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Wushu: Black Belt Edition
by Bob V. G. [Verified Purchaser] Date Added: 07/18/2023 18:42:12

During the last few days I have soloed my way through a fun adventure, Hell Night Hijinks (20 pages, free at DriveThruRPG). This adventure is designed for Neon Lords of the Wasteland, but I used Wushu: Black Belt Edition (192 pages). To solo it, I changed four lines in Trick or Treat a Tunnels & Trolls Halloween Solo. I created four first level characters. The adventure started when the PCs heard about the Hell Night event. This is when, for one night a year, the veil between terra-realm and the terror-realm is so thin that all hell breaks loose. When tricks and treats fill the streets of all the humanoid sectors and all the unspeakable horrors wreak havoc. The PCs decided to go check it out.

When they got there, they listened to The Carnie, put on their costumes, and then entered the Warehouse of Horrors. They entered a dark room, found a bronze key, and soon found themselves on a dangerous conveyor belt. My geomancer PC saw its weakness and plunged his eight inch spiral metal spike into that spot. There was a loud grinding sound and then the belt stopped working. They discovered the secret and moved into the next room. They then used the bronze key to get to the mirror maze. When the PC Clarine looked into the mirror, a doppelganger, which looked like her, stepped out of the mirror, attacked, and killed her. The PC named Willy held out his plastic pumpkin and said, “Trick or treat”. The doppelganger put a severed finger into it and then just stood there with a blank look on its face. The PCs were able to escape the maze by using blindfolds. Next, they found the dungeon set of rooms where they saw The Executioner. Hack gives the PCs his stuff and then fights the enemy. Hack dies, the two remaining PCs retreat, and then blow up the enemy and part of the building with the C4. They escape the building through the damaged wall.

Determined to get better treats, they enter the McRonalds. This time they get a “Slimefinger” and a razor blade apple. When they try to get treats from a house, Willy gets hit by a poison dart that came from the occupant. They move around the corner and Willy heals himself. The two PCs go to the back door and try to get in using their lock pick. When this fails, Art the geomancer shoots the door with his semi-automatic pistol. They enter through the destroyed door. They are now face to face with two brothers. They are middle-aged, have goat eyes, and are wearing t-shirts. One is a Franken Berry shirt and the other is Frute Brute. They are armed with switchblades. Art and Willy kill them. They gather up the loot in this home: pink fluffy candy, two switchblades, a poison dart, and a blow dart tube. Well, the PCs have had enough of this crazy event. They leave the location and head back home.

Maybe you will have better luck. Give this RPG a try!



Rating:
[4 of 5 Stars!]
Wushu: Black Belt Edition
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Wushu: Black Belt Edition
by A customer [Verified Purchaser] Date Added: 06/24/2016 13:08:44

First off, know that this is a storytelling type RPG. I usually hate these because they drone on and on and players wreck havok on the narrative and it all becomes a bad joke. But, not this one! First, the GM controls the length of any scenario which stops the narrative from rambling. Second, the GM controls the overall narrative so that while players impact play and their world, it is only within the individual scenario. This is not a game where characters can amble about aimlessly or create all new trouble for the GM. Naturally, this means the players can be railroaded. If this works because everyone like a good narrative, great! If not, just keep moving. This rpg is meant to be mostly scripted ahead of play. Additionally, because the scenes are mostly scripted you shouldn't have a lot of battles or failed searches that just keep going and going, and you should be able to predict after the first playtest how long scenarios take to play.

That's not to say that improvisation is not encouraged and easy in this game. It is! It's just that it was created to be like a movie where you know where the plot is moving except for a few big twists. I haven't played yet but I am very much looking forward to creating unique one offs for this game. A certain Jack wushu cartoon for example.

My favorite and the most unique mechanic is the one regarding flashbacks. Such a great idea for anyone that ever wanted to use a flashback in your games.

If you like this kind of thing, you will love this game! If you think Pathfinder is the best system ever, skip right on by.

