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Wushu Star Wars

Wushu Star Wars v0.5


Wushu Star Wars is based on Wushu Open written by Daniel Bayn and published under the Creative Commons license. See the end of this document about the details of the Wushu Open license. More information about Wushu and a downloadable copy of Wushu Open can be found here:

Wushu Star Wars is a modification to the Wushu rules and is designed for play in the Star Wars universe created by George Lucas. Star Wars and other related characters and terms are property of Lucasfilm Ltd. This project is not affiliated with Lucasfilm Ltd. in any way and is purely for non-profit purposes.

Feel free to copy or modify this as much as you like, but I would appreciate if you would keep my name included in the credits.

This version is still a work-in-progress and requires Wushu Open (for comprehension of some of the concepts, at least).

Character Generation

1. Traits

In character generation, each character receives 5 points to distribute into following categories:

  • Combat
  • Social
  • Vehicles
  • The Force

Skills start at 2. Each trait you pick should belong to one of the categories above.

Combat is for the combat style, whether it’s lightsaber-wielding, spin-kicking Jedi Arts or blaster-slinging, name-taking bounty hunter combat.

Social is the non-combat side of the character; who the character is outside combat.

Vehicles is for all kinds of vehicles, ships (including starship combat) and beasts of burden.

The Force is for Force-users only and covers all the Force abilities ranging from simple Telekinesis to Force Lightning and Mind Tricks.

Important: Traits are very broad definitions and are there for players and GMs to figure out in a hurry what traits are suitable in various situations. The above list is to help create memorable Star Wars archetypes, not to scientifically measure ability.

2. Descriptions

Write a short description for each skill as per normal Wushu Open rules. Something that epitomes the characters fighting style, sphere of social influence etc. Broad strokes, but specific enough to make the character unique. These descriptions are what define your character.

The descriptions can and usually will change between adventures to reflect growth and change.

3. Weakness

Pick a central Weakness for your character. As usual, when your character acts against his or her weakness, all rolls are handled as if the trait was 1.

The weakness should be a dramatic and tragic flaw that potentially kills characters, topples empires and defines the convictions and course of the character. Overconfidence killed Darth Maul, Yoda’s short-sightedness crumbled the Republic, and Qui-Gon defied the Jedi Council in his quest to follow the will of the Force. Anakin’s inability to let go of things led him into the Dark Side and Obi-Wan’s deep commitment to the Jedi Order made led him on a collision course against his former friend and apprentice.

As with trait descriptions, the weakness can change between adventures if the situation warrants it. Usually this happens in a climatic situation which directly affects the Weakness. Selfish Han Solo has a last minute change of heart and returns to save Luke, Obi-Wan loses his mentor and friend Qui-Gon Jinn in a dramatic final duel against a Sith Lord etc.

4. Finishing Touches

Characters receive 3 Vitality (Chi in normal Wushu). This can’t be raised later.

Using Skills

The skill rolls are as in Wushu Open. You get one die per line of description, roll equal or under your trait level.

In standard Wushu, the character traits are more freeform and get into more specific abilities the character possesses. Star Wars, however, is a setting that has very distinctive and easily recognizable modes of action the characters participate:

The characters are either a) shooting and swinging lightsabers b) involved in a high-speed chase or a space battle in cool-looking ships/vehicles c) engaged in social interplay (be it dishing out Jedi wisdom, get tangled in galactic politics or trying to find a good price for a new hyperdrive), or d) using the Force. The rest is just set dressing.

With this principle in mind, there is no need to get bogged down on whether the character is actually proficient in picking a certain lock or if he can fly a particular type of starship.

While the trait lists are good for quickly figuring out what trait is used for what kind of Star Wars-flavored situation, the descriptions are equally, or perhaps even more important as they differentiate characters who have the same trait type and level.

A Jedi and a Princess may both have Social with the level of 4, but the description gives them a very distinct areas of influence. The Jedi may be an expert negotiator while the Princess exerts her power in the Galactic Senate. Both may achieve the same results in the end, but using different methods.

There are times when the GM may rule that the character’s trait isn’t compatible with the task involved and may either set a cap to the trait level, or even refuse the character to attempt the task at all. A wisecracking scrawny kid may be great at fixin’ your hyperdrive and knowing who’s who on Tatooine but he doesn’t have a say when a bill is voted in the Galactic Senate. Vice versa, the highborn Senator may be out of his depth on Tatooine while the kid takes the center stage.

