TEXT: Written by Daniel Bayn
  Loath Your Fellow Man
  www.Bayn.org
  Copyright Daniel Bayn 2003
  
  Introduction
  What's This All About?
  Your standard, Hollywood car chase is to Wushu-style Car-Fu as your standard, 
  Hollywood fight scene is to Hong Kong-style wire-fu: boring and pedestrian! One of 
  the unique advantages to role-playing is that you are not bound by physics, budgets, 
  or concern for anyone's safety. Car-Fu is about using that freedom to create 
  impossibly acrobatic car chases packed to the gills with over-the-top stunts, death 
  defying jumps, and enough property damage to bankrupt a major insurance company!
  First, I'll outline the basics of running Wushu car chases, including game mechanics 
  and stunt driving. Then, I'll show you how to use cars as melee weapons, thus 
  revealing the true nature of Car-Fu! The following section covers those flying cars that 
  are so ubiquitous in sci-fi settings. Finally, I'll round out the guide with profuse 
  examples of play.
  If all goes as planned, you'll be both inspired to engage in some impossibly agile 
  automotive action, and better equipped to describe it in vivid detail.
  How Do I Use It?
  As you may be able to discern from its title, this Guide was written for the Wushu role-
  playing game. If you see a lot of references to "Embellishments," "dice," and "mooks," 
  that's why. However, since Wushu is so damn rules-lite, most of the content is 
  general enough to be relevant to any game system.
  Car-Fu is informed in small part by a weekend stunt driving course I took, and in large 
  part by far too many hours spent playing Grand Theft Auto 3. In fact, the best way to get 
  a feel for Wushu-style automotive action is to get a copy of GTA3, get the police nice 
  and pissed off at you, and then drive around the city trying to avoid capture. Pay special 
  attention to how much more acrobatic and durable video game cars are than real 
  world cars.
  Of course, movies are also a big inspiration. In particular, I'll recommend:
  • The Transporter for the excellent street chase in the opening scene.
  • The Fifth Element for a flying chase that's still being imitated 
  (cough... Star Wars: Episode II... cough).
  • The Matrix Reloaded for setting fight sequences in, on, and between vehicles.
  • Gone In 60 Seconds (either the remake or the original) for even more excellent 
  street chases and stunts.
  Copyright Daniel Bayn 2003
  
  Car Chases
  Game Mechanics
  Wushu car chases last until someone crashes, which makes them remarkably 
  similar to combat...
  Traits - Normal driving actions don’t require a roll, so they don’t require a Trait. A 
  combat-related Trait can be used for Car-Fu, if it sounds appropriate. For really over-
  the-top stunts, a specifically driving-related Trait would be nice (but if none of your PCs 
  have one, don’t worry about it).
  Yin & Yang Dice - Yang dice are rolled to force your adversary to crash by weaving 
  through traffic, shooting out their tires, jumping over chasms, and so forth. Yin dice 
  counter these attempts through evasive maneuvers and/or duplicating your 
  opponent's stunts. Note that it's possible for a chase to end in a massive crash if both 
  sides roll more Yang dice than Yin!
  Chi - Just as a player in a fight can spend Chi to avoid being disarmed, players can 
  spend Chi in a car chase to stop their vehicles from crashing, breaking down, or 
  blowing up. Usually, this means the driver has screwed up, so the driver has to spend 
  the Chi. Passengers cannot do it for them. However, you never have to spend Chi for 
  vehicular damage you describe yourself, as part of your action. Generous GMs may 
  restore some or all of a driver's Chi after a crash.
  Mooks - Yes, you can (and by all means should) have car chases with mooks! 
  Swarms of police cars are great for this. As usual, let your players describe the 
  positions and actions of said mooks any way they wish. If they fail to roll their minimal 
  one Yin success, and don't have any Chi to spend, it means they've crashed or been 
  caught, but not that they're unconscious. 
  An action that reduces a mook’s Threat level need not be a direct attack. In a chase 
  situation, Threat also means pursuit. To get away clean, you have to knock out that 
  Threat rating before you flee. Otherwise, GMs should throw mooks at them from every 
  dark alley and freeway entrance ramp. (The nice thing about mooks is that there’s 
  always more of them!)