Last note, the Black Belt Edition should be the only one you need. I believe it includes all the supplements like Wire-fu and Car-fu.

Also as this is a pay what you wish AND a complete game with years of work on it, I dropped $5 on it. Any less seemed unfair for the quality, depth, and uniqueness of the game.

P.S. I would like a print on demand version as this is a pretty sizable PDF and that makes it a bit clunky for my first few games when I will be referencing the document on occassion. Luckily, this game applies the mechanics evenly to most situations so a cheatsheet would easily suffice.



Rating:
[4 of 5 Stars!]
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A Wushu Guide to Wyrd-Fu
by Anthony T. [Verified Purchaser] Date Added: 02/07/2012 00:04:43

I liked reading this addition, both from a Wushu fan perspective and a general fan of system light magic systems.



Rating:
[4 of 5 Stars!]
A Wushu Guide to Wyrd-Fu
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Pulp-Fu
by Michael S. [Verified Purchaser] Date Added: 07/14/2008 15:29:06

Wushu is a great system and Pulp-Fu adds just enough information on style to make pulp action easy. There are a few added rules in Pulp-Fu, like an insanity attribute, which brings Wushu into the realm of Eldritch horror, or vice versa. The usual character templates and information about the genre are all there. I have no regrets about this purchase, as my gaming group has added Pulp-Fu to our regular rotation.



Rating:
[4 of 5 Stars!]
Pulp-Fu
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A Wushu Guide to Car-Fu
by Brendan F. [Verified Purchaser] Date Added: 02/23/2007 00:00:00

Wushu: A game you get or don't get... A game you'll love or hate!

The entire range of Wushu books and suppliments comes with my highest recommendation. Though none of the suppliments are in any way essential, they all add a little to the game's concept and prove its versitility time and again. I use Wire-Fu as my core rules, with Pulp-Fu as the secondary set the players tend to peruse (the difference is minimal of course) and both car-fu and cut-fu are mainstays for their excellent ideas.

The Game In short: It's NOT a role-playing game in the usual sense... More an action movie (or whatever tpye you like) that flies by with everyone putting in ideas, making it up frame-by-frame, kick-by-kick and one witty line at a time. It needs good players we can share the limelight and work together, and a GM who can keep track of a story while adapting to the (considerable) amount of player control.

Rules-wise, there's not much. A clear, simple and workable D6 mechanic that gives you big bonuses for being creative, clever and playing to theme, while offering nothing to players who say 'I hit it' every round. Like I say, not for everyone.

I'm especially keen on the fact that if you use EVERY suppliment and rule, it's still no more complex or difficult that just using one book! A rare and wonderful thing in rpgs.

Ah, a personal favourite! While not a complete rules set, it doesn't need anything more than Wushu Open to be used, and unlike all the other suppliments it adds in some new core mechanics that I consider essential (for chases, races and vehicle combat anyway). All the usual Wushu goodness is here too, example characters, settings and examples of play.

Excellent.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
A Wushu Guide to Car-Fu
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A Wushu Guide to Gun-Fu
by Brendan F. [Verified Purchaser] Date Added: 02/23/2007 00:00:00

Wushu: A game you get or don't get... A game you'll love or hate!

The entire range of Wushu books and suppliments comes with my highest recommendation. Though none of the suppliments are in any way essential, they all add a little to the game's concept and prove its versitility time and again. I use Wire-Fu as my core rules, with Pulp-Fu as the secondary set the players tend to peruse (the difference is minimal of course) and both car-fu and cut-fu are mainstays for their excellent ideas.

The Game In short: It's NOT a role-playing game in the usual sense... More an action movie (or whatever tpye you like) that flies by with everyone putting in ideas, making it up frame-by-frame, kick-by-kick and one witty line at a time. It needs good players we can share the limelight and work together, and a GM who can keep track of a story while adapting to the (considerable) amount of player control.

