Progress has been slow, but I am making progress on the game draft.
I've got the first draft of the character generation guide. It's only two pages, so it's pretty basic. I plan to add a detailed guide to both picking a template and building a character from scratch later, once the actual rules and the combat system are nailed down a bit more.
I've got a list of about two dozen template ideas. Once I've got the rules stuff more or less complete, I plan to show what I've got to my various play groups (TS&R Jade, Star Wars, Call of Cthulhu), and ask them to help me test the system for character creation. Then I can use what they create for some of the templates. It will save me some time, and prevent some of my own character preferences from biasing the sample. (Can you guess I've been more focused on academics than gaming lately?)
I have write-ups for all of the system's basic skills. It's d6 system, so a referee could easily add more skills to the game as they wish. I don't have sample difficulty numbers yet though. I'll be cross referencing Star Wars and d6 Fantasy for that. And then when I finally get around to play-testing, I'll adjust the numbers based on whether certain tasks seem too easy or too difficult. One thing that I did try to do was to make sure that there is at least one skill useful in combat under each Ability. Star Wars has a lot of situations that don't involve combat, so there is room for the know-it-alls and the fix-it-up guys and the get-you-from-here-to-there guys to shine, along with the dedicated blow-you-to-bits guys. Wuxia should have plenty of non-combat stuff, but a lot of it in the source media is more managing relationships rather than testing your learned proficiencies. So combat should probably play a bigger part, and I want room for characters to specialize in evasive or manipulative techniques in combat, not just punchy punchy Street Fighter types. So I'm pretty happy with that.
I also have suggested Specializations for each of the skills.
I'm in the middle of writing up the special martial arts/mystical techniques. These are all inspired by the martial arts maneuvers, spells, and special class abilities in Flying Swordsmen. Mechanically, they work somewhat like the SW Force powers, or like 3E D&D feats. Or like special ability trees in a video game. There are six Powers, and getting trained in a Power grants access to its techniques. One die in the Power grants access to the Level 1 Basic technique. Gaining a second die in the power grants access to three to five Level 2 techniques. Gaining the third die grants access to Level 3 techniques, but only those based on the Level 2 techniques you have learned.
I've drafted text (including difficulties) for the Qinggong (light step), Neigong (body power), Dianxue (acupressure), and Suan Ming (divination) techniques. I'm working on the Wu (white magic) techniques, leaving only Ku (black magic) techniques to get this section of the rules done.
Some techniques are automatic ("always on") while most need to be
used as actions. Some have unlimited use, others with more power are
limited to a number of times per day equal to the dice in the governing
Power, or just once per 24 hours for some really powerful ones. And some
are unlimited in use until you roll a 1 on the Wild Die while
activating it, then you need to wait for the cool-down period to finish
before using it again.
In addition to all that, I've got a series of questions based on the Virtues of the Xia and general goal advancement which, similar to White Wolf games I've played, would need to be answered by players at the end of a session or adventure to gain Character Points. I've got guidelines for spending CP to improve skills and Powers, and spending them to gain additional techniques and learning new Powers. And, of course, they can also be spent from time to time to improve rolls. And a few high level techniques rely on spending some CP as a balance measure to prevent their abuse.
I've got weapon lists, but I'm still playing around with them. I need to decide how certain weapon properties will interact with the combat system, especially around making special maneuvers like flips, blocks, holds, disarms, reversals, etc. I've got a basic Combat Resolution guide draft complete, but I need to add more detail, and especially go into those special maneuvers (and their difficulty numbers).
The Education ability has a skill called Stratagems which in addition to covering battlefield strategy and tactics, allows for special maneuvers like those mentioned above. The difficulties for using a regular combat skill (like Sword Combat) to say disarm an opponent will be higher than for using the Stratagems skill. But certain weapons, like a hook sword, may allow you to attempt disarms at the Stratagems difficulty level. But then that all has to play well with the basic difficulties to hit with certain classes of weapon and with unarmed martial arts. So I've got a lot of number crunching and experimentation in the future, once I get the draft sorted out and a bunch of sample characters made.
And there is a lot still to write. I've got to make monsters, magical treasures, update the FS 1E campaign world (or make a generic guide for "fantasy China" or maybe both), and write up the guidelines for creating adventures, interesting NPCs and locations, and challenges.
And once all that's done (or more likely done piecemeal while working on all of the above), I should start working on a guideline for Wuxia. Probably not as extensive as those in Brendan Davis's Wandering Heroes of Ogre Gate or Righteous Blood, Ruthless Blades (which are both quite impressive!) but useful to players who might approach this game expecting D&D style hack and slash gaming, only to find a game made for martial arts soap operas.