  Scab Rolls - Sometimes, your players might just be trying to tail or outrun a single 
  adversary, with no associated gunfire or Matrix-style car-to-car fisticuffs. Have the 
  players describe their car chase actions as normal, but just make a Scab Roll for the 
  NPC. If their highest die is greater than the PC's total number of successes, the NPC 
  wins. (Of course, if the GM wants the NPC followed, there’s no need for a roll.)
  Copyright Daniel Bayn 2003
  
  Stunt Driving 101
  Knowing how to describe stunts is essential for role-playing them...
  Spins - There are two ways to spin a car: by changing its direction or its orientation. 
  The former is useful for forward 180s and whipping around tight corners. It usually 
  involves cranking on the emergency brake, which causes the rear tires to skid. Then, 
  you turn the wheel until the car has spun around to the desired direction, and stomp 
  on the gas! Don't forget to mention the squealing tires, burning rubber, and sweeping 
  skid marks.
  The second kind of spin involves reversing the vehicle's orientation without changing 
  its direction. Most of the time, you'd do this when you're already in reverse and need to 
  turn the car around without stopping. However, you could also spin the car from 
  forward to backwards so you can shoot at someone behind you! (That's one of my 
  favorite tricks.) My instructor could do reverse 180s with one finger on the wheel, and 
  only lose 5 miles per hour!
  Box Slides - This stunt involves turning a vehicle 90 degrees from its direction of 
  motion, and then sliding to a sideways stop. It's much more expedient than traditional 
  parallel parking! Again, the trick is using the e-brake to make one set of tires skid, 
  then applying the regular brakes at just the right moment. This is a good way to turn 
  tight corners at high speeds, and an even better way to squish mooks (but more on 
  that later).
  Wheelies - This venerable stunt is much easier to pull off with a motorcycle. Cars 
  usually need ramps to lift one side into the air, then it's all a matter of (unbelievable) 
  balance. However, since it is possible to flip a car without a ramp, it's also possible to 
  put a car into a wheelie without a ramp... by almost flipping it. This is quite useful for 
  hurtling between oncoming vehicles, negotiating narrow alleys, and driving along 
  vertical surfaces.
  Advanced Stunt Driving
  (a.k.a Screw Physics!!!)
  Now that the realistic stuff’s out of the way, let’s dive into some cinematic craziness! 
  The Bumper Car Principle - Just to be explicit, Car-Fu requires a certain amount of 
  unreasonable durability from vehicles. In the real world, even a low-speed collision 
  can cause structural damage to some makes and models, and few survive a high-
  speed collision in working order. In a Wushu car chase, expect even the most delicate 
  of sportscars to endure numerous high-speed collisions with other cars, stationary 
  objects, and may hundreds of bullets. (Remember: No Chi needs to be spent to 
  Copyright Daniel Bayn 2003
  
  "heal" damage from one's own stunts. In fact, describing the damage and debris can 
  earn extra dice!)
  Jumps - Gravity is always the first rule of physics you should break, since it's such a 
  constant pain in the ass. Compared to their real world counterparts, vehicles in a 
  Wushu game should 1) part with the ground much easier and 2) remain parted much 
  longer. In fact, they should be able to jump at the drop of a hat: over railings, off speed 
  bumps, even over each other!
  You can add an acrobatic twist to any jump by starting a spin just before you leave the 
  ground. When jumping into an intersection, a 90 degree spin (or a 270 degree spin, if 
  you're feeling flashy) will put you in excellent escape position when you land. A 180 
  degree spin will put you on the ground in reverse, ready to blast away as witless 
  pursuers go sailing over your head!
  Rolls - Wushu cars should be able to roll over like the family dog. You can pull out of a 
  roll by hitting the gas and turning into the rotation, thus putting the car's wheels back 
  under its center of gravity. Keep the pedal down and you'll end in a forward or back-
  wards spin! You could even escape a head-on collision by turning to the side (or box-
  sliding) at last second, bouncing off the other car's hood, and rolling right over them!
