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Fight To Survive RPG - 5yhidv
Fight To Survive RPG - 5yhidv
Martial Arts
Meets Heart
BY JAMES KERR
FIGHT TO
SURVIVE
BY JAMES KERR
Design, Writing, Layout | James Kerr
Illustration | Ian MacLean, Steven Wu, Sofia Lopez,
Jonny Bloozit (Watercolour), Wouter F.
Goedkoop (Cartography)
Iconography & Creative Consultant | Eric Palermo
Editing | Emily Minthorn
Sensitivity Reading | Gemma Grover
Theme Song | Ian Crewe
Fight to Survive
Copyright © 2023 Radio James Games | All rights reserved
Published by Radio James Games
This book was produced using the fonts Source Sans Variable and
Impact, and assembled using the Adobe Creative Suite.
Please visit our website for more information and for future projects:
www.radiojamesgames.com
PAGE 4
FIGHT TO
TABLE OF CONTENTS
N
ew Hope City belongs to the martial artists,
all 20th century long. One hundred years of
punches. All those folks getting kicks from
kicks, all for nothing. Prisoners to violence.
Challengers prowling the streets. Everybody trying to
be somebody tough. For what? Who will be there to
crown you King of All Street Fighters? And who will be
there when you’re lying on the ground in a back alley
holding three broken ribs in place, blinking through
a crushed orbital and trying to rest on a hip joint that
will never set right? Nobody at all.
BEGIN
Frail heroes in a desperate world,
Throwing punches, throwing kicks,
Throwing away their lives.
F
ight to Survive is a table-top role-playing game
about martial artists in the 20th century. It
is a mundane, emotional game about tough
and ferocious folks, where most situations are
violent and usually end in sadness. Your character—
your “fighter”—will get into fist fights and take on both
injury and emotional hardship as a result of their vio-
lent lifestyle in low-stakes high-emotion adventures of
down-to-earth urban try-and-die martial arts.
PAGE 8
BEGIN
Getting Started
First Time?
If this is your first table-top role-playing game (RPG
or ttrpg), then the structure is largely this: the game
master (GM) leads the game’s events by presenting
various imagined conflicts, and you, the player—one
of several around the gaming table—imagine em-
bodying a player character (PC) within the in-game
world, proposing actions that they do and reacting to
the GM’s prompts. It involves a shared social contract
and a willing suspension of disbelief. It’s like a game
of “What would you do if you were this person?” with
deep layers of imagined consequence.
Mechanics at a Glance
● Fights & Other Conflicts: The outcome of fights is determined by
comparing moves, with certain moves trumping others, back and
forth until there’s a winner—kind of like rock-paper-scissors. The
system is diceless, with all other conflict resolution using a com-
parison of relevant numbers with the highest number winning.
● Harm & Hardship: There are no “hit points”. Instead, Harm and
Hardship—metrics that describe the lousiness of a PC’s life—are
governed by a complex series of checkboxes and brackets. If either
of these meters are exceeded, the character exits the game.
● Comforts: These are the people, places, and things a character seeks
out to make them feel better. Keep in good with your Comforts to
make sure you can rely on them to reduce your Hardship.
Setting at a Glance
● The Mundane and the Sad: This game is not a power fantasy.
Stakes are personal and low. Fight to Survive runs on a vicious cycle
of street fights and misery. The only way out is to die, go crazy, or
pass on the cycle of violence to the next generation.
● Historical Accuracy: Historical events relevant to the “Martial
World” are important, but Fight to Survive fiddles with the details.
Events that actually happened across the continent—in New York,
PAGE 10
BEGIN
Design Goals
In brief, my design goals were pretty specific with Fight
to Survive. I wanted a system:
PAGE 11
Safety Tools
If you’ve never used safety tools before in a ttrpg, F2S is a good oppor-
tunity to start. The content of this game inherently tackles some pretty
big topics like racism, class divide, and the problematic nature of vio-
lence. It’s okay to be uncomfortable at the gaming table when working
through these issues—it’s cathartic...or, it can be. There can also come
a point where you’re not having fun anymore. Safety Tools help avoid
uncomfortable situations at the table, and help get play back on track.
X-Card
This game recommends keeping a sheet of paper with a big “X” on it
in the middle of the gaming table. When you feel like something in the
game has gone too far, tap the card. If you aren’t playing in-person,
agree on a signal—so long as it facilitates the same function. The GM
will re-adjust whatever it is that’s going on, and the game can continue.
As a rule, other players shouldn’t question the player tapping the card.
In every case I’ve ever known of its use, the reason has been immedi-
ately obvious—you’re not going to be the only one who was thinking
that. But even if it’s not, have some respect. We’re all here to have
fun, and if someone feels uncomfortable enough to tap that card then
please be respectful enough to give them the benefit of the doubt.
For example, I cannot stomach any sexual violence in a ttrpg. I don’t care
if it is a common trope in martial arts cinema, it’s just going to make me
miserable. Hard line. Also, I just don’t want to spend my time imagining
torture. So, let’s avoid gory detail—veil.
The fact is, you do not know what content is going to make other people
around the table uncomfortable, even your friends. Establishing lines &
veils takes about five minutes, and you always learn something.
PAGE 12
BEGIN
Establish Tone
Discussions of lines and veils will inherently bleed into
a talk about tone. The game has certain play expecta-
tions baked into the mechanics, but there is latitude
for table personality.
Camp
I recommend using the Rocky scale. On a scale of
Rocky I to Rocky IV, how realistic versus how campy do
you want this game to be? Rocky was a heartwarming,
realistic depiction of fight life both sad and beautiful.
Rocky IV is the one with two back-to-back glorious ’80s
training montages, a robot, and where his post-fight
monologue single-handedly ends the Cold War.
PAGE 13
CHARACTER
CREATION
Y
ou’re stepping up to be counted among
the fighters of your generation. Right now
you’re just a scrapper, but the fire in your
heart is growing. You have the potential to
be a great martial artist, but you’re unknown in the
Martial World, clueless, and broke. What you want to
achieve you’ll have to fight for, fight to the end—and
take New Hope City for all it’s worth.
PAGE 14
Competitors Kotnebue (left) and
Reeberg (right), at a 1977 Dutch Karate
Championship. Photo by Rob Bogaerts.
NEW
FIGHTERS
Friendships forged in the
fires of combat, misery, and
mutual respect
T
here are two different types of character
creation in Fight to Survive. Create a New
Fighter to begin a martial lineage, and a
Successor to continue it. If this is your first
time playing Fight to Survive, you’ll want to make a
New Fighter. For Successors see page 54.
Enter the Kumite, 1990. Illegal underground martial arts tournaments were com-
mon throughout the 20th century, and peaked in the early ’90s. Between ’90 and
’93 the Red Dragon Fighting Society (still struggling in leadership post-Countess
Montague) rented space in Chinatown at an old Sky Sect Triad meeting hall to host
the Dragon Attack, an annual tournament to decide its membership. Leo “Justice”
Daring (27) and Colonel “Iron Falcon” Grenville (29) were hired by the Society to
check invitations at the door. Col. Grenville was in active service at this time, but
Leo Darning already washed out of his military career.
PAGE 18
RULES SUMMARY
PAGE 19
1. Appearance
It’s time to show the world what you look like. Construct your fighter’s
image by picking their Build (including Distinctive Feature), age, and
style of dress.
Build
First, you must decide the general shape of your fighter’s body. No two
PCs in your play group can have the same Build, at least for the group’s
first generation. So, come to an agreement among yourselves as players
about which PCs will have which Build. There are five options:
1. Small Build
2. Thin
3. Medium "You think you can win just
4. Tall / Muscular because you're bigger than
5. Huge Build me? I'll show you!"
— Diamond Mike, 1981
There are a few
considerations for
what to choose:
● Small for Speed: The smaller you are the quicker you are. Build
determines Turn Order for characters in moments of action. Quick-
er fighters always go first in play, while really hulking big fighters
always go last.
● Bigger Packs a Punch: The bigger you are the harder you Hit, but
also the more potential you have to Train for more Force in your
Moves, and pack an even greater wallop with your blows.
● Train For Your Body: What about the middling Build? Each Build
gets a different Move (Grapple, Punch, Kick, Block, or Footwork) that
they find easier to Train, just given the size and shape of their body.
Medium Build has the most options of what Moves you can pick, so
you can be more specific about how your fighter will Train up their
Moves. For more on this see Training on page 184.
PAGE 20
NEW FIGHTER CREATION
Size Up
Sizing Up, 1970. The small-built Joe “Screaming Bird” Zhang (30) was one of
the first to oppose Giant Skeleton’s (35) reign of terror in the Martial World.
BUILD
Train Force Distinctive Features
Small Footwork q, q, q Bare Muscles, Wrist-bands, Earring(s)
STARTING AGE
Age Checkboxes
Teenager Recommended start
Gender
Assign gender and pronouns as suits your vision of the character, with-
out compromise.
PAGE 22
NEW FIGHTER CREATION
Dress
Pick one of the five options of dress. You are not
restricted to one style of dress; you can always change
your clothes during the course of the game, but in
terms of what you want the other players around the
table to imagine your character looks like, this will
help. It does not matter if multiple characters pick the
same style of dress.
DRESS
Clothing Options
Cultural Attire
Fancy Dress
Professional Wear
Street Clothes
Example PC
Let’s apply this stuff to:
BUILD
q Small q Thin q Medium q Tall / Muscular q Huge
Bare Muscles Wrist-bands Earring(s) Long Hair Jean Jacket Hat Eye-patch Hand-wraps Headband Tattoo Wild Hair Sunglasses Fat Belly Scar(s) LeatherJacket
APPEARANCE
Starting with Build, I picked
Medium, checkmarked it, then
circled one of its Distinctive
Features—Hand-wraps. I’ve Age Dress
decided this PC is going to be
a fellow, and this time I have a q Up to 18 q Cultural Attire
name—Jet! The GM said play
is going to start in 1989. I’ve q 20s q Fancy Clothes
made my PC born in 1965 so
he is 24 years old when play q 30s (-1 c.box) q M.A. Uniform
starts. Then I throw him into
some Street Clothes for Dress,
q 40s (-3 c.box) q Professional Wear
because he’s got ’80s attitude!
q 50s (-5 c.box) q Street Clothes
PAGE 23
2. Origin
Pick your fighter’s place in the urban martial arts land-
scape of New Hope City.
District
New Hope City breaks down into ten Districts, each
with their own cultures, economic factors, and en-
vironments. PCs may have different Districts or may
share some, or perhaps all be from the same District.
