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Jedi Wushu

Version 1.4 April 21, 2014

Written, Designed, and Created by David Schirduan

Star Wars and related characters are copyright Lucasfilm, LLC

All pictures and references that may be exhibited in this document are under the fair use provision of
United States copyright law.
Based on the Wushu Open system by Daniel Bayn.
(in fact, almost everything was copied verbatim, with some examples and fluff changed.)
All images, quotes, and details are from Wookiepedia (
Warning, I am HUGE star Wars nerd, and draw from the expanded universe and obscure texts.
Ignore what you don't like, and change whatever you want!
Checkout my other games, or get in contact with me at my website:

License: Creative Commons attribution non-commercial share-alike. (cc by-nc-sa)

Star Wars has always been an incredibly appealing universe to live in. Be it smuggling
cargo, flying in the Imperial forces, or blasting down opponents with a rifle. However
there is one aspect above all others that is enticing and yet elusive: Being a Jedi.

There are countless video games, tabletop rpgs, and board games that attempt to provide
that feeling; that rush of power and capability. However, mechanics always seem to get
in the way; slowly charging force meters, making sure you're high enough level to pick
that power, calculating the range, force, and strength of your pushes, etc.
No longer. Welcome Padawan, to the Wushu system for Star Wars.
Limits lead to mechanics
Mechanics lead to nitpicking
Nitpicking....leads to suffering.
In this game, you must train yourself to let go of everything you fear to lose. Let go of
your HP, initiative rolls, attack damage, armor class, and d20. A Jedi craves not these
things! Instead, use the force. Trust your instincts. You know what a good fight looks
like. You know how to use the lightsaber, and wield your immense powers. Let the
Wushu flow through you.
What you need to play:
A notecard (for your character sheet)
Some six-sided dice (around 10 or more)
Lots of ideas and creativity

"That place is strong with the dark side

of the Force. A domain of evil it is. In you
must go."
"What's in there?"
"Only what you take with you."
Yoda and Luke Skywalker

Intro to Wushu
Wushu relies upon Creative Narration. Wushu is
dependent upon your creativity as a player AND as a
Jedi. The more details that you include when describing
your actions, the stronger your attacks shall be, and the
greater your dice pool.
Dice Pool simply refer to multiple dice that are all rolled
at the same time, and the results are taken together. In
Wushu, you have a dice pool for every action you take.
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 adds another die to your
dice pool for that action. These could be separate stunts, witty one-liners, cinematic flourishes, pretty
much anything that enhances your gaming experience. (You always get at least 1 die, just for doing
For example, someone who says "I Force Jump over his head" gets
one die. Someone who says "I Force Jump over his head / and yell
those who choose to walk in the dark will go blind! / before
stabbing my saber into his eyes" gets 3 dice. Someone who says "I
Force Jump over his head / and as he turns to look, I kick off of his
face / slice off a section from the bulkhead/ and force push it into
his gut / blasting him through the window / and out into space" gets
6 dice. Thus, anything that contributes to the atmosphere and
energy of your game becomes 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. (Light side? Dark side? Are we all playing
Jedi Masters, or new padawans? Are we fighting other Jedi, or stormtroopers?.) Don't forget, the point
of Wushu is to do really cool stunts, so don't stifle players' creativity or clever use of Force Powers.
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. A limit 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 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. Focus on the flow, rather than adding adjectives.
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).
Summary: The more details you include when narrating your actions, the more dice are added to
your dice pool (up to the Pool Limit set by the GM)

Also, as the GM, describe the Game Space accurately. Make sure everyone knows the environment
well enough to use it. Fill your spaces with things your players can use in a fight. As Jedi, you will
learn to use the environment to your advantage.
A Jedi must have the deepest
Inform your players of loose materials nearby commitment, the most serious mind...
The layout of the room
Hmph. Adventure. Heh. Excitement. Heh.
Where characters and enemies are placed
A Jedi craves not these things. You are
Entrances, Exits
reckless. - Yoda
Texture of the environment
Different levels, walkways, balconies, etc.


Luminous beings are we, not this crude matter.