  Backflips - Hit a short wall or railing at high speeds to turn a jump (not a crash, see 
  above) into a backflip. The front of the car bounces upwards, providing lift for the jump 
  and allowing the back tires to swing underneath. After a full rotation (or two, or three), 
  land gracefully and continue in your original direction. To turn a back flip into a forward 
  somersault, let the back tires slam into the wall or railing, too; they'll bounce back and 
  swing above the rest of the car, reversing the direction of your flip.
  Cartwheels - This is a tricky one, but well worth the effort. Going into a jump, you'll tip 
  the front tires down and to one side (or just run into a conveniently placed object). The 
  back of the car will continue into the jump, like a backflip. When combined with the 
  rotation you created by tipping to the side, should be right-side-up and facing 
  backwards after half a flip. Then, land the sucker and either put it in reverse or floor the 
  accelerator and drive straight beneath your pursuers!
  Copyright Daniel Bayn 2003
  
  Cars as Melee Weapons
  In the real world, the most common way to kill with a car is by running someone down. 
  In a Wushu game, trying that shit is just askin' for an ass whupin'! Unless they're a 
  mook, your target will probably jump up on the hood of your car, pull out a pair of uzis, 
  and paint your upholstery arterial red. Or maybe they'll pull a Morpheus, dive to the 
  side, and take out your tire with a well placed sword swing. Or they might just leap 
  straight into the air, extend one foot, and let the car's momentum carry your squishy 
  face into their spike-heeled boot. Ouch.
  It's not the car's fault, though. Oh no. The car is both a mobile suit of armor and a gas-
  powered bludgeon, just waiting to be used in combat. You just have to exercise some 
  creativity, and Car-Fu is here to help...
  The Spin-Whip - Remember those spins from Stunt Driving 101? While they're 
  changing your direction, they also channel a tremendous amount of force into the 
  spinning end of your car. It's like swinging a club, if the club weighed about a ton, 
  where made of metal, and was traveling anywhere between 20-60 mph. Just speed 
  towards your target, whip that car around, and send 'em flying into the brick wall 
  across the street!
  The motorcycle version is, of necessity, much different. Bikes have neither the mass 
  nor the size for it. Instead, they should combine the spin with a wheelie, and smack 
  pedestrian adversaries around with their front or back wheels. If it's the front wheel, 
  remember that it can also rotate on its own for a nice 1-2 punch!
  The Box-Slide Smack-Down - This one's a personal favorite! It's exactly the same as 
  the regular box slide, except there's someone standing between where your car is 
  and where it's going to be in a couple of seconds. Since you're hitting with the long 
  side of your car, this trick is great for smackin' down whole groups of mooks at once. 
  Then, take aim and shoot any survivors through the side windows. Makes for quite the 
  flashy entrance!
  In the motorcycle version, you'd tip your bike over and slide along the ground, 
  smacking your enemies' legs out from beneath them. Since this is Wushu, you'd then 
  be able to hop back up onto your wheels and either beat a hasty retreat or segue into 
  a spin-whip!
  The Monkey Dodge - Defensive Car-Fu consists exclusively of evasive maneuvers, 
  the kind anyone would try when pursued by a truckload of gun-toting hillbillies or a 
  hoard of ninja on motorbikes. Where the monkey dodge differs is that its evasive 
  ducking and weaving is designed to send attackers careening into buildings, diving 
  off cliffs, or smacking into each other!
  Copyright Daniel Bayn 2003
  
  Squish! - Just what it sounds like: finish a jump by landing on top of an enemy. 
  Squishing makes a great beginning or end for any Car-Fu combo. You can land on 
  one enemy, then use the momentum for a box-slide smack-down. Or you could 
  monkey dodge down an alley, jump over a fence, and squish the mooks waiting for 
  you on the other side.
  The Land Torpedo - Use this trick as either a desperate last resort or a fiery diversion. 
  Basically, you stick some kind of detonator on your car (explosives in the engine, oily 
  rag in the gas tank, whatever), lay some weight on the accelerator, and point it at 
  something you want to go BOOM! It's especially classy when the torpedo crashes 
  through something on its way to the target, like a garage door or a few panes of glass.