DISTRICTS OVERVIEW
District Description
Beat Town Bars, Castle Arcade, Good River High School, Hit
aka The West Side Radio Station, Motels, New Hope Concert Hall,
Nightclubs, The Old Airfield
The Neon Strip Bars, Bus Depot & Subway Centre, Dept. Stores,
aka Downtown Downtown High School, Doxy St. Youth Centre,
Golden Goose Casino, Hospital, Hotels, Library,
Metro Mall, Neon Strip Wrestling Arena, Office
Towers, Shops, Town Hall
Bearfighter Karate, Big Trouble Japan Town, Little Italy, and various
Judo, Blackeye Boxing, Cauli- communities of European ancestry.
flower Gym, Octagon Tang Soo Do
HERITAGE
Heritage Common District
Your character is free to have a background that differs from your own
as a player, but if you intend to act out a culture that you do not experi-
ence, please approach the situation with sensitivity. You are playing just
one person of a particular heritage. You are not a representative of that
heritage. Please lead with the personality of the character as impacted
by heritage, not as a tokenized version or walking embodiment of an
ethnicity. Playing a character with a different cultural heritage than your
own is not an invitation to enact offensive stereotypes.
As in all walks of life there are issues of both systemic and overt racism
in the martial arts. The impact of racism on 20th century martial his-
tory is undeniable, but such topics can be raw as a play experience. It
depends on your emotional bandwidth, and that of your fellow play-
ers, how deeply you wish to tackle these issues. It can be surprising
for some players to learn that if they are playing a Chinese person in
the 1920s, and are wounded, ambulances will not visit Chinatown.
It can be disheartening to learn the well-documented history in the
United States of America, and especially in the first half of the 20th
PAGE 28
NEW FIGHTER CREATION
Example PC
Let’s return to...
Okay, we had to make some tough choices this time. I think I want Jet to be Italian, and
have a tough old Italian dad—but let’s not get too far ahead of ourselves. I notice “Little
Italy” is in the District called The Richmond...but that’s a 1950s style place, and I’d rather
lean into ’80s pop with this guy. Looking at the District of Beat Town—that seems more
hip and happening and matches his ’80s attitude better, so let’s say he was born in the
stuffy Richmond,
but it’s the ’80s now,
man, and he’s 24! D.O.B 1965 R.I.P
He moved to Beat
Town, where it’s all Gender Male
happening! And he’s
going to BE some- Heritage Italian
body! But still visits
his dad regularly,
obviously. What’s District Beat Town
a good Italian last
name? Palermo? M. A. Kickboxing
PAGE 29
Martial Art
Though the forms of combat are many and varied, for the purposes
of this game one is not better than another. The choice of your style
of Martial Art—especially as a fighter of limited experience—does not
matter as much as individual ability.
● Boxing: Known for the tremendous endurance of its blocks and for
powerful punches.
● Kickboxing: A Western synthesis of world kicking practices into a
basic all-around martial approach.
● Karate: Meditative art with strong stances and an emphasis on
form and striking power.
● Kung Fu: Chinese acrobatic styles with complex techniques; em-
phasis on tool diversity over simplicity.
● Wrestling: Complex throws, holds, and powerful slams for typically
strength-based competition.
MARTIAL ARTS
Origin Intro Main Move
PAGE 30
NEW FIGHTER CREATION
Battery, Docks X X
PAGE 31
3. Comforts
Here you identify three important connections in your character’s life.
These are the people, places, and things from which your character
seeks solace and respite from the hardships of daily life, and the trou-
bles that haunt you, leading to such a violent lifestyle.
Notes on
Comforts “Jet and Leo, Leo and Jet,
● Person, one is a blonde, the other
Place, or brunette. Best friends.
Thing: Identify Worst enemies!”
one Person, — Hot-head Kickboxer
one Place Jet Palermo, 1984
and one Thing that is
important to your PC. By the end of character creation you will have
a total of five, but start with just picking one of each. Through the
course of play you will acquire other Comforts as well.
● Shared Comforts: You must share at least one Person and Place
with at least one other PC in your player group. The relationship you
each have with that Person or Place may be different, though.
● Relationship to Comforts: Beside each entry for a Comfort, fill in
details as you think of them, such as the nature of the relationship,
and the Year you met. You have authority over these decisions, but
should still coordinate with your GM.
● Value of Comforts: Each Comfort has a number associated with it,
but do not write in a number for your Comfort just yet. You will be
able to decide on its number during the next step.
● Neglected Comforts: If you do not fill in a Comfort—for instance,
you haven’t identified a home for your character, or their place of
work, or all their living family—that does not mean that they don’t
have a home, a job, or a family, just that your character has no par-
ticularly feeling from these and derives no Comfort from them.
PAGE 32
NEW FIGHTER CREATION
Person
It is common for a fighter to seek comfort in the
people closest to them. The oldest Comforts in a
fighter’s life are probably these people. The entry for a
Person must include a name, Year met, and a defin-
ition of the relationship.
PAGE 33
EXAMPLE PEOPLE
Family q Parent / Grandparent
q Romantic Partner / Lover / Spouse
q Sibling / Cousin
Martial World q Criminal Martial Clan (like a Triad)
q Cult or Religious Order of Martial Artists
q Official Martial Arts Organisation
q Secret Society of Martial Artists
q Underground Gambling Fight Ring
New Hope City q Culture & Language
q Community (like a Tong)
q Gang
q Organised Crime (like the Mafia, or Yakuza)
q Snitch / Gossip Contact
Professional q Colleague from Day Job
q Government / Military Contact
q Professional (Doctor / Lawyer / Police)
Teacher / q Coach q Manager
Student q Master q Promoter
q Rival q School
q Student(s) q Teacher
q Trainer
Types of People
You can invent the character if you like, with scant detail, but most Per-
son entries for Comforts are chosen from NPCs met in the game.
Example Relationships
Like the name of the entry itself the relationship to this Comfort could
be broad or specific depending on your understanding of the Person.
PAGE 34
NEW FIGHTER CREATION
Example PC
Okay, obviously my Person
is going to be Jet’s dad...
PERSON
uhhh—“Pop” Palermo. Name Y. Met Relationship
Since I want Pop to be a
tough old guy we’ll say he’s q “Pop” Palermo ’65, Teacher
Jet’s Martial Arts Teacher
as well. I hope it’s okay if q
Pop just knows tough-old-
q
guy fighting or something
because I can’t imagine him q
kickboxing, and I want Jet
to be a kickboxer, because q
that was pretty popular in
’80s Martial Arts movies, and q
I see Jet as a shameless ’80s
homage.
PAGE 35
Victory Lunch, 1954. Tom Dukes (25), Mayor Marion Hill (40), Elaine “The Attacker”
Hill (23), and Yumi “Street” Notaro (24) sat in Reeva’s Diner “The Hurley Street Bar
and Grill” in Old Town after a hard-worn battle rescuing Elaine Hill from the Battery
where she was captured by the Grease Fire Gang and her ex-boyfriend, Ambros
“Greaser” Brown. Last night was what it meant to be young.
Place
This is where your character wants to be. For character creation choose
one Place that exists within New Hope City where your PC will seek
Comfort. You must share this Place with at least one other PC, although
the relationships you have with that Place can be different. To choose a
Place you can:
PAGE 36
NEW FIGHTER CREATION
EXAMPLE PLACES
Gym q Boxing Gym (P) School q Above a Store
q Kickboxing Gym (K) q Back Room
q Swimming Pool (K) q Basement
q Workout Gym (!) q Store-front
q Wrestling Gym (G) q Temple
Private q Apartment Work q Bar / Pub
Space q Backyard q Construction Site
q Basement q Dock
q Garage q Factory
q Rooftop q Junk-yard
Public q Back Alley q Nightclub
Space q Nature Park q Office
q Parking Garage q Restaurant / Diner
q Parking Lot q Military Base
q Sidewalk q Store / Shop
Types of Places
A Place must be more specific than a District.
Examples of Relationships
You are free to define your relationship to the Place as makes sense to
your use of it, with a few exceptions.
For example, Owner, Hangout, Tourist, Worker, Where I was born, Home-
town, Girlfriend’s House.
Example PC
What’s some Place kinda
PLACE
dorky, super ’80s, and there’s Name Y. Met Relationship
still fights sometimes? I
don’t want to just go with a q Castle Arcade ’82, Stage
bar. Maybe a pool hall? How
about...an arcade? We’re not q
into the early-’90s arcade
explosion, but they’re still q
fun places that don’t really
survive the 20th century, so,
q
let’s have that as his main
q
haunt. Maybe he can work
there, too? Regardless, I q
want it for his “Stage” so
people know where Jet is. q
PAGE 38
NEW FIGHTER CREATION
Road to Nowhere, 1993. There was no easy way out for Mariana “Peaches” Lee
Ray (22) after her defeat by Janelle “Turbo” Jones in the underground kickboxing
competition Dragon Attack, so Peaches worked out her feelings speeding her
sportscar down the Neon Strip at night, waiting for her wounds to heal.
Thing
This is an object, big or small, that your PC holds dear.
Unlike the other Comforts, a Thing is kept to the indi-
vidual and not shared with another PC. It is unique to
your character.
Types of Things
The categories of Things are strictly defined.
PAGE 39
For example, a fancy hat, a baby duck, a knife, a photograph of an old
lover, or a Dome Zero concept car.
Note that a Weapon is a prized possession and can be a Thing, but the
value you place in it as a Comfort is not indicative of its use in a fight.
You cannot use a Weapon’s Comfort for Moves Versus Moves conflict
resolution, only for By the Numbers. To Train in the Weapon to be able
to make use of it in combat, see page 198.
Examples of Relationships
Descriptions of relationships do not vary much among Things when
we’re talking about physical objects.
For example, you need an alcoholic drink to feed your addiction to drink.
It’s pretty easy for the GM to place an addiction Under Threat, they just say
you’re out of booze.
Day Job / Means: This is your place of work, your income, and your
status with the company. Your relationships to this Comfort is depend-
ent on its value. This is covered extensively in the By the Numbers
conflict resolution on page 86.
Fame: It may be an intangible Thing but fame holds sway over lives. It
can impress people and get you into parties, maybe. We’ll call you.
Wealth: Unlike a day job, wealth is just a briefcase full of cash, or money
in the bank. But money talks.