- Yoda

Your force powers, lightsaber techniques, and other skills are

described with your Traits. Every Jedi/Sith is made up of 4
Traits and one Flaw/Temptation.
The 4 traits have a rating or score from 1-5, with higher
numbers representing greater skill in those areas. The Flaw or
Temptation is something that represents your key weakness,
your Achilles heal. Your flaw always has a rating of 1.
After you describe your actions, you roll all the dice in your dice pool.
Every dice that results in a number equal to or lower than your trait rating is a success.
Every dice that results in a number greater than your trait rating is a failure. The higher the rating, the
better chances you have for success when doing actions that correspond to that trait.
Every Trait (except your flaw) starts with a rating of 2, and you have 5-8 points to spend on increasing
your trait ratings. Listed below are some example traits. You aren't limited to these by any means, but
they can give you a good starting point. Checkout the example Jedi characters at the end.
Force Powers - Although all Jedi have access to
basic powers, you should select your specialties
and specific strengths. If you use a power that isn't
in one of your traits, treat it as having a rating of 2.
Force Push/Pull Push/Pull an object
away/towards from you at high speeds
Jump/Leap Launch yourself places
Projection/Illusion Create a fleeting
projection or distraction
Lightening Shoot bolts of electricity
Choke Deprive your target of air
Speed Move inhumanly fast
Grip lift, shove, and manipulate and
object from a distance
Saber Throw throw your saber with
deadly accuracy, and return it to your hand

Lightsaber Techniques - These forms can be used

with single, double, or staff sabers. If you make an
attack that doesn't fit within your technique, treat it
as having a rating of 2.
Form I: Shii-Cho Wild and random,
focus on disarming rather than killing.
Form II: Makashi Fluid and defensive
stance, focus on movement
Form III: Soresu Hard defensive stance,
focus on exhausting, outlasting opponent
Form IV: Ataru Acrobatic and
offensive, with flips, flourishes, and using
your environment effectively
Form V: Shien Defensive stance
focusing counterattacks, deflecting blasters
Form VII: Vapaad Vicious, chaotic,
and aggressive offensive form.

Anger, fear, aggression; the dark side of the Force are they. Easily they flow, quick to join you in a
fight. If once you start down the dark path, forever will it dominate your destiny, consume you it will Yoda
Example Flaws / Temptations:
Uncontrollable Anger could lead you to abandon caution or defenses
Pride Refusal to let another win, refusal to be dishonored or beaten
Greed Pursuit of riches and power above all else
Fear When faced with overwhelming odds, you cave or run away
Insecurity You always seek to prove yourself to others, even to your detriment
Envy You wish to take what others possess
War Wound Hard to perform certain actions, decreased usage for that part
Age A heavier focus on force powers than physical combatants
Attachment You can be manipulated using the things you care about
Other Skills - Jedi are not limited to Force and Saber. You spend your days in study, and have picked
up many useful abilities.
Hacking/ Splicing
Command Tactics

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 rating 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!
Scab Roll Examples:
Gorn: I want to splice into this terminal
and open the bay pod doors.
GM: Alright, make a Scab Roll
Gorn: My splicing trait has a rating of 4, so I roll four dice
and....I got a 3, a 5, a 2, and a 3.
GM: Alright 5 was your highest roll,
so you just barely manage to get the bay doors open!

You can use Scab Rolls for almost all

non-combat situations where success
is difficult, or failure is possible.

Summary: You have 4 Traits, and

one Flaw. Every die below or equal
to your trait rating is a success. The
more dice in your pool, and the
higher your rating, the better
chances you have for success.
Non-combat actions use Scab Rolls.

This is where Wushu shines. In most games, combat is the focus, and also what tends to slowdown the
action. The gridmaps come out, initiative dice roll, and everyone waits for their turn to come so that
they can hopefully not miss! Wushu handles things a little differently.
First of all, you have to worry about both
offense and defense. That means splitting up
your dice pool. Attack dice are used to kill,
disarm, injure, or go on the offensive.
Defense 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 Attack die negates one successful
Defense die.
If even one attack gets through, you will
become one with the force and then you will
die, young Skywalker.
Make sure you always have at least one die set aside for defense (more if you are facing a dangerous
foe). The details in an action don't have to correspond to how you split your dice. Split your dice pool
however you want. If you're against mooks, you probably only need one or two dice for defense.
Against dangerous enemies, you might need much more!
Stick with me here. Let's re-cap. The more details you include when describing your actions, the larger
your dice pool. After you have your dice pool, decide which dice will count as attack, and which will
count as defense. So if you have 4 dice in your pool, you can choose 3 Attack dice, 1 Defense die, or 2
attack, 2 defense, etc.
Then, you roll those dice. Remember that every dice that results in a number equal to or below your
trait rating is a success. Count up the number of successful attacks and successful defenses. Compare
those to your foe and see if your attacks were higher than their defenses, or if your defenses could not
prevent their attacks. Remember that every defense die cancels out an attack die. If your opponent has
more attack successes than you have defense successes, you are hit and die. No HP, no Armor, nothing.
Don't worry; it's not as dire as it sounds. Player-characters all get 3 points of Fate to protect them. Each
point can be cashed in to negate one Attack success after the dice are rolled. (You can use poker chips
or cards to keep track.) A character is removed from a fight when they take a hit and don't have any
Fate left to counter it. GMs should give players back their Fate as dramatically appropriate, usually
between scenes.
Order of Actions:
Describe your combat action. Count the number of details. This
is your dice pool. Split your dice pool between attack and
defense. Roll all of your dice. Count up the successful attacks
and successful defenses. See if you hit your opponent and
blocked all of his attacks. If you are hit, you must spend a Fate
Point, or die horribly.

