TEXT: Wushu Open
  Action movies have always been at odds with realism. Fortunately for 
  us, their conflict is easily resolved with a series of savage kicks to 
  realism's face! Impossible leaps, insane acrobatics, and victory against 
  overwhelming odds are all staples of the genre... and the essential 
  elements of action role-playing games.
  Sadly, traditional RPGs have long been in league with realism. They 
  penalize players who want to, say, kick seven mooks with one spin 
  kick by piling negative modifiers onto their roll, which makes them 
  less likely to succeed. The inevitable result is that smart players stick to 
  simple, boring actions and take a tactical approach to combat. Wushu 
  breaks up this insidious alliance with a core mechanic that rewards 
  players for vivid descriptions and over-the-top stunts by making them 
  more likely to succeed, each and every time.
  Traditional role-playing games also alienate themselves from action 
  movies by segmenting time into rounds of only a few seconds. In the 
  movies, you get to see characters trade a whole series of attacks, 
  defenses, and counter-attacks before the camera cuts away. In role-
  playing games, players are usually limited to one action per round, and 
  they only get enough time for one swing, punch, or pull of the trigger 
  before the next player's turn. This takes the back-and-forth pacing that's 
  essential for exciting fight scenes and stabs it straight through the 
  heart! 
  In Wushu, players are encouraged to make as many attacks, leaps, 
  dives, parries, and ripostes as they like before any dice are rolled. Each 
  "round” is divided into two parts, which everyone completes at the 
  same time. First, the group Describes the scene; this is the important 
  part because their narration determines what actually happens in the 
  game world. Then, they Resolve their dice rolls to see how well it all 
  worked.
  Description
  Wushu works its magic via a dice pool mechanic where the size of 
  your pool depends on how elaborately you describe your actions. Each 
  Detail you add to your description earns you a die. These could be 
  separate stunts, witty one-liners, cinematic flourishes, pretty much 
  anything that enhances your Wire-Fu experience. (You always get at 
  least 1 die, just for doing something.)
  For example, someone who says "I dodge to the side" gets 1 die. 
  Someone who says "I dodge to the side / and grab his sword blade with 
  my chopsticks / before punching him in the face" gets 3 dice. Someone 
  who says "I catch his sword blade with my chopsticks / when it's chisel 
  edge is less than an inch from my face, / then twist it around with one 
  deft motion, / jam it into the bastard's gut, / and whisper 'Can't you see 
  I'm trying to eat, here?'" gets 5 dice. Thus, anything that contributes to 
  the atmosphere and energy of your game become a smart tactic.
  Of course, not every Detail is appropriate to every game. That's why 
  GMs and players have the right to veto any Detail that rubs them the 
  wrong way. To make this work, it's important to agree on the tone and 
  style you want for your game before you start playing. (I usually 
  reference a few of the movies I'm trying to emulate and make sure all 
  my players have seen at least one or two of them.)
  To control the pacing and tone of a game, GMs can put a pool limit on 
  the number of dice any player can roll at once. 3-4 dice per turn usually 
  results in faster, more brutal combat; it's a good limit for unimportant 
  scenes or warm-ups that happen early in a game. When things get more 
  dramatic, you'll want 6-8 dice per turn. This is especially true when 
  fighting major villains; you'll want a high enough limit that you can 
  attack and counter-attack many times before stopping to roll. However, 
  that doesn't mean you have to earn the max number of dice every time. 
  Trying to tack on an extra stunt or two at the end can really take the 
  steam out of your description!
  Resolution
  Wushu characters are defined by their Traits, which are rated from 1-5. 
  When it's time to roll them bones, pick a Trait that's relevant to the 
  actions you described. (If you don't have a relevant Trait, the default 
  rating is 2.) Every die that rolls above that Trait's rating is a failure; 
  those that come up equal to or less are successes. If no one's resisting 
  you, one success is all you need. If someone is resisting, they'll have a 
  bunch of dice to roll, too. Whoever gets the most successes comes out 
  on top. (Ties go to the players, being the heros and all.)
  The key to playing Wushu is to understand that everything happens 
  exactly as the players describe it, when they describe it. (This is 
  sometimes called the Principle of Narrative Truth.) Rolling the dice 
  just tells you how much further those actions have advanced the scene. 
  In a way, the dice are only there to let you know when to stop fighting 
  (or chasing, or talking, or whatever).
  Scab Rolls
  Every once in a while, you might want to roll for something without 
  making a big production out of it. That's when you use a Scab Roll. 
  Just grab a number of dice equal to your relevant Trait and compare the 
  highest roll to this scale:
  1 = A failure so horrible as to defy comprehension.
  2 = A really bad, probably embarrassing failure.
