and Clubs
probably not needed, and these are the "lesser suits" anyway. But when/if we start incorporating more complex mechanics, we may wish to use these to represent two different types of Held Dice? Let me know what you think.


Nemesis conflicts will vary in difficulty by the Hand strength of the Nemesis (or Nemeses) in the Scene.

A Nemesis involved in an Action Round will have a Detail Cap equal to the sum of all interacting players' Detail Caps, and will split Spade Tricks (as in successes, not dice rolled) evenly between all interacting players' characters. In the case of unevenly-divisible Spade Tricks by the nemesis, the "odd" Tricks will be applied to characters in order of the players' posting - first come, first hurt.

This is a provisional system and will be up for discussion and revision after a Nemesis Conflict has taken place.


Three traits, one each at 5, 4, and 3 (higher == better):

  • Combat (Special Forces Training, Drunken Boxer, Played Football In High School, One Mean Dude)
  • Profession (Reporter, Lawyer, Ecologist, Mechanic)
  • Personality (Plays Well With Others, Soccer Jock, Meditative, Wisecracking Asshole)

After a few Scenes we'll consider implementing more cool character options like Weaknesses and Special Somethings.
Example character descriptions can be found here.

Character Description Format

<Player Name>

  • Name: Steve the Pirate
  • Summary Concept: Scurvy scallywag Dodge-ball player who says "yarrrrr" all the time
    • Yarr at 5: Astonishingly opaque and intimidating verbiage
    • Salty Sea-dog Sailor at 4: …well, actually gas station attendant, but he sure talks a lot about ships…
    • Belayin' Pins at 3: Brutal and Undisciplined Attack style
  • Details: Steve is a crazed pirate (or fakes it extremely well) who has been pressed into service in a municipal Dodge-ball league. He tends not to be terribly useful on the field, but provides an element of spirit and team identity which would otherwise be lacking. Self-described hobbies include keelhauling, reefing on the yardarm, and other probably spurious nautical terms.


Hybrid Cyberpunk Action and Zombie Horror - a la Resident Evil 3 (but more horrifying) or Grindhouse Part 1 (but less campy), with a sense of the corporate warfulness of Johnny Mnemonic or Neuromancer running threads of underlying tension and paranoia through the story.

Good Details

  • Over-the-top combat maneuvers, pithy quotes, dark moments of gritty angst, bad-ass one-liners, feats of vehicular prowess, big improvised 'splodies, whiz-bang computer tricks, mean and implacable inhuman opponents (still-human enemies should be more like Combine troops from Half-Life 2 - all glowing eyes and gas masks and dark, ugly firearms; or else fear-maddened refugees and gangsters fighting rabidly for their lives).
  • We have established the beginnings of a card-game motif which I'm really starting to dig on. Details, including internal monologues or clever quotes, incorporating this motif will be smiled upon, and once we get the hang of the game I may start looking for a way to incorporate it mechanically.

Bad Details (Likely to draw a Veto)

  • Super-weapons, conservative and overly tactical combat maneuvers, coup-de-grace attacks early in a fight.

Good Theme Elements

  • Dark, tension-ridden Man Vs. Nature stuff.
  • Characterization which follows the aforementioned card-game motif would be cool.

Bad Theme Elements (Likely to be in poor taste)

  • Cavalier treatment of the humanitarian crisis unfolding before, during and after the hurricane.

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