  Flying Cars
  Some of my favorite movie car chases have taken place exclusively in the air. Freed 
  from gravity, flying cars are even more agile than the GTA3-style acrobats described 
  above. The other benefit is that you get to deal with a full three dimensions of 
  oncoming traffic! 
  Now, we're not talking about airplanes or helicopters, here. We're talking about flying 
  cars in a sci-fi setting, which are usually powered by some kind of "hover" technology. 
  They can float, they can spin, they can tilt in any direction, and they can achieve 
  incredible degrees of acceleration and agility. In other words, you get to careen 
  between skyscrapers a mile above the ground with the speed of a jet and 
  maneuverability a hummingbird would envy. It's well worth trying a sci-fi setting, not to 
  mention all those killer implants and high-tech guns!
  Use Car-Fu stunts and combat moves as described above, but don't bother with all 
  that physics-related hand-waving. A spin is still a spin, whether you do it by skidding 
  on your back tires or just because your vehicle can move in any direction. Either way, 
  the mooks you squashed with that box-slide smack-down aren't gettin' up any time 
  soon!
  Dogfights
  Regardless of the technology that makes it possible, aerial combat remains 
  fundamentally the same. The closer you are to a target, the easier it is to hit. That's 
  why it's best to attack from above and behind your target: you can dive towards them 
  (using gravity to gain speed), take your shot up close and personal, then rocket past 
  them to a safe distance. Ambush tactics are usually the best tactics and, if you're 
  really a bastard, try to get between your enemy and the sun, so it shines right in his 
  eyes.
  Copyright Daniel Bayn 2003
  
  When being attacked, there are two things you probably don't want to do: dive and 
  climb. If you dive, your attacker will just follow suit... and open fire. If you climb, you'll 
  have to fight gravity, and that means losing speed. A much better option is to weave 
  back and worth evasively, and either try to lose him or loop around behind him. If 
  you've got guts, roll your vehicle upside down and pull "up," diving towards the ground. 
  Once you've pulled around 180 degrees, you'll be heading back towards your attacker 
  at even greater speed! Anyone up for a game of chicken? With guns?
  Of course, the miracle of hover technology does give us a few additional options...
  The Drop - If you've got a bogie bearing down on you fast, make like you're going to 
  pull up into a vertical climb. Then, cut the power and fall backwards towards the 
  ground. Fire straight up and perforate your opponent with an unholy hail of bullets!
  The Reverse Drop - Same bogie as before, but this time you put your car in reverse 
  and tilt so you're facing down, but backing straight up. Shoot the crap out of the mook 
  as he flies in front of and beneath you, then put it back in drive and blast off in almost 
  any direction! 
  The Millennium Falcon - Flying around inside a large structure makes for an exciting 
  car chase! It's also a great way to shave off a few dozen mooks who just won't leave 
  you alone. Buildings under construction are always good, since they tend to have 
  fewer intact walls and floors. The key is to monkey dodge like a mad man, and get 
  your pursuers to hit every available girder, scaffold, and exploding power generator! 
  Crash Safety
  Finally, there are a few things you'll need to consider when, not if, your hover car goes 
  the way of the dodo. First, crashes are a lot more deadly when you fall a mile or so 
  before hitting the ground. Second, it's a lot harder to roll out of a vehicle at the last 
  second when there's no ground to roll out onto. Fortunately, these are problems that 
  the manufacturers of hover technology will have already put some thought into...
  Residual Charge - The first option is to build your hover devices so that they retain 
  their charge for a few minutes, even when damaged or without power. That way, you'd 
  at least have enough time to crash into a nearby building. A weaker, back-up hover 
  system would work just as well.
  Hover 'Chutes - Think of these as personal hover back-ups. They envelop the wearer 
  in a zero-g hover field that lets them jump to safety, survive long falls, or even float in 
  place for a minute or two. Note that such devices could also be used for the 
  occasional wall-running stunt or gravity-defying gymnastics trick. (Hell, give 'em longer 
  battery life and you'd have Matrix-style wire-fu in the real world!)
