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Wushu?
Good & Evil, Incorporated
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Fan Rules
- Adventurer Companions: Familiars and other animal companions.
- Art of the Boss Battle: Using videogame-style patterns to run your boss fights.
- Battlefield Wushu: Player controled mooks.
- Complications - GM Option: Rather than taking Chi, the GM can describe a Complication. (See also Setbacks.)
- Crunchier Wushu: Playing Wushu with d10s, more Traits, and more stats for Mooks.
- Wushu Dramatica: Using drama and sacrifice, rather than Traits, to determine target numbers.
- Experience and Character Advancement: Introducing more traditional RPG character advancement to Wushu.
- Foreshadowing: “It was a good plan. But you forgot just one thing….”
- Genre Benchmarks: Using game style, rather than Traits, to determine target numbers.
- Wushu Mecha: Rules for handling Giant robots and outher large scale encounters.
- Merits and Flaws: Using Merits and Flaws to spend and regain Chi.
- Minor House Rules: small changes to the basic set of rules.
- My Little Mook Group: Using the Nemesis rules for Mooks.
- Niche Protection: Keeping character roles in the group distinct.
- Open Reloaded edition: Fan-written expansion of the Open rules, with new tweaks, tips, bells and whistles.
- Playing Wushu Diceless: Task resolution without dice. Could be useful playing online, or else for a scene, session, or campaign in which you’d rather not bother with dice.
- Risking It All: Raise your dice cap by taking on Risk Dice.
- Structured Chargen: Regulate Trait selection during character creation by dividing Traits into categories.
- Struggle Trait: Wushu mechanics for personal struggles.
- Setbacks: Instead of losing Chi, a player can describe a Setback. (See also Complications.)
- Special Abilities: More than Traits, rules-breaking tweaks for characters
- Spell System: a spell system to be used with Wushu core rules.
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