PAGE 40
NEW FIGHTER CREATION
EXAMPLE THINGS
Addiction* q Drinking
q Drugs
q Gambling
q Sex There are no
q Smoking mechanical
advantages
Day Job / Means q Blue Collar to having a
q Criminal collection of
something
q M.A. Instructor over having a
q Military unique Thing.
q White Collar
Token or Trinket q Jewellery
q Medallion or Amulet
q Photograph
q Scarf or Handkerchief
q Vehicle
Wealth / Fame q Fame
q Wealth
Weapon q Antique Sword
q Heirloom Pistol
q Old Knife
Example PC
If I leave Castle Arcade as
just a Place then it’s just THING
somewhere I go. I’d much Name Y. Met Relationship
rather Jet be more heavily
involved with the Castle Ar- q Janitor at Arcade’85, Job /Means
cade, so let’s have him work
there, too, as his day job. I q
add “Janitor at the Arcade”
as his Thing. Is this overkill? q
Probably. It also means that
if one is Under Threat then q
the other one probably is,
too, so it’s risky, but I’ll get q
to pick two more Comforts
q
after this, and I’ll just make
sure the next Thing is more q
versatile.
PAGE 41
Remaining Comforts
Now that there is one Comfort for each of Person, Place, and Thing,
choose two more Comforts of any kind for a total
of five.
Example Character
Let’s return to building our guy...
PLACE
’40s, and Howard D. Irwin was
a PC, a boxer and novelist, who
wrote pulp novels for his Com-
fort and the GM made him name Name Y. Met Relationship
them every time he did.
q Castle Arcade Stage
Now it’s time to distribute Jet’s
age in Points (24 / 2, rounded q
up = 12) between Comforts and
Moves. Pop is a big deal, so he’ll q
get 3, and Jet loves the Castle
THING
Arcade, so let’s give it a 2, but he
only kind of likes working there,
so that gets a 1. That’s all I really
want to spend on Comforts... Name Y. Met Relationship
although, it leaves nothing for
my novel...ugh. Okay, I guess I’ll q Janitor at the Arcade Job/Means
put 1 in the novel, totalling 8,
and have only 4 Points leftover q Paperback Novel Prized
for my Moves. I hope that’ll be
enough to survive.
q
PAGE 42
NEW FIGHTER CREATION
Not Comforts
Anything else that is neither a Person, Place or Thing,
or an identified exception—day job, fame, and vice
being the key ones—cannot be chosen as a Comfort.
To a martial artist, there is no Comfort in knowledge.
Routine is not a Comfort, only a stalling tactic. Habits
are a superstition, and make you weak and predict-
able. A fighter gains no Comfort from military training,
a love of art, nor other nebulous concepts. Comfort
can only be derived from the concrete.
Power Ga
ming Com
ment and forts: If yo
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PAGE 43
NEW FIGHTER CREATION
Moves
Each PC’s ability to fight is defined by the same five
Moves: Grapple, Punch, Kick, Block, and Footwork.
The aggressive Moves (Grapple, Punch, and Kick) break
City Within
down into two components: Technique and Force. a City, 1910.
(Opposing
Technique: The higher the Technique is, the more Page). Even
the Go Tea
likely the blow is to land. The Technique for all Moves Shop was
of a New Fighter in this game is 0, which means martial not safe
when the
competence. You will increase this with Training later. Tong wars
raged. Dur-
Force: The greater the Force of a Move, the more ing this time
Master Bao
damage it will do when it Hits. For a new PC, Force in (47), veteran
each Move is 1, but is also affected by their Build. of such
conflicts,
●
over from
If you are any other Build, you start with 1 Force her father
to lead the
in each Move. That’s a normal Hit for the un- Chinese
armed attack of a martial artist. Benevolent
Association.
Points: Now you get to spend half of your character’s
age in Points, rounded up, on improving some of your
PC’s Techniques and Comforts. You aren’t required
to put a Point in every Move and Comfort you have.
Note that by increasing a Move’s Technique you also
increase the Virtue associated with that Move. (A good
Puncher has more Heart.) The value of your Tech-
niques, Virtues and Comforts will be used for By the
Numbers conflict resolution.
PAGE 45
GRAPPLE Example
Technique Character
Let’s return to build-
STRENGTH
PUNCH
Technique
Force
HEART
n
q qq Originally, I planned to roughly divide Jet’s Points
into two piles, figuring he’s a caring dude as much
Weapon Outnum. Improv. Guns
as he’s scrappy, but then I ended up putting 8 of
Slash Rush Throw Shoot
them in his Comforts, leaving only 4. Maybe he just
CHALLENGES
1 Easy for a marital artist to do
Name
By going through the character creation process to
this point you may now have a good idea of your PC’s
name. This can be whatever you like, within theme,
from a mundane name from your daily life like “Dave
Jones” to a brief embodiment of your identity in the
Martial World, like “Dragon”, or “Skeleton Secretary”.
PAGE 47
5. Training Regime
In this last step, you construct the chart for your character’s Training
Regime. You will use this chart during each Training segment where
your fighter can improve their skills.
● Body: Refer to your Build for the Move you get to Train and in-
crease by virtue of your body. If there are multiple choices for your
Build, you must pick only one.
● Martial Art: Refer to your Martial Art for “main” Move you get to
choose as an extension of your practice and understanding of the
art. If you have no Martial Art yet, use street fighting and pick any
one Move for now.
● Stage: If your PC has a Stage (a Place where you are able to Train
and receive challenges) then mark the Move you can Train there.
Your GM will tell you what Move it is given the Stage’s nature.
- If the Comfort is valued at 3 or more, you will gain additional bo-
nuses to Moves that you can Train at the Stage during Training.
● Teacher: If you have a Teacher (or a coach, trainer, sifu, or anyone
else who trains you) then mark the Move you can Train from the
Teacher. The GM will tell what this Move is.
- If the Comfort is valued at 3 or more, you will gain additional
bonuses to Moves that you can Train with that Teacher during a
Training segment where they are present.
BUILD MOVE
Build Training Move Max Force
Small Footwork qq,qq,q
Thin q Footwork q Kick qq,qq,qq
Medium Build q Grapple q Punch q Kick qqq,qq,qq
Muscular / Tall q Grapple q Block qqq,qqq,qq
Huge Block qqq,qqq,qqq
STAGE MOVES
Stage Training Move Examples
Gym q Grapple Boxing Gym (P), Kickboxing Gym
q Punch q Kick (K), Swimming Pool (K), Workout
Gym (!), Wrestling Gym (G)
Private q Footwork Apartment, Backyard, Basement,
q Block Garage, Rooftop
Public Weapons Back Alley, Nature Park, Parking
Lot, Sidewalk, Train Tracks
School q Footwork Above a Store, Back Room,
q Block Basement, In Public View, Temple
Work Force Bar / Pub, Construction Site,
Diner, Dock, Factory, Junk-yard,
Military Base, Nightclub, Office,
Restaurant, Store / Shop
PAGE 49
Totalling the Chart
Total the rows for each Move in the Total column. This represents the
total number of Technique you could advance during a Training seg-
ment if all necessary conditions are met. (For instance, you are able to
be at your Stage and/or your Teacher is present.)
For example, if your Martial Art has you Train in Punch, and your Teacher
has you Train your Punch, and your Stage has you Train in Punch, then
you could use a Training segment to Train in Punching of +3 for the first
Training Point spent, increasing your Punch Technique by 4 for only 1
Point. (You do not gain this bonus for every Point spent, just the first.
So, if in this example you instead spend 3 Points to increase your Punch
Technique, it would advance by a total of 6.)
● The Stage column increases with more value put into that Comfort.
More options become available to you with Training as you realise
your space better. Force Training (hitting harder through strength
training or endurance training) is a common option here. Find the
Stages on page 226.
● The Teacher column increases when you have more Comfort in-
vested in your Teacher. See the Teachers section on page 208.
● Some Martial Arts teach the use of Weapons, but you must get that
knowledge from a Teacher—and you still need to find this Weapon.
For more on combat with Weapons see 192.
c-
hara
y o ur c here’s
You only get a bonus for the first On heet t
Point spent? Yeah. That may seem ter s bbell
m
stingy, but remember that the a du e Com-
h
o t ease
n
conflict resolution scale only goes up bol r
sym you inc ur
to 12. You’re free to exceed 12, but at that point
h a t , if and yo s.
st xp ion
you’re just trying to outdo each other, or prepare fort , will e me opt
i
in paranoia for a fight that may never come them ing Reg e this:
n ik
because there’s always someone tougher. Trai looks l
It
PAGE 50
NEW FIGHTER CREATION
Before the first Year when play begins, your PC may al-
ready have been active in the Martial Arts. The differ-
ence is now something has forced them to take hold
of every moment, and trapped them in the burning
determination to stake their claim, even up the score,
and fight. Perhaps this moment went unnoticed,
perhaps it was a small challenge, but now—maybe
even against their better judgment, even if the passion
will slowly burn over years—it is time to fight, fight,
and keep on fighting, fight for martial justice, fight to
prove yourself, or maybe just fight...to survive.
Example Character
Let’s return one last time to our guy...
TRAINING REGIME
Last thing—the fiddly bits.
What are our Training seg-
ments going to look like? As a
kickboxer I get Kick in my M.A. Build M. A. Stage Teacher Total+
column, that’s obvious. For my
Medium Build I have a pretty
G +
broad choice between Grapple,
Punch, or Kick. Let’s go for Kick
P +
again and double-up, there. For K +
my Stage I argued my GM that
playing all those arcade ma- B +
chines should give me a boost
to Grapple...from wrestling F +
with the joysticks? I’m amazed
she let me. Finally, since my W
Teacher (dad) is at 3, that
means he gives me not only W
Footwork, but Punch, too! q Choice Study q Force Training q Meditation
PAGE 51
q Special Move q Weapons
Summary of New Fighter Character Creation
1. APPEARANCE
- Build: Must have a different Build for each PC in the group.
- Then, choose a Distinctive Feature from your Build.
- Age and D.O.B.: The GM will state the Year that play begins.
- Pick a gender and a pronoun for your PC, as you like.
- Dress: The clothes you typically wear. They can be changed.
2. ORIGIN
- District: Pick a home territory for your PC within New Hope City.
- Heritage: May inform languages known, if you list it as a Comfort.
- Martial Art: Pick a Martial Art, if desired. There are a few provided.
- If not, your Martial Art is, by default, “Street Fighting”.
3. COMFORTS
- Categories: Choose one each of a Person, Place, and Thing.
- Suggest: Teacher, rival, or Student for People, and school, or work
for Places. You may want to identify one Place as a Stage.
- Connections: One Comfort of a Person and one of a Place must be
shared with another PC at the table.
- Then choose two more Comforts of any kind for a total of five.
4. NUMBERS & CHECKBOXES
- Moves: Determine each Move’s Force by Build.
- Then take half the PC’s age in Points to distribute into any Tech-
niques and Comforts. Not all of them must have a value.
- Checkboxes: Destroy checkboxes in Health or Hardship by age.
- Name: Give the PC a name.
5. TRAINING REGIME
- Build: The PC’s Build determines the Move under this column.
- MA: The Martial Art chosen determines the Move under the MA column.
- Street fighting does not get a consistent Move listed, it changes
each Training segment.