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.
For example, say that someone says I deflect his bolt back towards him to distract him / as I charge
towards him / and slash his gun would use his Blaster Deflection trait, since that was the focus of
his action. On the other hand, if he said I kick him to the ground / bat aside his final shot / and stab my
saber into his chest would probably use the Saber trait, since the blaster bolt was a minor detail.
Even though both examples only used one detail about the Blaster
Deflection, it's up to the group to decide which traits and details fit best.

Vs Dark Jedi, or Powerful Foes

To answer power with power the Jedi way this is not, in this war a
danger there is of losing who we are. - Yoda
When the glow and hum of that alien red lightsaber ignites, then your skills shall be put to the test!
Other Jedi represent a much greater threat, and battles can be more drawn out. Dark Jedi have traits, get
to make attacks and roll dice just like the players. Worst of all, Dark Jedi also have Fate points!
The major threat that Dark Jedi bring is that they have Defense Dice, as well has Attack Dice. This is
where the back-and-forth description fighting happens. In order to keep things interesting, players and
GM should take turns back and forth describing 2-3 of their actions, until pool limits are reached. Then
roll all the dice, figure out the pools, and determine the results.
Example: Jedi Gorn is attacking a Dark Padawan.
Gorn: I dodge his thrown saber / and reach around to snatch it out of the air / flinging it back towards
GM: (playing for the Dark Padawan): He leaps to the side / countering with a blast of lightening / as
he launches himself towards you
Gorn: 3 Dice Total
(Saber Throw Rating: 4)
Gorn decides to put 2 dice into attack, and 1 into
Then they both roll.
Gorn rolls a 3 and 5 for his attack dice, and a 4 for
his defense dice.
He counts the successes
Thus Gorn has 1 Attack, 1 Defense

Dark Padawan: 3 Dice Total

(Force lightening Rating: 3)
The Dark Padawan puts 1 die into defense, and 2
into attack.
Then they both roll.
The Dark Padawan rolls a 4 for his Defense dice,
and a 3 and a 4 for his Attack dice.
He counts the successes
The Dark Jedi has 1 Attack, and 0 Defense

RESULT: Gorn blocks the Dark Padawan's attacks, and get's through his defenses. Gorn lands a hit,
and the Dark Padawan has no fate points left. Gorn gets to make the killing blow.

Another Example (Pool limit of 8):

GM: You hear the Snap-Hiss of a lightsaber
behind you / almost too late you realize it is in
motion, heading for your head (2)
Starth: I drop to the floor / and turning my
body, I cut a hole in the floor / force blasting him
to the level above as I fall below (3)
GM: You feel pieces from the floor slice
towards you / as another hole appears and the
dark Jedi drops down after you (2)
Starth: I block the pieces / and throw my saber
towards his head(2)
GM: With a blast of force he knocks away your
saber / and shoves you backwards (2)
Starth: I re-direct my lightsaber towards him /
while he's focused on pushing me / and deflect
the force push towards the bulkhead to my
Starth: 8 Dice
Starth sets aside
3 Defense Dice, and 5 Attack Dice.
They both roll their dice.
Results are:
3 Attack Successes
1 Defense Success

Dark Jedi: 6 dice

The Dark Jedi splits them evenly,
3 Attack and 3 Defense.
They both roll their dice.
Results are:
1 Attack Successes
2 Defense Success

RESULT: Starth gets through his defenses, forcing the Dark Jedi to spend a Fate Point, and the next
round of the fight begins anew.
Powerful Foes are usually engaged in single combat, but sometimes there can be mis-matched fights.
There are two ways to handle this (up to the GM):

Players can take turns engaging with the enemy. In the example above, maybe another jedi steps in
and handles the next round, while Starth licks his wounds, and looks for an opening.