Rules-wise, there's not much. A clear, simple and workable D6 mechanic that gives you big bonuses for being creative, clever and playing to theme, while offering nothing to players who say 'I hit it' every round. Like I say, not for everyone.

I'm especially keen on the fact that if you use EVERY suppliment and rule, it's still no more complex or difficult that just using one book! A rare and wonderful thing in rpgs.

Gun-Fu goes well with Pulp-Fu and Wire-Fu. It throws in a lot of ideas and suggestions for making gunfights that extra bit cool! While it offers the usual range of characters, I didn't find them so inspiring as other wushu books. Not to say they're bad, and it's more than made up for by the examples of play and settings, which are up to Bayn's usual standard of kicking arse!<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
A Wushu Guide to Gun-Fu
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A Wushu Guide to Cut-Fu
by Brendan F. [Verified Purchaser] Date Added: 02/23/2007 00:00:00

Wushu: A game you get or don't get... A game you'll love or hate!

The entire range of Wushu books and suppliments comes with my highest recommendation. Though none of the suppliments are in any way essential, they all add a little to the game's concept and prove its versitility time and again. I use Wire-Fu as my core rules, with Pulp-Fu as the secondary set the players tend to peruse (the difference is minimal of course) and both car-fu and cut-fu are mainstays for their excellent ideas.

The Game In short: It's NOT a role-playing game in the usual sense... More an action movie (or whatever tpye you like) that flies by with everyone putting in ideas, making it up frame-by-frame, kick-by-kick and one witty line at a time. It needs good players we can share the limelight and work together, and a GM who can keep track of a story while adapting to the (considerable) amount of player control.

Rules-wise, there's not much. A clear, simple and workable D6 mechanic that gives you big bonuses for being creative, clever and playing to theme, while offering nothing to players who say 'I hit it' every round. Like I say, not for everyone.

I'm especially keen on the fact that if you use EVERY suppliment and rule, it's still no more complex or difficult that just using one book! A rare and wonderful thing in rpgs.

Cut-Fu is pretty much the tag-on book for Wire-Fu, because why not have swords thrown in with the hig-flying stunts, kung-fu and action eh?

It does an admirable job of breaking down armed combat into details you can use. It once again provides a clear set of examples of play, settings and characters, and the new mechanic for honour works nicely into the rules too.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
A Wushu Guide to Cut-Fu
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Pulp-Fu
by Brendan F. [Verified Purchaser] Date Added: 02/23/2007 00:00:00

Wushu: A game you get or don't get... A game you'll love or hate!

The entire range of Wushu books and suppliments comes with my highest recommendation. Though none of the suppliments are in any way essential, they all add a little to the game's concept and prove its versitility time and again. I use Wire-Fu as my core rules, with Pulp-Fu as the secondary set the players tend to peruse (the difference is minimal of course) and both car-fu and cut-fu are mainstays for their excellent ideas.

The Game In short: It's NOT a role-playing game in the usual sense... More an action movie (or whatever tpye you like) that flies by with everyone putting in ideas, making it up frame-by-frame, kick-by-kick and one witty line at a time. It needs good players we can share the limelight and work together, and a GM who can keep track of a story while adapting to the (considerable) amount of player control.

Rules-wise, there's not much. A clear, simple and workable D6 mechanic that gives you big bonuses for being creative, clever and playing to theme, while offering nothing to players who say 'I hit it' every round. Like I say, not for everyone.

I'm especially keen on the fact that if you use EVERY suppliment and rule, it's still no more complex or difficult that just using one book! A rare and wonderful thing in rpgs.

Pulp-Fu is an alternative to Wire-Fu in that it too is a complete rule set, but focussed on crime, adventure, guns and basically the more modern world. Perhaps my only complaint is that it's new mechanic (Sanity) doesn't do a whole lot for me... Even then, it's not too bad and entirely optional, so you can do the whole Call of Cthulhu thing in style!<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
Pulp-Fu
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Wire-Fu
by Brendan F. [Verified Purchaser] Date Added: 02/23/2007 00:00:00

Wushu: A game you get or don't get... A game you'll love or hate!