- Stage: If you have a Stage, its Visiting Move goes here.
- Add a new Move to the Stage column of the Training Regime
when the value of its associated Comfort equals 3, 5, 8, or 12.
- Teach: If you have a Teacher, their Visiting Move goes here.
- Add a new Move to the Teach column of the Training Regime
when the value of its associated Comfort equals 3, 5, 8, or 12.
- Total: Add together the values by row to populate the Total column.
That is the bonus you get to a Technique to Train when you spend
your first Training Point on each Move in the Training sequence.
PAGE 52
1. Appearance
NEW FIGHTER CREATION CHEAT SHEET
Build q Small q Thin q Medium Build q Muscular / Tall q Huge
Train: Footwork Train: F or K Train: G, P, or K Train: G or B Train: Block
Force: 1, 1, 1 Force: 1, 1, 1 Force: 1, 1, 1 Force: 2, 1, 1 Force: 2, 2, 1
Max Force: 2, 2, 1 Max Force: 2, 2, 2 Max Force: 3, 2, 2 Max Force: 3, 3, 2 Max Force: 3, 3, 3
D. Feature Bare Muscles Long Hair Eye-patch Tattoo Fat Belly
Wrist-bands Jean Jacket Hand-wraps Wild Hair Scar(s)
Earring(s) Hat Headband Sunglasses Leather Jacket
Age q Teens q 20s q 30s q 40s q 50s
Recommend Start Recommend Start Destroy 1 Checkbox Destroy 3 Checkboxes Destroy 5 Checkboxes
Dress q Cultural Attire q Fancy Dress q Martial Arts Uniform q Professional Wear q Street Clothes
2. Origin
District q The Battery q Beat Town q C-Com Industrial q Chinatown q The Docks
q The Neon Strip q Parkside q Read Island q The Richmond q Woodside
Heritage q African q Asian q Australian q European q South American
Martial Art q Wrestling q Boxing q Kickboxing q Karate q Kung Fu
3. Comforts
Person q Family / Friend q Martial World q New Hope City q Professional q Teacher / Student
Place q Gym q Private q Public q School q Work
Thing q Addiction q Day Job / Means q Token / Trinket q Wealth / Fame q Weapon
RULES SUMMARY
PAGE 53
SUCCESSORS
This generation, with fire in our hearts—ready
for the fight, but not ready to lose.
No, never ready to lose...
C
ombat is a lethal game. An individual fighter
is not meant to last long. If your character
doesn’t die in a fight, they will likely reach
a point where they are too old, too phys-
ically injured, or have incurred too much Hardship,
to continue in this lifestyle. Luckily, your character
can continue on, in a way, by naming a Successor to
their martial heritage, their goals, their memory, and
perhaps to continue in a quest for vengeance on their
behalf. A Successor has the potential to be stronger
for their age than their master was.
PAGE 54
SUCCESSOR CREATION
QP Touch Gloves
No Successor
If your fighter dies or retires without a Successor, you
create an entirely new PC, using the character creation
process for a New Fighter.
Finding a Successor
You can find and appoint a Successor in-play, or
develop them as a new character and give them to the
GM to act as a NPC until it is time to transfer owner-
ship of the new character into your hands, or invent
one the point at which your PC dies or is otherwise
lost to you. There may be some overlap from when
you develop your Successor to when it is a good time
to pass the baton, during which time the Successor
could even die!
PAGE 55
Candidates for a Successor
Prime candidates include most entries for a Person listed under Com-
forts—your daughter, Student, or adopted son, but potentially any
other character you have met in the course of the game, or could work
into the game, could be named Successor. The Successor must be
listed in your PC’s Comforts. However, a Successor does not need to be
a Student of the fighter. Technically they could never even have met.
For example, when King Kane, proprietor of the Neon Strip’s Golden
Goose Casino, decided to hang up his hat in the fight game in 1953
after years of conflict, his Successor was someone inspired by King
Kane’s Fame (a Comfort under Things) from the fight movies he filmed
in the ’40s. Effectively, a stranger rose up to continue the legacy that
King Kane abandoned.
Successor Creation
Differences from New Fighters
● Build: Can be any you like, even if there is already a PC with that
Build in the group. Choose a Distinctive Feature based on your
Build. Then, also circle the Distinctive Feature of your predecessor,
as you have adopted their eccentricities.
● Age: Must be determined by the predecessor’s records of how old
the Successor should be.
● District: Where in New Hope City the Successor comes from prob-
ably matches their familial lineage (where their parents are from)
and does not need to have anything to do with who the previous
fighter in their martial lineage was.
● Heritage: The Successor should look again to their familial lineage
to determine this.
● Moves: The Points for Techniques and Comforts a Successor gets
are still equal to 1/2 their age, rounded up. Unlike for New Fighters,
a Move’s Force can be trained up to the second checkbox for any
Move at the cost of 3 Points.
PAGE 56
SUCCESSOR CREATION
PAGE 57
Inheritance
Depending how the Successor becomes the player’s PC determines a
lot about them. There are three circumstances:
PAGE 58
SUCCESSOR CREATION
PAGE 59
CONFLICT
RESOLUTION
T
here is no greater dare than your life on the
line. Just wait until the going gets tough,
that’s when you come alive. That’s when
there’s nothing left to do but swing. At heart
you’re a fighter, and perhaps that’s all you’ll ever be.
Perhaps that’s enough, at moments like now. You know
the moves. And you’ll be the one standing. And they’ll
be the one on their face. No one’s going to stop you so
long as you dare—dare! That’s got to be enough.
PAGE 60
Shojiro Jibiki, founder of the International
Federation of Kenshokai Goju-ryu Karate-Do.
CONFLICT
OVERVIEW
The most deadly weapon is your
imagination...
E
ach game of Fight to Survive has the same
structure. The GM will present an event that
starts the Year, and most of the game time
is spent responding to that event, and the
events that follow it. The game progresses in free
role-playing until a moment of uncertainty arrives
over what should happen next, in which case play
escalates to formal conflict resolution mechanics. A
few questions will need to be answered first.
PAGE 63
Resolution Responsibility
(Whose job is it?)
Each player in Fight to Survive controls one, and only one, player char-
acter (PC, sometimes referred to as a “fighter” in this text) at a time.
You, the player,
are solely respon-
sible for communi- “And I’ll be havin’ a long
cating the actions talk with anybody who bet
and feelings of against me!”
your PC. — The kilted Ian MacGalligar,
before entering the ring, 1902
The responsibility
(or opportunity) to
resolve conflicts is often obvious in the course of play. The PC who gets
to resolve a given in-game situation is usually the one whose player vol-
unteers to do so. At other times, the GM must determine what PC or PCs
will be responsible for resolving the conflict presented. This responsib-
ility may fall on an individual PC, many PCs in the group, or the entire
group, depending on the circumstances. The GM determines this ratio,
but players’ plans influence it greatly. When a challenging situation
arises in-game it could be that:
PAGE 64
CONFLICT OVERVIEW
Individual Events
Usually, each PC (or most PCs) will be doing some-
thing a little different from each other on their turn.
When that is the case, the GM will resolve each of the
situations individually by the order of the Build of each
character, from the smallest PC first (as the fastest) to
the biggest PC last (as the slowest). See page 66 for
more on Turn Order.
Championed Events
There are other cases where one PC can “champion”
the situation for all PCs.
Group-Wide Events
In some cases, most or all PCs will face the same chal-
lenge at the same time.
In that case one PC could not champion the rest and act
to save others; it would be every PC for themselves.
Combined Events
Most of the time a cycle of turns will feature a combin-
ation of the above situations. It may be that one PC
champions a situation, another does something on
their own, and a few are separated. The structure of
the Turn Order is how this is all sorted out.
PAGE 65
Turn Order
(Who goes when?)
Each PC gets a chance to do something (a turn) unless they are
prevented from doing so by in-game circumstances, such as being
Knocked Out or having an emotional breakdown. A PC does not get
another turn until all other PCs in the playgroup have had one. Then,
the cycle of turns repeats.
Length of a Turn
How long a given turn takes and how much a given PC can do within
that time can be anywhere from the time needed to exchange a few
punches on up to a whole in-game calendar Year. The lens of time may
be constantly shifting one cycle of turns to their next, and back again.
Certain rules prevail, however.
PAGE 66
CONFLICT OVERVIEW
HP
Two
Against
the
World
Two Against the World, 1940. The Blood Gang—excommunicated members of the
Triad group Mountain Sect—took advantage of the second Sino-Japanese War to
run drugs into New Hope City until Lai Leung “The Golden Dragon” (23) of the Under
Heaven Society took them down with the aid of her friend Moxie Wellingston (36).
W
hen the going gets tough, when
push comes to shove, that’s when
you get to see what a fighter is
Expectations: When
there’s a conflict or really made of, and take their
a task to resolve, it measure. In Fight to Survive that measure is
often comes down to
an issue of num- represented by the game coming down to its
bers, and uses this
numbers.
method.
Resolving Conflict
In any competition where the outcome is uncertain,
numbers are compared—either to the opponent’s
relevant numbers, with the highest number winning,
or to the “Challenge” tiers, where only meeting the
number signified on the tier is necessary for success.
Challenges
To represent the distinction of what is possible in
the game and what is required to accomplish it, a set
numbered steps called Challenges are used.
CHALLENGES
1 Easy for a marital artist to do
● If the PC’s score is less than the Challenge, then PC will fail in
their action and suffer whatever predetermined consequences.
Often this just means incurring +1 Hardship.
● If it is equal to or greater than the Challenge, they succeed,
roughly speaking, as intended.
● If they opposed another PC or an NPC and the results tied, then,
if the outcome was mutually exclusive, both sides lose. If not,
then both sides (somehow) achieve their goals, although prob-
ably in a dissatisfying way.
PAGE 72
BY THE NUMBERS
●
players are doing
+3 Hard Knocks if they perform 2 tiers beyond well enough,
they’ve effect-
what was necessary.
●
ively raised their
+5 Hard Knocks if it was 3 tiers needlessly better. own difficulty
Technique Resolution
Martial Arts in Fight to Survive are expressed by five
tenets, the Moves: Grapple, Punch, Kick, Block,
and Footwork. Their primary use is in combat—
circumstances that are explored in detail in the next
section, Moves Versus Moves.
PHYSICAL ARTS
Grapple Catching an object, climbing, gripping
VIRTUES
Techniques & Virtues
Grapple Strength
Punch Heart
Kick Flash
Block Scheme
Footwork Evade
Strength
This may be strength of
Sumo Strength muscles but also inner
strength, focus of will,
and resistance to temp-
tation of things self-de-
Sumo Strength, 1927. The jocular structive. Strength is also
geriatric sumo wrestler Fuma “Thunder”
Matsudo (65) was possessed of surprising used for intimidation.
strength, and would routinely best New
Hope City martial mainstays like karateka For example, the group has
Sojiro Tanaka (42) before thanking them
for such a joyful time, and wandering off, captured someone who
laughing, in search of a cup of tea. broke into a PC’s apartment.