  Copyright Daniel Bayn 2003
  
  Car-Fu in Action
  Rushing to the Rescue
  Overdrive (Car-Fu 5) has a friend who's being held prisoner on a zombie-infested 
  cargo ship. Overdrive's partner crept onboard a few minutes ago, and Overdrive 
  himself is the calvary. He idles his custom-modified Ferrari 456M on the far side of the 
  dockyard, waiting for the sound of gunfire.
  Suddenly, the rat-a-tat-tat of his partner's auto pistol shatters the stillness. Overdrive's 
  car is half way down the pier before the echo reaches him (+1). He rockets over the 
  wooden planks (+1), straight towards a tug boat docked near the freighter (+1). He 
  crashes through its cabin wall and sails upward, using the boat as a ramp (+1).
  No one is opposing this excellent use of the Bumper Car Principle, so Overdrive rolls 
  his 5 dice and gets 4 successes. His Ferrari clears the jump and sends tug boat bits 
  spraying over the water.
  Two members of the zombie crew barely have enough time to look down at the tug 
  boat before Overdrive's death car crushes them into the deck (+1). He slams on the e-
  brake and twists into a box-slide (+1), smacking down three more undead sailors. He 
  glides to a graceful stop just a few feet from the lower deck entrance (+1) and mows 
  down the zombie guards with his Heckler & Koch UMP (+1).
  Now we're in mook combat. Zombies don't tend to stay down, so the GM gives the 
  mooks a Threat rating of 9. Overdrive has Chi to burn, so he goes on the offensive: 1 
  Yin die and 4 Yang dice. He rolls his obligatory Yin success and puts a nice dent in 
  that Threat rating with 3 Yang successes.
  Overdrive's two compatriots pile into the back seat as the rest of the zombie crew 
  closes in. Overdrive throws the car into reverse (+1) and spin-whips a half dozen 
  zombies (+1), launching them clear over the starboard railing and into the drink (+1). 
  He zips through the gap in the zombies' perimeter and guns for the railing (+1).
  The zombies are still a respectable Threat 6, which is more than enough to challenge 
  a single player. Again, Overdrive rolls 1 Yin die and 4 Yang dice. They all come up 
  successes! Overdrive's Ferrari remains amazingly unscathed and the zombies lose 
  over half of their Threat rating.
  Overdrive hits the starboard railing and pops over it, flying across the watery gap to a 
  freighter on the next dock. Sailors dive for cover as the Ferrari blasts across the deck, 
  hits the next railing, and leaps onto a cargo crate being lifted off the ship. He pauses 
  for a moment, while the crane swings the crate over the wharf, then hurtles off, drops 
  Copyright Daniel Bayn 2003
  
  onto the dock with a seismic THUD, and tears into the night!
  That was quite a filibuster! Overdrive grabs his 6 dice, keeps 1 for defense, and rolls 5 
  to make sure those zombies think twice about pursuing him! Unfortunately, his Yin 
  die comes up a failure, so he cashes in a point of Chi (and laments the damage to his 
  Ferrari's shocks). On the other hand, 4 of his Yang dice succeed, which obliterates the 
  zombie Threat! He and his companions get away clean.
  Warring on the Road
  Krazy Klyde (Wheelman 5) and the Sixgun Samurai (Death Machine 5) are being 
  chased across a post-apocalyptic wasteland by a trio of leather-clad road pirates (Kill 
  People & Take Their Stuff 3). The former have an armored truck with two machinegun 
  nests on sidecars. Our heros have a nitrous-boosted stock car. Having decided that 
  dodging machinegun fire isn't as fun as he'd imagined...
  Klyde weaves off the side of the decaying highway (+1) and backflips off of a vaguely 
  ramp-shaped boulder (+1). Two streams of bullets follow him (+1) as the car flips end 
  over end (+1) and lands right on top of the armored truck (+1). The two pirates hoot 
  and holler like crazed hyenas (+1) as they loose hundreds of red-hot rounds at their 
  prey (+1). The truck's driver hits the brakes, trying to keep the rogues in front of him 
  (+1).