The entire range of Wushu books and suppliments comes with my highest recommendation. Though none of the suppliments are in any way essential, they all add a little to the game's concept and prove its versitility time and again. I use Wire-Fu as my core rules, with Pulp-Fu as the secondary set the players tend to peruse (the difference is minimal of course) and both car-fu and cut-fu are mainstays for their excellent ideas.

The Game In short: It's NOT a role-playing game in the usual sense... More an action movie (or whatever tpye you like) that flies by with everyone putting in ideas, making it up frame-by-frame, kick-by-kick and one witty line at a time. It needs good players we can share the limelight and work together, and a GM who can keep track of a story while adapting to the (considerable) amount of player control.

Rules-wise, there's not much. A clear, simple and workable D6 mechanic that gives you big bonuses for being creative, clever and playing to theme, while offering nothing to players who say 'I hit it' every round. Like I say, not for everyone.

I'm especially keen on the fact that if you use EVERY suppliment and rule, it's still no more complex or difficult that just using one book! A rare and wonderful thing in rpgs.

Like I say, I use Wire-Fu as my core rules for the game. If you're gonna give the game a try I'd recommend it as the first book to try (at least if you're into wuxia, hk movies or the like) as it's a solid foundation and contains perhaps the best overall examples of play to help guide wushu neophytes.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
Wire-Fu
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A Wushu Guide to Wyrd-Fu
by Brendan F. [Verified Purchaser] Date Added: 02/23/2007 00:00:00

Wushu: A game you get or don't get... A game you'll love or hate!

The entire range of Wushu books and suppliments comes with my highest recommendation. Though none of the suppliments are in any way essential, they all add a little to the game's concept and prove its versitility time and again. I use Wire-Fu as my core rules, with Pulp-Fu as the secondary set the players tend to peruse (the difference is minimal of course) and both car-fu and cut-fu are mainstays for their excellent ideas.

The Game In short: It's NOT a role-playing game in the usual sense... More an action movie (or whatever tpye you like) that flies by with everyone putting in ideas, making it up frame-by-frame, kick-by-kick and one witty line at a time. It needs good players we can share the limelight and work together, and a GM who can keep track of a story while adapting to the (considerable) amount of player control.

Rules-wise, there's not much. A clear, simple and workable D6 mechanic that gives you big bonuses for being creative, clever and playing to theme, while offering nothing to players who say 'I hit it' every round. Like I say, not for everyone.

I'm especially keen on the fact that if you use EVERY suppliment and rule, it's still no more complex or difficult that just using one book! A rare and wonderful thing in rpgs.

Wyrd-Fu is the book I've not had chance to use yet, but it's still the quality I've cone to expect. Well written, concise and stuffed with good ideas, example characters, settins and detailed examples of play to show how the new material might be added to your game.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
A Wushu Guide to Wyrd-Fu
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The Fringe
by Ralf W. [Verified Purchaser] Date Added: 08/20/2006 00:00:00

I like the loose style of the Wushu Guides. They are trying to give tips how to emulate a certain genre with Wushu. The same style is used here, but as this is a game of its own it could use a more detailed discussion of the player perception / madness vs. "objective" reality.<br><br> <b>LIKED</b>: - fun to read<br><br><b>DISLIKED</b>: - no page numbers

  • could use a more detailed discussion of the madness vs. reality<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>


Rating:
[3 of 5 Stars!]
The Fringe
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A Wushu Guide to Wyrd-Fu
by Ralf W. [Verified Purchaser] Date Added: 08/20/2006 00:00:00

A very loose set of rules (recommendations?) for magic in the Wushu system. If you like the style of the other Wushu guides, you'll like this one as well.<br><br> <b>LIKED</b>: As always, fun to read.<br><br><b>DISLIKED</b>: No page numbers<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
A Wushu Guide to Wyrd-Fu
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Wire-Fu
by John H. [Verified Purchaser] Date Added: 08/17/2006 00:00:00

I love roleplaying. I love to collect roleplaying books. My bookshelf full of beautiful, shiny, hardbound RPGs has always been my proudest possession(s). I also loved to collect, not just new settings, but new rules. I ~loved~ to pour over new mechanics, figure them out, compare them... I loved new rules just as much as I loved the books or playing them.