Torture is a wholly inappro-
priate activity for PCs, even if
PAGE 74
BY THE NUMBERS
Heart
Passion, courage, and
inspiring others. Hearts
on fire. Proving your
determination, and
communicating your sin-
cerity and truth. Seeing
the truth in others, and
knowing their fighting
spirit. Heart is also used
for matters of love.
PAGE 76
BY THE NUMBERS
Scheme
Sometimes the present situation offers no tools to
solve the dilemma at hand, and if there was going to
be a solution it should have already been set up. Good
thing this was part of your clever scheme all along!
Use Scheme to retroactively change minor (though
impacting) details in the
situation.
PAGE 77
Evade
This Virtue is used to evade questions, responsibil-
ities, emotional commitments, and accountability—to
a point. You could also dance. This Virtue hews close-
ly to its raw physical Technique, Footwork, because
not being where you would get hit—physically, or
emotionally—is such a key part of survival.
CRIMINAL ARTS
Grapple / Strength Steal, pick-pocket, or yank
PAGE 79
Knife Work, 1955. Showboat street fighter Tom Dukes (26) successfully plied
his knife skills defending the Hurley St. Bar & Grill (better known locally in the
Richmond as “Reeva’s Diner”) from an attack by the Wildcards gang, who were
looking to expand their territory south from Beat Town.
Resolution by Comforts
The Comforts of a PC can be employed to resolve conflicts on their behalf.
People
NPCs can act on your PC’s behalf if there is enough value put into them
to be successfully compared against the tiers of Challenges.
For example, the fighter called Black Crow needs to be at the Bird Nest
laundromat keeping watch because he got a hot tip the Red Dragon
Fighting Society would raid it tonight. So, Black Crow uses their Comfort
of a Person, Otto the neighbourhood kid, and gets Otto to wait on the
opposite rooftop and signal with a hand mirror when the Red Dragon
Fighting Society starts coming down the street. Thank you, Otto!
PAGE 80
BY THE NUMBERS
5 Kill For: Who you love, and would kill to save you.
8 Die For: Give up their life to protect you, and you them.
5 Local Landmark: Will never give up on, will maintain and save if
troubled. Know secrets about it few people know.
12 Devote Your Life To: Must serve, protect, maintain it and see it
through the years with your companionship.
Places are Familiar: Whatever Place you have listed as a Comfort, you
know it well. You know all the secrets the location has to offer, all the
boards that creak, and where the hidden stuff is stored.
For example, the Golden Goose Casino is a Place of show wrestler Morticia
Barrage. Cops have come to raid the casino, and Morticia has to book it to
the safe-room. It’s a chase, but Morticia has no Technique in Footwork, so
she cites her Place of the Golden Goose, saying that she knows the layout
well and walks it daily. Surely she can be faster on familiar territory!
PAGE 82
BY THE NUMBERS
The Bright
Risk of Rifts: If you employ a Place in such a way that and the
Dreary, 1928.
reasonably jeopardizes its state, the Comfort gains a Rift. New Hope City
was an early
For example, local brawler Tom Dukes is steering clear adopter of
electric neon
of the Hurley Street Bar & Grill after he trashed the place
lights, which
during a showdown with the Wildcards greaser gang. kept the city
awake until
The large front window was smashed, and now poor the wee hours
Reeva, the owner, is ticked. “Do you know how much of the ’20s,
spawning an
curved glass costs?!” The Place has a Rift. Tom can’t go active night
back there until he can make things right with Reeva. culture and
encouraging
the back-alley
Things fights and
Your PC can use any of the Things that are important to martial arts
rivalries that
them to resolve conflict against Challenges. Anything would come to
you list as a Comfort under Things, so long as it is rea- dominate the
20th century.
sonable to carry on your person, your PC has on them
PAGE 83
at all times. If it is not reasonable for that to be the case—like a piano or a
horse—then you get to determine where it is stored. The value put into a
Thing also determines the PC’s feelings towards it.
Things as Skills: Things are the closest that Fight to Survive gets to a
“skills” mechanic. Having a car means you have the skill to drive it about
as well as the value you have in it. Having lock-picks means you know how
For example, Big Mar O’Rourke has a bright orange trucker hat. A flash-
bomb goes off in front of Big Mar, and so he employs his Comfort of Hat
against the Challenge of pulling the brim down over his eyes to avoid
being blinded. Okay!
Things as Means: Fight to Survive does not have players tracking the
dollars and cents in their wallets, not the least of which because keep-
ing track of currency inflation as the 20th century advances would be
cumbersome to play. So, one Comfort of a Thing is singled out as a PC’s
day job—a representation of their available income, physical resources,
and their standing in their profession.
PAGE 84
BY THE NUMBERS
BUYING
1 Ordinary things are not difficult for you to get.
PAGE 85
Things as a Job: The Thing of Job/Means also signifies a PC’s profes-
sional standing, representing the clout, influence, and control they
have within their profession and by extension their influence on others,
and also what items from their profession they probably have on their
person without the retroactive use of the Virtue of Scheme.
EMPLOYMENT
1 Just Work There. You are known and generally liked at your
workplace, but have no special privileges there.
3 Got the Keys. You are secure enough in your position that you
may use work as your Stage.
5 Bad Work-Life Balance. You may have any hand held object
on your person that is from your work location (wrench, paper,
knife, camera, so on).
PAGE 86
BY THE NUMBERS
Special Training
There are other numbers in the game that get tracked
on a PC’s character sheet, notably the Training score
for Weapons training and the score for other special
Training methods invented by the GM as necessary.
These can also be used for conflict resolution By
the Numbers, and their number compared with the
Challenges to determine outcomes.
PAGE 87
Life is Unfair
If the situation dictates that the PC succeeds in their
The Lost task in a way that the GM indeed communicated all
City, 1949.
(Opposing available information but the matter did not con-
Page) From a clude in a way satisfying to the player’s intent, their
combination
of economic PC gains +1 Revenge.
and social
pressures the For example, the group of PC fighters has been invited
Battery was
perhaps the to a celebratory dinner by local Triad boss Warrior
most violent Guan of the Mountain Sect in thanks for a task the
district in
the city, but PCs undertook earlier in the Year. Warrior Guan offers
throughout them all a drink of “ancient wine”. To refuse would be
the ’40s to the
’80s one of impolite, so each PC (unless they try to Evade it some-
its land-
how) tests their Strength to stomach the ancient wine.
marks, The
Crowbar, was Those who fail pass out early in the night of drinking.
a safe-haven
for some. The
Those who remain please Warrior Guan, who then
friendship brings out his “magic wine”, which (unknown to the
between
fighters Am- PCs) is outright Poison, designed to test the mettle of
bros “Greas- true warriors—those who survive it he will offer to join
er” Brown
(29), Big Mar the Mountain Sect. The PCs can’t reasonably know this
O’Rourke until afterwards because it is quite literally a deception
(31), and Red
Norton (37) on the part of an ally with deadly stakes where he feels
ensured it
was the best
he’s doing the right thing. PCs who stomach the drink
protected gay are Poisoned, and quite rightly deserve a +1 Revenge,
nightspot in
the city. because mechanically they were punished for success,
even if narratively it has a logical consistency.
PAGE 88
Summary of By the Numbers
A. TURN ORDER: Follows Build from smallest to biggest.
4. Tier Shifts: Based on the PC, the GM may shift the Challenge one tier.
PAGE 90
RULES SUMMARY
12 Live For: Would trek Devote Your Life To: Value Above Life:
across the world Must serve, protect, The cornerstone of
to rescue you, not maintain and it and your identify.
knowing if you are see it through the
alive or dead. years with your com-
panionship.
PAGE 91
MOVES
VERSUS
MOVES
There’s always someone tougher
I
f reputation has failed, if talk has failed, all that re-
mains is violence. The conflict resolution method
outlined here applies to all situations of personal
physical violence in Fight to Survive, including
one-on-one combat, one against many, or many
against many fights, armed and unarmed.
Rounds
Combat is divided into Rounds. Each Round is a set of
Moves exchanged between fighters. Rounds follow a
standard set of events, in order:
PAGE 93
The First Swing
Sometimes before the fight even begins, a fighter can sneak in one
extra Move, forcing their opponent to respond. The First Swing is
where the Aggressor gets an extra Move. Any surprise attack quali-
fies as a First Swing, including misdirection.
When to Apply the First Swing: Situations where The First Swing is
permissible include:
1. When one fighter wants to fight and the other one does not.
For example, Fighter A is in a bar, fuelled with anger towards Fighter
B. Fighter A wants to get into a fight but Fighter B does not. Fighter
B is hoping the fight will not happen, effectively conceding The First
Swing to Fighter A.
2. When one fighter is completely unaware of the other.
For example, Fighter A is walking home and Fighter B is hiding
behind some boxes. Fighter B jumps out and throws The First Swing
before Fighter A is aware there is a conflict.
3. When violence is uncertain.
For example, when two fighters are making angry threats towards
PAGE 94
MOVES VERSUS MOVES
se two
c o n c ile the uals,
: Re n eq
sophy etwee is at
rtia l Philo In a fight b first move
M a
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a disa f The First ttack assu . That’s
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PAGE 95
Posturing
When opposing fighters know there is battle upon them, the GM will ask
the player of each fighter involved to pick their Moves for the Round,
usually three each.
● Strike a Pose: The time you spend coming up with the Moves
for the Round is equivalent to the fighter’s time spent stretching,
posturing, and preparing for the coming exchange.
● Moves are Options: The Moves you pick are not your fighter’s
combat sequence for the Round. The Moves can be issued
during the Exchange of Blows in any order in response to your
opponent’s Moves.
● Number of Moves: There are circumstances where you may
have more or fewer than three Moves available to you in a
Round, such as with The First Swing (or other Troubles) or if
you are Outnumbered. The GM will inform you of these circum-
stances before Posturing begins. Most of the time, however,
you’re getting three Moves for the Round.
● Moves are Secret: It’s important that players do not know the
choice of Moves made by their opponents beforehand.
● Vs. Non Martial Artists: A martial artist has an advantage against
any opponent untrained in the Martial Arts. Any NPC with no
Martial Arts knowledge and no aptitude for it (this precludes
those practicing street fighting) is considered to have only a
single Move for a Round.
Opening Move
The first Move issued in an Exchange of Blows is called the Opening
Move. Since one Move answers another it’s important to figure out
what Move is starting off the back-and-forth exchange. The side that
makes the Opening Move is the Aggressor, and the other side is the
Responder.