Or players can split their max dice between them. In the example above, players could have
attacked the Dark Jedi at the same time, and then each roll 4 dice (half of the total dice pool),
determining for themselves how to split pools between Attack and Defense.

The Final Strike is saved for after Foes are out of Fate, and are successfully struck. Then the players
may describe this however they like, no dice roll necessary.
*Aside: Because Final Strikes are saved until the end of the fight, make sure you narrate what you are
attempting to do, rather than the outcome. Say I attack his head instead of I severe his head from his
body. The first one allows for the fight to continue, while the second option sounds more like a Final

Vs. Normal People/Droids

Smaller in number are we, but larger in mind - Yoda

Jedi are capable of taking out many many weaker foes. When fighting droids, clones, normal humans,
or strange animals the rules change a bit. Mooks don't have traits, Fate, and never roll dice. Instead,
Mooks are treated like one enemy, and assigned a Threat Rating. Other challenges and events can also
have threat ratings (a barrage of blaster bolts, landslides, exploding starships, etc.). Every successful
attack against mooks reduces their threat rating. So a Threat rating is kinda like HP, in that it represents
how many successful attacks are needed to kill all the mooks.
The exact value depends on the pool limit, the number of players, and how many rounds you want them
to last. Use this formula to generalize the threat rating:
How many Successes your players
are likely to have per round


the number of rounds you

want this fight to last for.

Example: If you have 3 players, and a pool limit of 4, its' safe to assume that every round the players
can have at least 8 to 10 successes (out of a max of 12 dice). So a Threat Rating of 20 should last a
little less than 3 rounds. 30 would last at MOST 3 rounds. 40 would ensure 4 rounds, maybe 5. When in
doubt, trust in the force, and make your best guess.
Since Mooks can't roll dice, just assume that they are automatically generating 1 successful Attack per
round (2-3 for more dangerous mooks). This will force your players to spend a little bit of their pool on
defense, instead of just mowing down endless troops. It also gives Mooks the chance of being a threat
in larger numbers.
Example (Threat Level 5):
Starth: "I knock the first blaster bolt back at the droid who fired it/while dodging to the left/and letting
another bolt ricochet / taking out the droid behind me." Starth gains 4 dice, and sets aside 2 dice for
Defense, 2 for Attack. He rolls a 3, 2 for attack; 4 and 5 for defense. Every dice that is equal to or
below his trait (Deflection: 4) counts as a success. He blocked the one damage from those droids, and
attacked twice. So now the droid Threat Level is reduced to 3.

Notes for Veteran Players

Wushu is very different from most RPG systems and mechanics, which is the whole point! Here are
some things to keep in mind when playing Wushu:
No Weapon Damage: It makes sense that lightsaber strikes kill in one hit, but apply this thinking to all
attacks. Once something gets through your defenses, it's game over. No HP, no Armor, nothing.
No Initiative: Although the rules discuss rounds these are not specific or exact. It can be helpful to
think of scenes in terms of camera cuts, or panning. When the dice pool limit is reached, or when the
attacks end, consider that the beginning of a new round. Star a new round by panning the camera
around and focus on another player, a new twist, complication, or setting.
Don't focus on the dice. Trust in your feelings: The dice are there to add some semblance of order and
positive reinforcement to the game. Don't feel limited by them, or by anything else in this ruleset. Just
enjoy the flow of combat, and let yourself get wrapped up in being a jedi!
The details in an action don't have to correspond to the dice pools used. For example, I dodge to the
side / stab my saber towards him / as I force push against the bulkheads behind him results in a pool of
3 dice. Those can be split any way the player wants between attack and defense. Just because there was
only one defensive action described doesn't limit how the dice can be split.

