There's very few times when I attribute the word "gorgeous" to a game. This is one of them, and I could tell it from the first look I had at the rulebook. My first impressions were very good, and the book continued to maintain my expectations, even as it went onward. The book makes and keeps a very distinct feel: it treads a nice line between the philosophical and the tangible, between freeform and concrete, between structured and abstract. It feels like something completely in line with a film such as Crouching Tiger, Hidden Dragon.
The book begins with a very up-front statement about the core mechanic: roll 2d6 and compare it to a target number. It even gives the target numbers you use for regular, difficult, and very difficult tasks. I love this straightforwardness. It then jumps into the main character attributes (the classic elements of Air, Earth, Fire, and Water, which the designer chose because of their familiarity in many, many cultures) and the core mechanics. There are no skills. In order to do anything, you add two of your Elements to the 2d6 roll, something which reminds me of Legend of 5 Rings.
The next aspect which strongly impressed me was the combat philosophy. AWR outlines an intriguing warrior's code which is essential for use of the combat styles contained within. It's a philosophy that shapes armed conflict on all stages, including rationalizations of one-on-one duels to resolve wars, and honorable assassination. The combat styles flow right into that, carrying their own flavors, and with very cool abilities, such as the style which lets players gain an effective permanent bonus to all fights taking place in the darkness or in moonlight.
The interplay of the four elements is everywhere in this book, and it serves as an incredibly good theming device. The author ties each one in with a solid characterization, and also steers away from flashy Avatar-like displays of elemental ability. In fact, the magic section is specifically made -not- to lend itself to flashy elemental powers. Instead, far more subtle and mystical effects are achievable by elemental magic...although they're no less impressive. Mastery of Fire Magic, for instance, allows you to make a test to resurrect yourself.
There's also Designer Notes scattered throughout the book, which provide a keen insight into how the system works. This is a touch which belongs in more rulebooks. It makes them more personable, and allows for another perspective on how to run the game.
If this game were more fleshed-out, I would probably consider paying $10 or even $20, and in its current form it's worth at least $5 to $10 to me. The fact that it's free is a remarkable steal. Highly recommended, especially for anyone who wants to emulate the philosophies of wuxia.