PAGE 96
MOVES VERSUS MOVES
PAGE 97
Exchange of Blows
Each Move is compared with their opponent’s Move, and the Versus
Chart relates the outcome.
Versus Chart
Re
G
G
r
so
sp
es
See the chart here for how
on
P
P
gr
de
Ag
Moves are related to each
K
r
B
other. The left side represents
F
F
the Aggressor—the one acting,
and the right-hand side represents
the Responder. Blank spaces rep-
resent a tie where Technique must
be compared to decide a winner of the
exchange. See Consequences on page 101
for more detail on what happens with each Move.
For example, your opponent issues a Punch, and you respond with
Block. Not only does your opponent miss, they have
to issue (and spend) their next Move as well. They
issue another Punch. Your first Move, Block, con-
tinues to be relevant, so you didn’t need to use your
second Move. Your Move “Stands”.
PAGE 98
MOVES VERSUS MOVES
Backalley Brawl, 1982. Famed Neon Strip wrestler Handlebars (32) faces
“Diamond” Mike (37) in a backalley fight. Diamond Mike was the perpetual
“palooka”—someone who comes out to fight and never wins, always losing,
always trying. Diamond Mike was not without skill, but his fight career was
ultimately doomed. In great contrast, the famed Neon Strip pro-wrestler
Handlebars was a superstar of the pro-wrestling world, but chose to moonlight in
backalley brawls for the rush of it. Fighting was never a fair game.
Technique
With the exchange of any two Moves that do not
trump each other automatically, the Technique of
each Move is compared to decide victory, with the
higher Technique value winning.
Force Force
FLASH
FLASH
n
q qq n
q qq
Weapon Outnum. Improv. Guns Weapon Outnum. Improv. Guns
Lunge Hit/Run Flail Spray Lunge Hit/Run Flail Spray
Further Ties: If the Moves are compared and their Technique is tied, or
there is no Technique for either Move, then:
Consequences
When a Move is issued, it has the intent of causing an
effect, usually to do damage. The three possible ef-
fects of a Move (be it in armed or unarmed combat) are
presented below, ordered from most desirable to the
least desirable outcome for the one issuing the Move:
Make a Hit
The purpose of Grapple, Punch, and Kick
is to do harm to the opponent. If success-
ful, then the proposed Move will impact
upon the opponent’s body, inflicting one
tick of damage (or more) to the opponent’s Fighting is Dangerous: In
Health. Damage can be increased with most Rounds of combat
nobody will make a Hit,
certain Training, with Weapons, and some but there will also come
a time when one fighter
other circumstances.
is completely unprepared
for the onslaught of
For example, your opponent another, when none of
has issued Footwork. You the three Moves written
down during posturing
issue a Punch, catching up are appropriate for the
exchange of blows, and
with their fancy movements
the fighter is going to get
and doing them bodily harm. seriously pummelled from
the Opening Move on. This
will happen. Try to make
sure it does not happen
to you.
PAGE 101
Render a Move Moot
Block and Footwork do not seek to do damage, but instead to nullify the
effect of an incoming damaging Move, rendering it harmless. If success-
ful, the offensive Move is no longer relevant, regardless of its Force.
If you respond to your opponent’s Move with a Move that will fail
according to the Versus Chart, it is a Bad Move. This is like your plan
backfiring and provide your opponent an opening.
PAGE 102
MOVES VERSUS MOVES
Taking a Hit
When a fighter is Hit they take a tick of damage
(or more than one tick) in a checkbox of a bracket of
Health. A fighter is Hit in either of two cases:
Bruised Beat Up Knocked Out Dying
HEALTH q q q q q q q q q q q q
PAGE 103
If one fighter is out of Moves, and the opponent has more Moves left,
those Moves keep coming until all Moves are exhausted. This may
result in a fighter getting hit three times (or more.)
This means that when you are Hit you must then make the choice to
stay in the fight longer and take more damage (putting the tick directly
right of one already filled) even to the point of grievous injury, or gam-
ble you can get away relatively unscathed (jumping up brackets).
PAGE 104
MOVES VERSUS MOVES
PAGE 105
Alternatives to Damage
Instead of doing damage on a Hit, a fighter may inflict a:
Trouble or “In Trouble”: At any time when you make a Hit you may
forgo direct damage and instead inflict a Trouble on your opponent. A
Trouble grants +1 Move for next Round during Posturing. Think of this
as setting up a circumstance for later.
For example, Fighter A has navigated their foe into a corner when they could
have made a Hit. The foe is now In Trouble. Fighter A will get an extra Move
next Round, starting Posturing with four Moves instead of three.
PAGE 106
MOVES VERSUS MOVES
Conditions of Victory
Slugging it Out,
1931. Street
fighting at the
The Round continues until all participating fighters’ Docks was a ca-
Moves are exhausted, or there’s a K.O., or death. reer for Chancy
“Boxcars”
Then the fighters break, even if only to stare at each Charles (52)
other for a brief moment. Fighters are encouraged to until a match
with Cynwym
reassess the situation at this time, and decide if they O’Rourke (47).
Both fighters
truly want to continue this pursuit of violence. Other-
were advanced
wise, Rounds continue to best 2/3, or with escalation in age, and the
fight was so pro-
to best 3/5, until victory is established, or until the tracted it ruined
fight is abandoned. them both.
O’Rourke would
The Winner be assassinated
two years later
To determine who wins in a Round (which is not during a protest
for worker’s
always an easy prospect) the winner is: rights, and
●
Charles would
Whatever side made a Hit. reportedly die
PAGE 107
Rights of Victory: The defeated fighter is not entirely at the victor’s
mercy. There is only time and opportunity for so much. Therefore, the
winner may choose one of the following options to enact upon the
losing side:
PAGE 108
MOVES VERSUS MOVES
The Loser
The fighter who received damage last, or who was the
one who instigated the conflict (usually the Aggressor)
but failed to do harm to their opponent, is the loser.
Beyond just accepting their loss, losers have essentially
two options:
best 3/5
the players that fights that are
GMs, please make it clear to ”, and clim acti c fights
for the “big bad
Rounds should ideally be left e alon g ever y few sessions
that only com
with the fighter’s bitter rival And,
frequent, then play will drag.
of play. If fights to best 3/5 are y figh t they lose they will
esca latin g ever
if players make a habit of ry and loss of
become unplayable from inju
find their fighter will quickly but it gets fighters
ender” is a lovely mantra,
Comfort. “No retreat, no surr cess or it will mea n the player is
not have a Suc
killed. If the character does . If that ’s what they
a new martial lineage
constantly ‘starting over’ with r exp ecta tion s.
want, that’s great, but...te mpe
PAGE 109
Summary of Moves Versus Moves
1. FIRST SWING: Aggressor issues one extra Move.
- Or, a Move can inflict a Setback or another Trouble.
2. POSTURING: Each side picks their Moves, usually three.
PC Circumstance Posturing Opp. Tech Opp. Force
vs. One 3 vs. 3 Move Move
One
sp
es
on
P
de
Ag
B
Lunge
- Moves are compared on the Versus Chart relative to each side’s role
as Aggressor or Responder.
PAGE 111
GROUP TECHNIQUE GROUP FORCE
1 Impaired / Small Group 1 Unintentional
DAMAGE
1 Normal unarmed martial artist’s Hit
PAGE 112
RULES SUMMARY
VICTORY: The loser of a fight is the one who was harmed, or who start-
ed it and failed to harm their opponent. In the case where both fighters
took damage in the Round, the last one to be Hit loses. The winner can
then inflict upon the loser their choice of penalty.
A. Victory: For a match of best of 2/3 Rounds the winner may:
A. Cause a Rift: Inflict a Rift to a defeated fighter’s Comfort.
B. Gain Information: Gain one item of Info; the GM must answer
honestly, given what the defeated NPC knows.
C. Inflict Hardship: Inflicting Hardship on a NPC moves them up a
bracket, as NPC Hardship is only counted by the bracket. Inflicting
a Hardship on a PC means increasing it by +1.
D. Mercy: Nothing happens to the loser.
E. Punishment: An uncontested Hit of 3 damage (5 if armed).
- Loser may attempt escape, or escalate to 3/5 Rounds.
B. Greater Victory: For a match of best of 3/5 Rounds the winner may:
A. Destroy a Comfort of the loser.
B. Escape the situation without contest.
C. Inflict an uncontested Hit of 5 damage (8 with a Weapon).
C. Comfort, Hardship, and Revenge
- When a Comfort is damaged it value is reduced by -1, and both
Hardship and Revenge gain +1.
- When a Comfort is destroyed it increases Hardship and Revenge
by their value. If the Comfort was already Under Threat then it gains
in Hardship the remainder of its value (from when it was put Under
Threat), and its full value is added to Revenge.
PAGE 113
CONSEQUENCES
OF VIOLENCE
Y
our brother has been hurt, hit by a bus, and
he sits in traction at the hospital. There is a
way to pay for the operation he needs, but
it means doing something that you swore
you’d never do—fight again. For the wrong people,
again. Always, again. You cannot escape. You’re
trapped in a never-ending cycle of violence, and it has
consequences.
PAGE 114
Judo demonstration at the
Nauwelaerts d’Agé gym, 1951.
HEALTH
Sometimes you earn enough to pay the
dentist to fix your mouth, sometimes it has
to stay that way.
H
ealth is organised into escalating brackets
to track a fighter’s physical condition and
detail the extent of their injuries, when they
go unconscious, and when they die as a
result of too much punishment.
Brackets of Health
There are four brackets representing different states of
Health, denoting a progressively worsening physical
condition for your fighter.
Bruised Beat Up Knocked Out Dying
HEALTH q q q q q q q q q q q q
Overview
● If a PC has no checkboxes in Health filled then
they are considered fighting fit, in the pink, and
all-in-all relatively healthy.
● If they have lots of checkboxes filled in Health
then they are roughed up, injured, in a bad way.
● If they take enough ticks of damage to exceed
the Health chart, they are dead. Life has left their
body. You need a new character.
PAGE 116
HEALTH
Brackets
● Bruised: Your body is without any apparent ser-
ious medical concerns, just some bruising.
● Beat Up: Your body shows signs of damage, spe-
cifically evidence of physical violence. This ranges
from mild bruising to need for medical attention.
● Knocked Out: Your body has gone unconscious,
or is fighting to maintain consciousness.
● Dying: Your body approaches death. It requires
immediate medical treatment, and you still may
not make it.
Checkboxes
The first, second and third checkboxes of each bracket
of Health have different meanings.