The Force

At a quick glance, it would seem that the Force is the all-powerful trait that can be used in place of any other trait. The Force guides the lightsaber, the Force makes you an unbeatable fighter pilot and so on. This may be so if you examine the Force as phenomenon within the Star Wars universe. However, in-game, things work a bit differently.

In Wushu, only the most relevant trait is rolled. In character level battle, that’s Combat and for taking down those TIE Fighters, that’s Vehicles. A character with the Force 5 and Combat 2 and Vehicles 2 may be strong in the Force, but he still rolls only 2 in combat or in vehicle battle – even if he does his fighting relying purely on the Force.

Maybe he is powerful, but has trouble concentrating and thus can’t channel those vast abilities under stress. Or maybe he is attuned to only certain aspects of the Force, aspects that are useless in combat.

Reverse also applies. A Jedi character could have Combat 5 and Vehicles 5 and leave the Force to 2, and he’d be equally deadly in combat. Maybe his combat reflexes are well-trained and he still is unmatched with a lightsaber but he just isn’t generally that attuned to the Force, and doesn’t do well in purely Force-related tasks. Or maybe he decides he doesn’t use lightsaber at all.

Mechanically there is no difference between a Jedi pilot and a non-Jedi pilot who both have Vehicles of 5. They both do some serious damage, the one trusts the Force, the other maybe he’s skill or experience. Similarly, a Jedi and a Bounty Hunter with Combat 5 both are highly skilled at what they do. The Jedi may twirl his lightsaber and deflect blaster bolts, but the Bounty Hunter is equally deadly with his weapons.

It all depends on the descriptions the players use.

In more complex situations, it’s also good to keep in mind that in the films, the Force is not the skeleton key that unlocks everything. Sure they talk about understanding the ways of the Force and Yoda can lift an X-Wing out of swamp, but it’s still a very limited effect ability. Mind tricks can be confuse the weak-willed for a moment, but it takes something else entirely to lead an army or convince your enemy to join your cause. Force lightnings and Force chokes are sure impressive, but the end effect is the same as using a blaster.

It all comes down to style. In mechanical terms, getting past the security guards by using the Force is no different than using that well-proven scoundrel charm.

The Dark Side

One of the central aspects of Star Wars is the duality of Light and Dark Side of the Force. Wushu, however, is very much character action driven system. Characters initiate the action, there are no Dark Side points or other indicators on how “dark” the character is. No mechanic to compel characters to act a certain way.

Except the character’s Weakness.

In a way, there is no distinction between those who are attuned to the Force and those who are not. A queen’s Weakness – her devotion to her people – might drive her to a foolhardy mission to retake her planet. A mission that may get her killed, but if he does not act accordingly, she will suffer the consequences. Her planet may burn, she might lose her queendom. Whatever it is, it will be drastic.

In a same way, a Jedi’s weakness – his vengeful nature, for instance – might lead him to the Dark Side if the circumstances are correct. The outcome of this climactic encounter, the choice the character makes, determines if the character falls or not. The Jedi may turn his back to the temptation and not give in to hatred, but then he acts against his weakness and his dice rolls are with a trait of 1, possibly crippling him when he needs his abilities most.

Of course, to retain his full trait level, he could just let go and strike with all his anger. Dark Side is the easier path.

If temptation of the Dark Side is a crucial part of the game, the character’s Weakness should be picked accordingly. It is a factor to some characters, others not so. Not all Jedi are destined to take the fall. Obi-Wan was tempted by Count Dooku but he held his conviction and didn’t suffer any consequences mechanically, the danger of falling to the Dark Side wasn’t a core part of his story. Neither it was for Yoda or Qui-Gon.

To recap: falling to the Dark Side of the Force is just one consequence of the character’s Weakness coming into play. In game terms, it is no different than losing a family, causing the destruction of the Old Republic, or even dying. It all depends on the character.


Characters begin with 5 points and receive 2 points after each adventure (or a multi-session “episode”). This progression system is meant for trilogy-styled play, emulating the Star Wars films. In first episode the characters have 5 points, in second 7 and in final scenario, they are 9 point characters – powerful enough to have 5 in three traits, or five in their two main traits and 4 & 3 in two complementary traits.

Needless to say, in the last episode the characters are in their prime and rarely fail in whatever they do. This is the pull-no-punches, topple the Empire, burn the Republic end game.