  Klyde collects his 6 dice, keeps 2 for dodging bullets (Yin) and puts the rest into his 
  insane backflip maneuver (Yang). Both Yin dice come up successes, but only 2 of the 
  Yang dice. The pirate gunners roll all 3 of their dice as Yang, but only get 2 successes, 
  not enough to beat Klyde's pair. Fortunately for the PCs, the truck driver only gets a 
  single success from his 2 dice, leaving Klyde with the 1 success he needs to land atop 
  the truck.
  Sixgun climbs out the passenger window, his trench coat flaring around him (+1). He 
  jumps into the air (+1), and unloads his revolver into one of the gunners (+1). Klyde 
  floors the accelerator as Sixgun takes to the air (+1), launching the stock car out in 
  front of the careening truck (+1). Both henchmen abandon their machineguns to climb 
  onto the roof, while the driver tries vainly to keep up with Klyde.
  Since he's not being actively attacked, Sixgun puts all 4 of his dice into killing that 
  pirate (Yang). He rolls 3 successes. The pirate rolls his default die for defense, but it 
  comes up a failure. He takes 3 hits and doesn't have the Chi to cover it. He's road 
  rubble. The other pirate climbs onto the roof unopposed. Klyde declares all 3 of his 
  dice Yin, just in case that truck driver gets lucky. He only gets one successes, but the 
  driver's default die isn't enough to cause Klyde any trouble.
  Copyright Daniel Bayn 2003
  
  Back atop the truck, Sixgun filibusters the second pirate. He spins his sidearm back 
  into its holster and draws his sword. The acid-etched blade glints brightly as he 
  slashes across his enemy's throat. Then, another gun pops into his hand from its 
  spring-loaded sleeve holster and more bullets blast towards his adversary. Surprised 
  by the ferocity of this attack, the pirate brings an armored forearm up to deflect the 
  blade (+1), spins sideways to avoid the bullets (+1), and kicks savagely at Sixgun's 
  knees (+1).
  Sixgun's filibuster earns him 6 dice, the maximum. He rolls 4 Yang and 2 Yin, getting 
  3 Yang successes and 1 Yin success. The pirate devotes 3 dice to defense and 1 to 
  attack, netting only 1 Yang and 1 Yin success. Sixgun's knees escape undamaged, 
  but the pirate loses 2 points of Chi, which is all he had. He's still up, but he's feelin' the 
  pain.
  Meanwhile, Klyde's getting fed up with this armored truck. He hits the nitrous (+1), 
  spins the car around 180 degrees (+1), slams the stick into reverse (+1), and puts a 
  shotgun slug between the truck driver's eyes (+1). Said truck driver swerves right to 
  avoid the gunshot (+1).
  Since no one's manning the guns, Klyde rolls all 5 of his dice for attack and gets 5 
  Yang successes! The truck driver's meager 2 Yin dice both come up successes, but 
  it's not enough to save him. He slumps over the wheel and sends the truck into a roll...
  Sixgun has his opponent on the ropes when the truck lurches sideways, so he slides 
  his blade back into its scabbard (+1) and leaps towards the stock car (+1), while firing 
  backwards at the pirate (+1). Searching desperately for a handhold (+1), the pirate 
  ducks lamely under Sixgun's last volley (+1). Klyde cuts the nitrous booster (+1) and 
  taps the brake (+1), trying to nudge the car into position beneath Sixgun's fall (+1).
  Trusting Klyde to catch him, Sixgun declares all 4 of his dice Yang and rolls 3 
  successes. The pirate rolls three Yin dice, but misses one and joins his departed 
  brothers in henchman hell. Klyde's action is unopposed, so he just rolls all 4 and 
  hopes for at least one success, which he gets! Sixgun hits the hood in a backwards roll 
  and flops down on the roof, safe and sound. The armored truck is a spectacular wreck!
  Racing Across Rooftops
  The Hound (Bounty Hunter 5) pursues his next collar, Scarab Jones (Gangbanger 5), 
  as he flees across the city's skyline on his signature Harley. Scarab's engine roars 
  like a lion (+1) as he leaps over an alley (+1) and bites into the rooftop on the other 
  side (+1). He fires two shotgun blasts over his shoulder (+1), trying to make The 
  Hound miss the jump. The Hound's Yamaha purrs like a chrome kitten (+1) as he 
  leans to the left, scraping his knee on the rooftop gravel (+1) as the buckshot flies 
  past (+1). He launches over the chasm (+1).
