OK, time to throw a few ideas into the pot. I'll say up front, I'm looking for a bit of help in figuring out exactly how some of this is actually going to work in practice - hence the idea of a 'playtest' before we embark on something with a bit of meat to it. A very good example is Songdragon's idea of the cleric. There's no guidance on that in the game that I can see so we should work together to come up with some way of adjudicating it that everyone is happy with. I should also re-iterate, I see the fact we are using Wushu as a way of telling the story and roleplaying in the same way as any other pbp game, it's just that when it comes to combat or some other 'challenge', rather than get tied up with d20 style mechanics, especially for combat, then things are resolved using Wushu. This, I hope, means instead of interminable rounds of initiative and actions (which will only get worse if we progress through some sort of 'campaign'), that's the point you guys get to go all Michael Bay/Ridley Scott/James Cameron on the baddies.
So, first up is that I'm going to be using some of the rules from a supplement called BUDO: Hard Style Wushu by Mob United Media. It is only 5 dollars from DriveThruRpg and if you have some disposable income I'd encourage you to buy it to support the designer (nothing to do with me, I hasten to add). Link here:
http://rpg.drivethrustuff.com/product_info.php?products_id=27807&it=1
It, like its parent Wushu, is written with eastern films in mind, but it has a darker tone, and adds a few rules to make life a little more difficult for our heroes.
First thing to do is think of your character's 'concept'. The examples they give include Samurai on a quest for vengeance, and taciturn Kung Fu master. So 'warrior-priest of the sun god', 'fast talking wizard', 'stylishly dressed rogue' would be the sort of thing I am looking for.
Second, rather than Wushu's idea of traits, we start with 3 'base' traits: Physical, Mental and Social.
It suggest 6 points to divide between them with a minimum of 1 in each.
Next are your 'traits' which I'll call 'abilities' to try and avoid confusion. These can be a profession (wizard - I think I might ask people who are interested in playing a magic-using character to come up with a theme like 'earth mage' or 'mentalist' rather than just a generic wizard), a personality trait (fiendishly cunning), a skill (spear mastery) or anything else within reason. Each ability is linked with 1 of your traits; in fact, there is nothing stopping you taking the same ability twice, once each for 2 different traits. So you might have Thievery (Physical) to represent sneaking, climbing and that sort of thing, and/or you could have Thievery (Mental) to represent something like trapfinding and disabling (opening locks might be mental or physical so I'd let you away with either) and/or Thievery (Social) for conning, fast talking, intimidating etc.
You get another 6 points to split amongst as many abilities as you want.
For every point of ability you assign, you get to pick a specific skill with that ability. So in the example above, if you had 2 in Thievery (Physical) you could pick sneaking and climbing as your skills.
As you may have guessed, now your success number is trait + ability + skill (if applicable) OR trait + ability if it's within the general area OR at the worst a straight trait check if you have no relevant ability. The difference is, it is now resolved on D10's NOT D6's.
Oh, and remember your starting concept? Well, if your action is something that is appropriate for your concept, then you can narrate an extra detail in your action - effectively raising your dice cap by 1.
This is one of the bits we can play with and see if it needs tweaking. In theory you should be able to do quite a bit, and remember because of the Principle of Narrative Truth, you do what you want, it's the level of success that determines things like how long it takes, whether the bad guys get a hit on you etc.
I'll add the complications in another post tomorrow, but hopefully that gives you something to think about. Feel free to start throwing ideas round. If you are thinking ahead to possible WotBS, then also go and get the free campaign Player's Guide - it gives a bit of background and some ideas for characters/motivations that would be suitable.
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