Example Characters

Star Wars Episode I: The Phantom Menace

Qui-Gon Jinn, Defiant Jedi Master – 7 pts Combat (Stoic Jedi Warrior) – 4 Social (Unconventional Negotiator) – 5 The Force (Nonchalant Force User) – 4 Weakness: Faith in the Will of the Force

Obi-Wan Kenobi, Padawan Learner – 5 pts Combat (Promising Apprentice of the Jedi Arts) – 4 Social (Inquisitive Padawan) – 3 Vehicles (Jedi Pilot Trainee) – 3 The Force (Still Much to Learn About the Living Force) – 3 Weakness: True Friend (Qui-Gon Jinn)

Queen Amidala, Elected Ruler of Naboo – 5 pts Combat (Stubborn Defender of Her People) – 4 Social (Queen of Naboo) – 5 Weakness: Loyalty to the People of Naboo

Anakin Skywalker, Young Slave from Tatooine – 5 pts Vehicles (Only Human Who Can Fly a Pod) – 4 Social (Tech-head Kid from Mos Espa) – 4 The Force (Relies on Instinct) – 3 Weakness: Much Fear I Sense in You

Darth Maul, Feral Sith Assassin – 6 pts Combat (Unstoppable Sith Weapon) – 5 Social (Dark Lord of the Sith) – 4 The Force (Pragmatic Dark Sider) – 3 Weakness: Overconfident

Star Wars Episode II: The Attack of the Clones

Obi-Wan Kenobi, Jedi Investigator – 7 pts Combat (Level-headed Jedi Knight) – 4 Social (Sleuthing Jedi Master) – 4 Vehicles (Reluctant Fighter Jock) – 4 The Force (Balanced in the Force) – 3 Weakness: Commitment to the Jedi Order

Anakin Skywalker, Troubled Chosen One – 7 pts Combat (Believes to Rival Master Yoda) – 4 Vehicles (Greatest Pilot in the Universe) – 5 The Force (Much Fear I Sense in You) – 4 Weakness: Cannot Let Go of Things

Padm&eactute;, Headstrong Senator – 7 pts Combat (Unparalled with a Blaster) – 5 Social (Republic Senator) – 5 Vehicles (Trained Naboo Pilot) – 3 Weakness: True Love (Anakin Skywalker)

Star Wars Episode III: Revenge of the Sith

Obi-Wan Kenobi, Master Jedi – 9 pts Combat (Paragon of Jedi Arts) – 5 Social (A Member of the Jedi Council) – 4 Vehicles (Still Hates Flying) – 4 The Force (Strong in the Force) – 4 Weakness: Commitment to the Jedi Order

Mace Windu, Jedi Swordmaster – 9 pts Combat (No-nonsense Fighting Style) – 5 Social (Sits Besides Yoda) – 5 The Force (No-thought Action) – 5 Weakness: Zealous in His Fight Against the Dark Side

Yoda, Enigmatic Jedi Master – 9 pts Combat (Judge Me by My Size Do Not) – 5 Social (Leader of the Jedi Council) – 5 The Force (Strong in the Force He Is) – 5 Weakness: Hard to See the Dark Side Is

Star Wars Episode IV: A New Hope

Luke Skywalker, Bright-eyed Farmboy – 5 pts Combat (Hunting Womprats with a Blaster) – 4 Vehicles (A Devil in T-16) – 4 The Force (First Steps into a Larger World) – 3 Weakness: Heroic Gullibility

Han Solo, Charismatic Scoundrel – 5 pts Combat (Always Shoots First) – 4 Vehicles (Owns the Fastest Ship in the Galaxy) – 4 Social (Smuggler in Debt) – 3 Weakness: In It for the Money

Chewbacca, Trusty Co-Pilot – 5 pts Combat (Deadly with a Bowcaster) – 4 Vehicles (Rides Shotgun on Millenium Falcon) – 3 Social (Can Fix Anything) – 4 Weakness: Wookiee Temper

Star Wars Episode VI: Return of the Jedi

Luke Skywalker, First of the New Jedi – 9 pts Combat (Built His Own Lightsaber) – 5 Vehicles (Still Among the Best) – 4 The Force (Well-trained by the Old Masters) – 5 Social (Hero of the Rebellion) – 4 Weakness: There is Still Much Good in His Father

Palpatine, Emperor of the Galaxy – 9 pts Combat (Master of the Dark Side) – 5 Social (Ruler of the Galactic Empire) – 5 The Force (Dark Lord of the Sith) – 5 Weakness: Utmost Trust to His Apprentice

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