When your fighter takes damage, fill in the first checkbox on Bruised,
the farthest bracket to the left. The next tick of damage you receive, you
get to choose where it goes. You can either:
DAMAGE
1 Normal unarmed martial artist’s Hit
PAGE 118
HEALTH
Bruised
Bruised Beat Up Knocked Out Dying
HEALTH q q q q q q q q q q q q
Beat Up
Bruised Beat Up Knocked Out Dying
HEALTH q q q q q q q q q q q q
● When a Knocked Out box is ticked, if the fighter wants to remain con-
scious they suffer +1 Hardship, and pass out when the fight is over.
● Or, you can choose to pass out now, enter K.O., end the fight, and
avoid the additional Hardship. This is may be preferable.
1. Knocked Out 1 “Looks Like Hell”: For a moment you were under,
but just a moment...
2. Knocked Out 2 “In a Bad Way”: Minor brain damage, which will
catch up with the fighter someday. It always does.
3. Knocked Out 3 “In Danger”: Memory loss, motor-control damage,
or nerve damage, all of it serious.
Dying
Bruised Beat Up Knocked Out Dying
HEALTH q q q q q q q q q q q q
PAGE 120
HEALTH
Health Conditions
Two brackets on the Health track trigger special states
when their 1st checkboxes are filled.
PAGE 121
Injuries
When a checkbox in Health is filled it represents an injury. How an
injury is described, and therefore how to Trend and Treat it, is based
on a few value judgements made by the GM. This is fairly open-ended
because GM interpretation of the moment is a more valuable mechan-
ic than over-detailing injury, but mechanically, the structure of these
types are consistent.
Bleeding Wounds
Usually from being cut by sharp objects, but also internal bleeding from
blunt-force trauma. In many cases the skin and perhaps muscle of the
fighter’s body has been ripped and blood is escaping. This can be as
extreme as limb loss. Muscle damage and brain damage also fall into
this category. Brain damage is usually sustained in conjunction with
being K.O.’d or in a coma, and damage to the brain affects not just the
physical body but the personality of the fighter. Brain damage is almost
always permanent in some form.
Broken Bones
The bones of the fighter’s body have splintered, cracked, or smashed.
The area of the bone and muscles attached to it are not usable.
Poison
This includes both known purpose Poisons, as well as sickness and drugs.
PAGE 122
HEALTH
Healing
How to recover checkboxes and erase checkmarks in
Health is a complex prospect in a world of constant
violence, and it depends on what checkbox it is.
Permanent Injury
If you find your fighter is bogged down by lasting filled
checkboxes you can’t ever find time to Heal, there is
another option. Between Years you can choose any
filled checkbox in a bracket of Health, destroy it, and
erase all other checks, accepting a permanent injury.
Just like checkboxes destroyed from aging, this can
never be recovered.
PAGE 123
Tending
To Tend means to stall the advancement of K.O. or Dying. Any PC may
Tend to a K.O.’d character to rouse them. Tending to a Dying PC delays
death to the next segment and must be done by a Doctor.
Treating
Treatment saves you from Dying. Surgery, drugs, and other complex
medical practices are considered Treatment.
PAGE 124
HEALTH
Beaten Half to
Death, 1935.
For reasons
not publicly
known, Black
Crow (35) spent
half a century
single-handed-
ly wiping out
the River City
gang, a project
for which he
suffered many
injuries, until he
was ultimately
beaten to death
in broad daylight
by a revived
version of the
gang in ’78.
PAGE 125
Doctors
An important part of the fight game is the “cutter” who
will patch you up. PCs would be wise to befriend even
the crudest surgeon, or to pursue medical Comforts.
Doctors
●
Doctor,
Doctor, 1938. Doctors do not Heal you—they do not erase filled
(Opposing checkboxes in Health. Doctors simply patch you
Page) Doctor
Edmund up to give your body a chance to Heal itself.
“Pale Ghost”
Pie (31) was ● A Doctor is the only way to Treat the Dying. (The
a well-known exception to this are Poisons that can be Treated
“cutter” in
with an antidote.)
●
the fighting
community, Any PC or NPC with a Comfort that the GM ac-
patching
injured mar- knowledges as sufficiently medical for the sake of
tial artists Fight to Survive is a qualified Doctor.
●
like Big Mar
O’Rourke The Doctor’s medical Comfort must be equal to or
(20). Big greater than the number of filled Health check-
Mar was
born Martha boxes of the Dying PC in order to Treat them.
O’Rourke and
fist-fought his
way through
Comas
much of the If the medical Comfort that Treated a Dying PC is only
mid-century
equal to and does not exceed their filled Health check-
to affirm his
identity in boxes, then the Dying PC enters a coma.
the Mar-
tial World.
His father,
● A comatose PC is treated as K.O.’d but is unable to
Cymwynn be Tended or Treated.
O’Rourke, in
contrast to ● Players of comatose PCs can still hear everything
the harsh city, going on in play, but are unable to respond.
supported
him always. ● The coma continues until the beginning of the
next Year, or for as many months as the Dying
PC’s filled Health checkboxes multiplied by three,
whichever is longer.
Hospitals
While at a hospital or similar facility:
PAGE 127
HARDSHIP
The pangs of a fighter’s heart.
Broken warrior’s dreams.
H
ardship is a representation of a fighter’s
traumatic experiences and failures, their
sadnesses and their troubles. This may be
a vague ennui in the fighter’s approach
to the world, or anger, or something more specific
like the loss of a loved one, the dashing of hopes and
dreams, or losing faith in humanity because of war or
the great universal unfairness.
Hard Times
There are a few instances within the game when Hard-
ship will go up. This is not always avoidable.
Continuous Hardship
Hardship is granted when bad things happen, but it
cannot be continuously doled out. Hardship is issued
once per terrible circumstance, unless that situation
significantly escalates.
Hardship Events
As each bracket of Hardship is reached the PC must enact a Hardship
Event—some kind of manifestation of their emotional turmoil—as there
is opportunity and justification to do so.
PAGE 130
HARDSHIP
Stressed Out
The fighter is going through the ringer in their home
life or job, and just can’t take it anymore. The fighter
may be grouchy during this time, but commits no
other horrible act.
Just Snapped
The fighter does something they know is wrong. They
cannot restrain their anger any more, and took it out
on something (or someone) undeserving.
Breakdown
The fighter experiences a temporary psychotic break,
acting not simply out-of-character but contrary to
their personal philosophy and goals. They do some-
thing they wouldn’t think of doing in their right mind.
Quitting
The fighter has entered the unmerciful realm of tempor-
ary madness. Or have they come to their senses? Either
way, they’re done with all this, and they’re leaving.
PAGE 132
HARDSHIP
Quitting
If a checkmark is placed in the final bracket of Hard-
ship, “Quitting”, then the PC takes on the Quitting
condition and is looking to exit this violent lifestyle
once and for all.
Quitting Condition
● If a Quitting PC’s condition is not Tended before
the next segment starts, they leave the situation,
the game, and cease to be a PC.
● If the Quitting circumstance is not Treated before
the end of the next segment, they also leave,
permanently.
● If a Quitting PC enters a Rest segment they do not
Heal, but if already Tended they will not quit yet.
● If a Quitting PC suffers enough Hardship to ex-
ceed the chart, they cannot be Tended or Treated,
and have utterly abandoned the Martial World.
Look to your Successor, if you have one.
Tending
To Tend means to address the negative condition of
Quitting. Tending does not eliminate the Quitting
condition, it only delays the fighter leaving, effectively
buying them one more segment.
PAGE 133
How to Tend a Quitting Fighter:
This is largely a role-play opportunity for other players.
Treating
Treatment eliminates the Quitting condition, finally
convincing the PC not to give up on their fight dreams.
Only a Comfort of the PC who is afflicted by a desire
to Quit can Treat their Quitting, so this largely falls on
the GM unless another PC is the fighter’s Person.
Boxer at
Rest, 1997.
● Before a Quitting PC can be Treated they must be
Tended. (Only way around that is a Doctor.)
●
(Oppos-
ing Page) To Treat, the administering character’s By the Num-
Diamond
Mike (52) bers value must be equal to or greater than the sum
never caught of all filled checkboxes in the quitter’s Hardship.
a break. He
persisted ● Only once Treated can a PC have their Hardship
as a little reduced in the Relief from Hardship.
known fighter
throughout
How to Treat a Quitting Fighter:
●
the 20th
century, and An emotional exchange.
●
at its close
faded away, A meaningful gesture.
and was no
longer heard
● An emotionally significant gift.
from again.
Relief from Hardship
People, Places and Things are articles of importance
in a PC’s life that lower their Hardship. Comforts are
where a fighter seeks comfort from their inner de-
mons by meeting commitments and having mundane
responsibilities, and where they gain peace. This is
the only way to lower Hardship, and can only happen
through the Relief from Hardship option at the End of
Year Phase. See Comforts page 136 for more.
PAGE 134
HARDSHIP
PAGE 135
COMFORTS
I know someone who can help.
I know somewhere we can go.
I have something for this.
C
omforts are the people, locations, and gen-
eral things in a fighter’s life that are often-
times the only things keeping them from
spiralling into the anger and depression of
life’s Hardships.
Defining Comforts
For each Comfort you must identify:
Poison’s Pub, 1912. Unlikely friends Cynwym O’Rourke (28), head of the Irish
Worker’s Union, and Japanese karate master Sojiro Tanaka (27), opened “Poison’s”,
an Irish-themed pub in the Battery at the height of Irish-Chinese tension. The Carter
Company (who would go on to re-brand as C-Com) was forcing wage competition
between Irish and Chinese workers. The day Poison’s opened, the Chinese Benevo-
lent Association, of which Master Bao (49) was a general, went to war with the Irish
Worker’s Union after an assassination attempt on a high-ranking Tong member by an
Irish gang. Poison’s would be a battleground for years to come.
Many Relationships
Sometimes a Comfort can have multiple rela-
tionships, like a Person who is both a best friend
and a rival, or a Place that you used to have as a Everything you
love will slip
hangout but now own. There is no mechanical away. The things
nor social in-game penalty in Fight to Survive for you look to for
comfort in your
having complex relationships, and you are free life are fleeting.
If you’re lucky, by
to change this relationship as the circumstances the end of this,
change in-game. something you
care about might
still be around.
PAGE 137
Use of Comforts
Comforts are used differently in each Phase of play.
For example, Diamond Mike has the Comfort of a boyfriend, Teddy at +6.
Teddy is kidnapped, so gets a Rift (and becomes inaccessible for Relief
from Hardship, and for conflict resolution with By the Numbers) Diamond
Mike has to go on an adventure to get Teddy back.
During the rest of the Year other Comforts will be placed Under Threat
as well. For more on this see Phases of Play on page 260.