That's right, I said "loved." As in, past tense. Wushu has completely ruined (cured!) this rules collecting of mine.

The fact is, Wushu is simply the best system for roleplaying out there. Period. Bar none. You can do ANYTHING with this game. That's right, N. E. THING.

"Can you do-?" "Yep." "Well what about-?" "Yep." "But only [x] is good for playing-" "Nope, Wushu does it better."

I'm serious. I can not bring myself to buy a single RPG since I bought Wushu, except to read the setting. I just can't use any rules since these!

Now, a little clarification is probably needed. You might be one of those roleplayers who absolutely loves pouring over multiple charts to figure out speed and velocity and frickin wind speed just to fire an arrow. Or maybe you're addicted to experience points, and all you care about is seeing that total rise. If so, WUSHU IS NOT FOR YOU! Don't want anybody getting angry at me, if you're on of those players.

However, if, like me, it's the story that you roleplay for; if you play for fun; if you're freaking tired of your characters never being able to do the things your sheet says they can because you roll crappy...then Wushu will change your roleplaying experience, just like it did mine.

Wire-Fu and Pulp-Fu are the best sourcebooks to buy if you're new to Wushu. However, buying Pulp-Fu doesn't mean you won't know how to play in a kung-fu game, and vice versa. The books have some nifty extra rules and good ideas for those genres, but the complete Wushu rules are in both and they're all you really need. It's the examples of characters and play that makes these books really shine--again, especially if you are new to Wushu.<br><br> <b>LIKED</b>: Revolutionized my view of roleplaying forever. Is cheaper than a combo at freaking McDonalds! See if a Big Mac will give you this much fun!<br><br><b>DISLIKED</b>: Ruined my addiction of rules collecting.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
Wire-Fu
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A Wushu Guide to Wyrd-Fu
by jeff m. [Verified Purchaser] Date Added: 07/03/2006 00:00:00

Sure Wyrd-Fy isn't the best guide for Wushu, but it could be useful if you run a magical capaign, just like in Withcraft or Mage The Awekening, bhudism Wuxia or just Heroic Fantasy.

Thanks to dan bayn ^_^ spellcasters could be as strong as warriors for more fun.

<br><br><b>LIKED</b>: narrative truth is very suitable for magic<br><br><b>DISLIKED</b>: more exemple like psychic or super heroes stuff would be more wellcome a litle too short<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>



Rating:
[4 of 5 Stars!]
A Wushu Guide to Wyrd-Fu
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Dark Stars
by Ralf W. [Verified Purchaser] Date Added: 06/17/2006 00:00:00

There are actually three parts thrown together in this supplement: The "Sarcifices" mechanism to emulate horror that can be used with your favourite system, a discussion of a couple of monsters that fit in a horror sf setting and and an adventure. At the usual large print used in the bayn.org supplements this makes about for an hour of reading which is acceptable at the low price. In comparison to other products from the WUSHU line, this supplement lacks. The writing style is as good as in the other supplements, but I expected more thorough discussion of the genre. Nevertheless, I can scavenge good ideas to be used in my CoC/Delta Green campaign.<br><br> <b>LIKED</b>: - Sacrifice mechanism

  • writing style<br><br><b>DISLIKED</b>: - large print
  • NO PAGE NUMBERS :(<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>


Rating:
[3 of 5 Stars!]
Dark Stars
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