  Copyright Daniel Bayn 2003
  
  The GM rolls 5 dice for Scarab, and makes them all Yang dice. He gets 4 successes. 
  The Hound also rolls 5 dice; since he just wants to see where Scarab is going, he puts 
  them all into defense and gets 4 Yin successes. All of the dice cancel out, so no one 
  has to spend any Chi to avoid a crash.
  Scarab continues his flight by racing into through a greenhouse (+1) and using a 
  stack of pottery on the far end to jump through the back wall (+1), leaving a mine field 
  of broken glass for the bounty hunter (+1), and crashes through the window of an 
  apartment building across the street (+1). The Hound hits the roof with a spray of 
  gravel (+1) and weaves left around the greenhouse (+1). He hits the skids a split 
  second before hitting his own jump (+1) and flies towards the apartment, using his 
  bike as a shield (+1).
  Once again, Scarab puts all 5 of his dice into offense, and The Hound sinks his 6 into 
  defense. Scarab only manages to roll 3 Yang successes, which The Hound easily 
  turns aside with 5 Yin successes.
  Scarab commands the half dozen ganger mooks inside the apartment to grab their 
  guns and put his pursuer in the dead book! The Hound lets their bullets ricochet off 
  his cycle (+1) as he sails through the window (+1) and Squishes two mooks (+1). He 
  pops back up into a front wheelie in the center of the room (+1) and spin-whips two 
  more mooks with the back tire (+1). He pulls his desert eagle on Scarab. "You're 
  under arrest."
  The chase segues into mook combat; the GM gives the gangers a Threat level of 3 
  (because she wants this resolved in a single round). The Hound gets a filibuster-
  worthy 6 dice, keeps one for defense and sinks the rest into whackin' mooks. He gets 
  his obligatory 1 Yin success, so loses no Chi, and more than beats the mooks with 4 
  Yang successes. The two that aren't beaten turn and run!
  Escaping from a Military Base
  Rave (Rogue Super-Soldier 5) is peeling military police (MPs) off of her stolen 
  hummer as she tries to escape from a military R&D installation. She fires a quick 
  burst from her uzi 9mm (+1) through the passenger side door (+1), turning it and the 
  MP gripping the handle into swiss cheese (+1). Then, she bounces the hummer off of 
  a building to scrape the MPs off the other side (+1).
  The three mooks only have a remaining Threat level of 2, so this shouldn't be too 
  hard. Rave keeps the obligatory 1 Yin die and rolls 4 Yang. All come up successes. 
  The MPs are all dead and then some.
  Copyright Daniel Bayn 2003
  
  Another hummer rushes straight towards Rave from the base's perimeter. "Chicken," 
  Rave notes. "My favorite" (+1). She roars towards her adversary... and cranks the 
  steering wheel at the last second (+1), tipping her hummer sideways and rolling right 
  over the other car's hood (+1)! She hangs on as the vehicle rolls twice on the tarmac 
  (+1), then regains verticality and heads for the fence (+1).
  The GM gives the new driver a Threat level of 6. Once again, Rave keeps 1 Yin die 
  and rolls the other 4 as Yang. This time, her Yin fails; Rave loses a point of Chi from all 
  that rolling. She gets 3 Yang successes; her daredevil maneuver has confused and 
  intimidated the new mook out of half his Threat rating!
  The enemy hummer regains its bearings and turns to pursue. Rave aims for a stack 
  of large, metal pipes in front of the perimeter fence (+1). She jumps one side of the 
  hummer off the pipes (+1), which sends her into a cartwheel that barely clears the 
  fence (+1). Its razorwire scrapes across the hummer's grill and shoots sparks into the 
  night air (+1).
  Since this stunt is unopposed, and Rave isn't trying to take out any mooks, she just 
  rolls her 5 dice and hopes for at least one success. She gets 3.
  The hummer hits the ground in reverse (+1) and Rave brings her uzi to bear (+1). She 
  shoots through her own windshield (+1), through the fence (+1), and peppers the 
  other hummer's tires with hot lead (+1).