  3 = A regular, garden variety failure.
  4 = A success, but with negative complications.
  5 = A good success. Mission (barely) accomplished.
  6 = A solid, professional success. Good work!
  Combat
  Because it's the centerpiece of any action game, and rightfully so, 
  combat gets a few extra wrinkles. First of all, you have to worry about 
  both offense and defense. That means splitting up your dice pool. 
  Yang dice are used to injure people, run 'em off the road, kick ass, take 
  names, and so forth. Yin dice are used to defend yourself from all of 
  the above. (It might be a good idea to have two different colors of dice 
  on the table.) Each successful Yin die negates one successful Yang die. 
  If even one attack gets through, you're done!
  Don't worry; it's not as dire as it sounds. Player-characters all get 3 
  points of Chi to protect them. Each point can be cashed in to negate 
  one Yang success after the dice are rolled. (I use poker chips to keep 
  track.) A character is removed from a fight when they take a hit and 
  don't have any Chi left to counter it. When you're down to zero Chi, it 
  just means you're teetering at the brink of exhaustion. GMs should give 
  players back their Chi as dramatically appropriate, usually between 
  scenes.
  Since Wushu encourages (nay, expects!) players to carry out multiple 
  actions with a single roll of the dice, you'll eventually have someone 
  try to use two different Traits at once. During a fight, the last thing you 
  want is to bog down play while you sort out which dice are going to be 
  rolled against which Trait. Instead, just decide which Trait is _most_ 
  relevant to the description as a whole and use that as the target number 
  for everything. 
  Take, for instance, someone who likes to use telekinesis with their 
  kung-fu. If they say "I nail him with a Telekinetic Blast (tm), which 
  knocks him through a wall, then I kick him hard in the face for good 
  measure," they'd fold that kick into the telekinesis action and roll it all 
  against their "Psychic" Trait. On the other hand, if they say "I duck 
  under his kick, then deliver a telekinetically boosted open-hand strike 
  that sends him plowing through a wall" they'd fold that TK boost into 
  their combat action and roll it all against their "Kung-Fu" Trait.
  vs Mooks
  Ninjas, zombies, gangers, cops... by any name, mooks are born to die 
  in droves! In fact, Mooks are little more than set pieces whose only 
  reason for being is to make the player-characters look good. They don't 
  have Traits, they don't have Chi, and they never roll any dice. They're 
  just an abstraction. Players are free to describe however many they 
  want, wherever they want, in order to describe all the rapid-fire, ass 
  kicking stunts they want. (Of course, GMs can reserve a few for 
  guarding escape routes, taking hostages, and so forth.)
  When the ninjas start jumping out of the woodwork, assign the whole 
  lot of them a Threat Rating. (You can also assign them to non-human 
  challenges like ticking time bombs, collapsing buildings, treacherous 
  climbs, and so on.) The exact value depends on how many players you 
  have, your dice pool limit, and how long you want the scene to last. 
  Figure out how many Yang successes your players are likely to 
  generate per round and multiply by the number of rounds you want to 
  see. Season to taste.
  As you may have guessed, each Yang success your players bring to 
  bear reduces the Threat Rating by 1. When it reaches zero, the mooks 
  are either all dead or running in abject terror. Conversely, you shouldn't 
  let players describe taking out the who group before the Threat gets 
  close to zero. If such a thing does happen, and there's some Threat 
  remaining after the dice are rolled, you'll have to bring in some 
  reinforcements or let previously beaten mooks get up for another 
  round.
  Now, since mooks don't get to roll dice, they won't have any Yang dice 
  to throw at the heros. Instead, you should assume that the mob gets in 
  at least one good hit each round. Anyone who doesn't roll at least 1 Yin 
  success has to cash in a point of Chi or get knocked out. (For more 
  dangerous mooks, you can raise it to 2-3 hits per round.)
  vs Nemeses
  If you think nothing can challenge someone who just tore through a 
  whole legion of ninja, you're dead wrong. Mooks are just the warm-up. 
  Nemeses have kung-fu of their own, they get to roll dice, and they even 
  have Traits! Most harrowing of all, they get their own Chi (usually 
  from 1-5 points, but feel free to go nuts).
  As befits such worthy opponents, Nemeses must always be fought 
  mono-a-mono. If two or more players absolutely need to gang up on a 
  Nemesis, they'll have to do one of the following. First, they can take 
  turns trading blows with the Nemesis, completing both their 
  Description and Resolution phases before letting their allies have a go. 
  If you've set a dice pool limit, the second option is to have the players 
  split the max dice between them. If the Nemesis gets to roll 6 dice, two 
  players would get 3 dice each, or three players would get 2 dice each. 