One Page Summary

The number of details you use when describing your actions adds dice to your pool for that action.
It's up to your group to approve or veto the details you add (just keep it creative and fun, not boring.)
I hit the red droid/with my blue lightsaber/while the green grass/tickles my feet is boring.
Every character is made up of 4 traits, and one Flaw. Every Trait has a Rating from 1-5.
After you describe your actions, determine which trait is MOST relevant to your actions. Work it out
with your group. Use that Trait Rating to determine successes.
After you have your dice pool, determine how many dice you want to set aside for Attack and Defense.
Once you have your attack and defense dice set, roll them against the enemy's dice pool.
Every dice that results equal to or below your Trait Rating is a success.
Count up the successes for Attack and Defense.
Compare them to your enemy's Successes.
Every Defense die cancels out one Attack die.
See who gets hit.
One hit kills everyone and everything.
If you are hit, and you don't have any Fate left, then it's game over!

Example Jedi
Obi-Wan (7 points to spend)

Windu (8 points to spend)

Well known for his skill in diplomacy and force

powers, Obi-Wan was a great leader and Master of
the Jedi Order. He was sure that he could mold
Anakin into the Chosen One, and his pride proved
his undoing.

Known as the greatest duelist among the Jedi,

Windu mastered all forms of lightsaber combat,
and created his own form, Vapaad. Windu's love of
battle gave him his strength, but also was his
biggest source of temptation. His lightsaber style
toes the line between light and dark; power and

Diplomacy (4)
Form 4: Ataru (4)
Force Push (5)
Force Speed(2)
Arrogance (1)
Yoda (8 points to spend)
Ancient and wise, Master Yoda led the Jedi Order
for many long years. Strong he was in the force,
although frail in body. He was often seen hobbling
slowly with a cane, although he could muster great
power when he needed to.
Force Lift/Move (5)
Force Jump (4)
Leadership (4)
Force Absorb (3)
Frailty/Age (1)
Luke (6 points to spend)

Form 7: Vapaad (5)

Force Crush (3)
Form 2: Makashi (4)
Force-enhanced strength (4)
Thirst for Combat (1)
Mara Jade (7 points to spend)
A woman of many talents, Mara served first as a
rogue and spy before becoming a jedi. She
developed many skills that she augmented with her
force abilities. Her past of deception and intrigue
still haunts her to this day.
Blasters (3)
Stealth/deception (4)
Computer Slicer (3)
Resourceful (5)
Distrustful (1)

A whiny brat from Tatooine embraced his destiny

Average Padawan (5 points to spend)
and grew into a powerful Jedi Master. His refusal to
heed Yoda's warnings resulted in pain that
A youngling no longer, you have completed your
transformed him into the savior and leader of the basic training, and are ready to head out into the
Jedi Order, who brought balance to the Force.
world. You serve under a Master, who will guide
you in the ways of the Force. Beware the Dark
Force Jump (3)
Form 5: Shien (4)
Piloting (4)
Force Push (3)
Blasters (3)
Form 1 Shii-Cho (3)
Reckless (1)
Force Jump (4)
Saber Throw (3)
Inexperienced (1)

Example Foes


*note: Foes aren't created the same way that

players are. They can have any number of traits
with any number of values. Also, since most Foes
will be obstacles, they tend to have solely combatoriented skillsets. (no foe is going to have to roll to
pick a locked door)

Deceptive, cunning, ruthless, and pure evil,

Palpatine was easily one of the most dangerous and
powerful Sith Lords who ever lived.

Acomplished Philospher, speaker, and political
Genius, Dooku was considered Yoda's greatest
student, eventually becoming his greatest failure.
Lightsaber Duelist (Makashi) (5), Force shove (3),
Force Speed(4)
A menacing figure, more machine than man. What
was once Anakin Skywalker has now become a
monster and terror. Vader uses intimidation as his
greatest strengths
Force Choke (4), Enhanced Strength(4), Stiff
Strong Lightsaber combat(3)
Grievous was once a bold and honorable warrior.
His refusal to give up drove him insane, and caused
him to inflict punishiment upon the Jedi for his
own suffering. A terrible, Inhuman Machine,
Grievous inspires fear in the hearts of all Jedi.
4 Saber Combat (5), Strong, flexible limbs(4),
Skilled Tactician(4)
Originally designed to combat the Yuuzhan Vong,
YVH droids were also known to be a match for
most Jedi, especially as the battle prolonged.
Inexhaustible (3), self-repairing armor(3), expert
duelists(3), multiple blasters and armaments(4)

Lightaber Combat (all forms) (6!), Force

Lightening(5), Force Telekinesis(5), Deception(5)
Darth Maul
At last we will reveal ourselves to the Jedi. At last
we will have revenge - Darth Maul
Dual Saber Combat (4), Force Jump(3), Hand to
Hand Combat (3)