  Rave wants to make damn sure she's not followed, so she throws caution to the wind 
  and rolls all 6 dice for her attack. She automatically loses a point of Chi for not having 
  a Yin success, but it's a small price to pay. Rave rolls horribly; half of her dice fail! 
  Fortunately, the 3 Yang successes are just enough to clear out the mook's remaining 
  3 Threat levels. His hummer wipes out on the stack of pipes and careens into the 
  fence! Rave spins a reverse 180 and takes off into the night.
  Flying Through industrial factories
  Free Radical (Cyber Punk 5) is stopped at an intersection, thinking she lost the feds 
  ten blocks back, when she spots flashing lights in her rear viewscreen. The cop's 
  coming in fast, at a shallow dive from two traffic levels up. She disengages her 
  skycar's auto-pilot (+1), puts the hover drive in reverse (+1), and pitches her nose 
  down (+1). As the cop flies beneath her (+1), she opens fire with a pair of concealed 
  railguns (+1).
  What Free Radical doesn't know is that this is just the first of several squad cars on her 
  tail! The GM gives the mooks a Threat of of 12, because she wants this chase to last a 
  while. Free Radical decides to play it (relatively) safe and splits her 6 dice evenly 
  between attack and defense. She rolls 2 Yin successes (she only needs one) and 3 
  Copyright Daniel Bayn 2003
  
  Yang successes. That squad car's in a world of hurt!
  Three more bogies light up Free Radical's viewscreen, so she dives straight down 
  (+1), weaving through one traffic layer after another at breakneck speed (+1)! She 
  soon finds herself surrounded by the smokey lights of an industrial complex. She 
  pulls into a loose spiral (+1) and levels off, and crashes through the upper windows of 
  an automated factory (+1). 
  Feeling a bit more confident, now, Free Radical keeps only 1 Yin die and declares the 
  other 4 Yang. She gets 3 Yang successes: one of the squad cars misses the turn, but 
  the other two soar into the factory. The bad news is that her Yin die came up a six, so 
  Free Radical has to fork over a point of Chi. Must have been a rough ride!
  Free Radical streaks over the factory floor, looking for a good place to lose her 
  pursuers. She dips down towards an assembly line (+1) and begins weaving 
  between the arc welders (+1) like a slalom skier with a death wish (+1). With her off 
  hand, she cues up her onboard AI and requests a schematic analysis of the factory 
  (+1).
  Still wincing from last round, Free Radical goes on the defensive: 2 Yin dice and 3 
  Yang dice. This time, she has plenty of Yin success, but only manages 2 Yang 
  successes. That leaves the mooks' Threat level at 4.
  Free Radical's viewscreen fills with schematic overlays of the factory's various 
  systems, and she gets an idea. Veering into a service corridor, she heads for the 
  plasma conduits that feed a foundry on the floor below. She box-slides to a stop in full 
  view of the pursuing squad cars... and waits. Just as the lead car opens fire, she cuts 
  her hover drive and drops to the floor. The bullets sail over her and rupture the 
  conduits, spraying plasma over her head and down the corridor!
  Free Radical would like to avoid getting any plasma on her sweet ride, so she splits 
  her filibustered 6 dice evenly again. She gets 2 Yin success and 3 Yang successes, 
  leaving the cops with just 1 Threat level. The hood of the lead car literally melts away 
  in the plasma stream, but the second car bursts through the wreckage, still in hot 
  pursuit!
  Free Radical decides it's time to go Millennium Falcon on this guy's ass! She amps 
  up the hover drive (+1) and pulls into a steep climb (+1), weaving through the 
  unfinished levels on the back side of the building (+1). She opens up with her 
  railguns, filling the already cramped space with debris (+1). 
  Free Radical rolls 2 Yin dice and 3 Yang dice, pulling in 1 Yin success and 2 Yang 
  successes. The cop collides with one bit of shrapnel too many and careens into a 
  support beam. The explosion blasts Free Radical through the last story and into open 
  sky!
  Copyright Daniel Bayn 2003
  
SOURCE: textdata/thevault/Deduped  Shit/Wushu/Wushu - Car-Fu.pdf