  The Nemesis would then split their Yang successes between their 
  opponents.
  The other thing that elevates Nemeses above mooks is that they 
  actually get to defend themselves. (Gasp!) This is where you get that 
  furious back-and-forth pacing we talked about. The player and the GM 
  should take turns providing 2-3 Details at a time, just enough for a 
  defensive move and a counter-attack. When both sides have maxed out 
  their dice pools, let 'em roll. If the kung-fu is really flying, feel free to 
  disregard the pool limit and roll a whole fight's worth of dice at once!
  Lethal moves (decapitations, kill shots, stakes through the heart, etc.) 
  should be saved until after your victim has taken that final hit, the one 
  they don't have the Chi to pay for. If both combatants run into negative 
  Chi on the same turn, the loser is the one who goes deepest into the 
  hole. As usual, ties go to the players. The winner is entitled to any 
  dramatic killing blow (or other kind of scene resolution) they wish to 
  inflict upon their helpless victim. No dice required. This is called the 
  Coup de Grace, and if anyone tries to deliver one before the proper 
  time, smack 'em with a veto!
  Notes for Veteran Role-Players
  Those of you who have played other role-playing games may have 
  been expecting a few more rules. Their absence is no oversight. If 
  you're going to make the jump to Wushu, take the following lessons to 
  heart...
  No Weapon Damage - A character's weapon of choice should have 
  more to do with their personality than tactical advantage. That's why 
  Wushu has no rules for weapon damage; getting kicked hard in the 
  chest hurts just as much as getting stabbed through a lung. This frees 
  players to select weapons that say something about their characters, 
  without giving better armed enemies an unfair advantage. However, 
  your players can still benefit from their weapons by using them as 
  inspiration for Details: blood dripping off the tip of a spear, the angry 
  muzzle flash of a Desert Eagle, the way your rope dart whistles as you 
  whip it around your head, you get the idea.
  No Initiative - Just to be explicit, there are no rules for initiative in 
  Wushu. Who acts before who is irrelevant most of the time (all of the 
  time, when it comes to Mook fights) and, on the occasion when 
  someone does want to cut in, they can just ask! As long as it's for a 
  cool stunt, nobody will mind.
  Dice Don't Rule - Wushu gives the players complete control over the 
  action... by taking control away from the dice! You're probably used to 
  phrasing your actions in terms of "I try to hit him" and then waiting for 
  the dice to tell you whether or not your succeed. Well, stop trying to hit 
  him, and hit him! Don't get hung up on the dice; they're just there to set 
  the pace and introduce an element of risk. The goal isn't to "win" 
  against the GM, it's to entertain each other with a few hours of creative, 
  improvisational violence.
  Creating Characters
  All a Wushu character needs to be ready to rumble is a set of Traits. 
  They can be anything from a profession (Cop, Hacker, Chef) to a 
  simple adjective (Smart, Charismatic, Stinkin' Rich). It should go 
  without saying that every Wushu character should have a combat Trait 
  (Shaolin Master, Hit Man, Brawlin', Gun-Fu, etc). If you have any 
  kewl powerz (Telekinesis, Voodoo, Undead), they'll need a Trait all 
  their own.
  Each Trait starts at a default rating of 2; your GM will give you 5-
  8 points to spend on raising them, up to a maximum rating of 5. 
  That should be enough for 3 Traits, give or take. 
  Finally, you're character needs a Weakness, which has a Trait rating of 
  1. This could be a love interest who's always getting them into trouble, 
  some kind of special vulnerability (ie. wooden stakes and sunlight!), or 
  a tragic flaw (Drunk, Egotist, Can't Refuse a Challenge). Any time 
  your character tries to act against their Weakness, any dice that roll 
  higher than 1 are failures. Ouch!
  Things You Don't Need
  Wushu characters need a lot of things: skill, courage, wits, a high 
  tolerance for pain. Two things they don't need are Gear and 
  Advancement.
  Gear - Generally speaking, you should assume that player-characters 
  have on their persons any gear they need to use their Traits. Burglars 
  should have lock picks, swordsmen should have swords, and ninjas 
  should probably have both. In fact, making up gadgets and weapons on 
  the spot is a great way to earn dice!
  Advancement - Wushu characters start out bad ass and stay that way. 
  You should let your players shuffle their Trait points around between 
  sessions, if it helps them get the most out of your game, but characters 
  should develop via their interactions with the game world, not via the 
  accumulation of experience points. (After all, no one just gets better 
  and better at things all the time. Expertise requires practice and there 
  are only enough hours in the day to be an expert at so many things!)
  
SOURCE: textdata/thevault/Deduped  Shit/Wushu/Wushu - Open Pocketmod.pdf