For example, Joe “Screaming Bird” Zhang uses his Comfort of Darts at +5
to overcome Challenges that would qualify as expert, like hitting a key on
a keypad across the room behind the back of a security guard.
PAGE 138
COMFORTS
For example, let’s say Yumi “Street” Notaro wants to be able to clean her
slate in Hardship, or close to it. She employs not just her Sensei Kado +7
Comfort but her Big Trouble Dojo +4 Comfort at the same time. She gets a
Rift on both (which she’s going to have to do an Affirmation of Life at the
End of Year on another Year in order to mend), but she’s able to clear off
a lot more Hardship within this Year—in this case, all of it.
PAGE 140
COMFORTS
PAGE 141
Changing Values
The value of a Comfort—the number associated with it—may change
several times over the course of play.
For example, Giant Skeleton has publicly decried the martial ability of
the Iceman-do Dojo, putting the Comfort of the Students Under Threat. If
their teacher, Kelly “Iceman” Jones, fails to beat Giant Skeleton in a fight,
the Comfort with his Students is lowered by 1, from loss of respect.
For example, let’s say instead that Giant Skeleton kidnapped the students
of the Iceman-do Dojo, duct-taped them into a school bus and wired
the bus with bombs. Kelly “Iceman” Jones’ Comfort of Students is just as
Under Threat, but now he has to fight on the top of this bus for the fate
of his students. If he fails to rescue the Comfort Under Threat, Giant Skel-
eton presses “detonate”, and the Comfort is destroyed with a boom.
When a Person Dies: One of the most common tragedies that can befall
a fighter is to return home and find that an enemy has killed their entire
family. Immediately upon making this discovery, the fighter inherits the
Hardship equal to the value of all Comforts affected, and those Com-
PAGE 142
COMFORTS
Transfer of Affection
When a Comfort is destroyed but a good case can be
made that the Years of Points invested in it should be
transferred into a new Comfort at End of Year, then:
fort is
o n a Com rt on
ift
g a R broken hea oks
Havin a lo
ied by t that
signif racter shee
h a
the c :
is
like th
PAGE 144
COMFORTS
Wingback Chair, 1936. After rescuing Lord Pepperpash (65) from his madness at
the sinking of his ship in 1929, famed pulp novelist and fellow boxer Howard D.
Irwin (35) gave the now destitute Lord a home. Lord Pepperpash became How-
ard’s boxing instructor until the Lord’s death from undiagnosed illness shortly
after this portrait was commissioned to commemorate their friendship.
PAGE 145
THE MARTIAL
WORLD
N
ot everyone steeped in a life of violence
finds it necessary to practice the strict rules
and practices of having a Martial Art, but
by choosing a path of violence you enter
into the so-called “Martial World”—an ecology of com-
plex relationships between Teachers, Students, allies,
and enemies, with intricate practices, traditions,
politics, and secrets. You may never quite understand
this secret social contract of violence, but it’s too late
now. The Martial World is your life.
PAGE 146
Boxer Jack Johnson circa 1910.
Photo by Paul Thompson.
EMPTY
HANDS
Find the fight left inside you and claw your
way back from defeat.
P
ut up your dukes. Fight to Survive is a game
where fist-fighting happens, and the founda-
tion of in-game conflict is bare, naked fists.
Prepare yourself.
Defiant Fist, 1917. The wars between rival Tong sects at the turn of the century
eventually reached such a pitch that Triads began to choose sides. Here Warrior
Guan (42) of the Mountain Sect Triad confronts the young heir to the Chinese Be-
nevolent Association Tong, Songbird Lin (22) and her hatchet gang about their
alliance with the Sky Sect at the height of the Chinatown Tong Wars.
HP Defiant Fist
PAGE 148
EMPTY HANDS
Versus Chart
Arrows are used on the diamond Versus Chart for the
player to quickly see if the Aggressor (left, red arrow)
or the Responder (right, blue arrow) wins the ex-
change, or if it is left up to comparison of Technique (a
blank diamond on the chart).
Move-Trump-Move
Re
G
G
r
so
sp
es
Each Move results in one
on
P
P
gr
de
Ag
or more of the following
K
r
outcomes:
B
B
●
F
F
Hit: Beats another
Move to score a Hit,
doing damage.
● Moot: Renders another
Move ineffective.
● Bad Move: The Move was
chosen poorly and will not work against the Move
it seeks to counter; in this case you take the hit,
if it is
designed
to Hit. “Everywhere I go, there’s
always somebody looking to
If neither
get their head punched in!”
Move trumps
— Tom Dukes, local tough guy, 1957
the other,
each Move’s
Technique is compared with the higher number win-
ning. If there is a further tie, the bigger Build wins by
the advantage of bulk.
Martial Arts
Some Martial Arts use different names for these
Moves, making them more specifically applicable to
that art. This stems from a different philosophy of ap-
proach or a different interpretation to the Move’s core
concept. For more on Martial Arts see page 162.
PAGE 149
Grapple
Grapple includes all grasps, locks, and throws, but more broadly this Move
encompasses all “in-fighting”; anything from elbow range to the centre line
of the body.
For example, perhaps the most common Grapple is a throw. There is usually
not sufficient wind-up space from centre line to the shoulder line for a
strike, but within this space Grapple still offers many fighting options
including pressing, shoving, or pushing, or close action like bear hugs,
crushes, or chokes.
Although Grapple is not (usually) a strike, the aim of the Move is to score
a Hit. It can also forgo the Hit and inflict the circumstance of throwing
someone into something or off a high place, or restraining them.
PAGE 150
EMPTY HANDS
QP
instance, a downward
elbow stab stopping a
forward Kick.
● Grapple beats Block
on the basis that if
your opponent as-
sumes a rigid posture
it is easier to know
where to apply a
grab, or how to apply Suffrijitsu
pressure to best cap-
italise on in-fighting
distance.
PAGE 151
Punch
This Move encompasses all striking attacks that can happen from the
elbow line to the full extension of the fist from no more than a forward
stance. This range is perhaps the most common arena of combat.
PAGE 152
EMPTY HANDS
QP
ing blows, it usually
requires only minimal
repositioning; simple
Punching strikes are
not usually enough to
penetrate a con-
sidered guard.
● Punch beats Foot-
work. The notion
behind this is that
of all the avenues of
Deadliest Woman
attack, Punching has
the potential to be the
most mobile because
Deadliest Woman in the World, 1968.
it frees the legs. The Countess Montague was the snake-oil sales-
option to Punch is woman of her generation, promising fantas-
tic martial feats to anyone who ordered her
the only thing that mail-away catalogue. Though exaggerated,
can track down fancy her skills were well demonstrated, until her
mysterious death in 1975 after a botched
Footwork. bank robbery.
PAGE 153
Kick
This Move represents all long-range unarmed attacks; any strike from
the range of beyond the fist to the full extent of the foot.
For example,
roundhouse
“If you can’t out-kick me, you
kick, snap
can’t beat me. These legs
kick, scor-
mean I’m nobody’s lunch.”
pion trip, axe
— Sally Ting Pei,
kick, whirl- scrappy C-Com translator, 1994
wind kick,
inside leg kick, side
kick, forward kick, cross kick, and most other kind of Kick you can think
of. This could also include the horse-stance extended long-punches seen
in some styles of kung fu and karate, since they cover the same distance,
but the most common long range attacks under this rubric are Kicks.
Kick is a strike whose aim is to score a Hit. It can also inflict the circum-
stance of disarming an opponent of a Weapon, or of tripping them to
fall to the floor.
PAGE 154
EMPTY HANDS
QP
at a vulnerable point
with a strength of
a Kick with greater
ease than you could a
Punch of equal skill.
● Kick is mooted by
Footwork. This oper-
ates on the assump-
tion that if a fighter is
being highly mobile
the way to catch them
Kick Collage
is not to compromise
your own mobility
when striking, as you
Kick Collage, 1925. Were the many kicks of
need to rely on one “Dandy” Dodson merely a trick of the film
foot or no feet to Kick. reel? Or, was his employer Lord Pepperpash
correct in his footman’s obituary: “Dodson,
the distance between a floor and a man’s
head was but an inch.”
PAGE 155
Block
This Move is not just the concept of intercepting an incoming strike with
a barring gesture so as to control the incoming direction, but also in-
cludes stances and any weight shifts or repositions to avoid harm, even
if they involve the feet, so long as they don’t have the body changing
location on the field.
For example, high block, low block, cross-block, but also the very idea of
gritting to endure the attack, gripping your toes into the dirt and forcing
yourself not to move from the force of a blow.
In the rea
l world fig
Block is b ht, somet
asically a imes an e
an interru strike unto ffective
pting sho itself, like
rt kick to d
a high kic sh in to prevent th your oppo oing
em raisin n
k. F
strikes-as- or the purposes of g their leg ent’s
blocks do Fight to S into
not do rele urvive the
vant dam se
age.
PAGE 156
EMPTY HANDS
PAGE 157
Footwork
Any movement or repositioning of the feet necessary to avoid attack is
represented by
this Move.
PAGE 158
EMPTY HANDS
Fire Walker
PAGE 159
Moves as Concepts
The relationship between the five Moves, what makes a Hit and what is
ineffective, are all based on certain assumptions about how the Martial
Arts operate. Specifically:
Equal Moves
Are these Moves
“Looks like I finally ran into
perfectly symmet-
someone that likes to play
rical in relationship
as rough as I do.”
to each other? No.
- Janelle “Turbo” Jones, 1995
If this was made
a perfect rock-
paper-scissors then they would be, but also they would lack individual
character. Circumstantially you’ll be able to Train some, not others,
and will have Martial Arts available that teach some, and not others.
You may find some Moves preferable to others for your style. As in life
a varied approach to combat is usually wisest.
PAGE 160
EMPTY HANDS
1. Close Range
2. Medium Range
3. Long Range
4. Stopping
5. Avoiding
PAGE 161
MARTIAL
ARTS
Bold traditions handed
down, meant to temper your
violence. The knuckle-works
of pounding a buddy’s face in.
Hail, the Martial World.
“U
nless there are human beings with
three arms and four legs; unless
we have another group of human
beings that are structurally differ-
ent from us, there can be no different style of fighting,”
said Bruce Lee.
Main Move
During a Training segment, your fighter can gain a
bonus of +1 to Train the Technique of one Move cor-
responding to the Martial Art.
PAGE 162
MARTIAL ARTS
Teachers
A Teacher of different arts (and so perhaps called a
master, sensei, instructor, manager, coach, mentor,
trainer, guro, sifu, shifu, sabom, or professor, among
other terms) will grant your PC different bonuses to
Training and different Training options. While Martial
Arts have an inherent approach (signified by their
“main” Move) their real depth is in the tradition of
learning passed from Teacher to student.
Martial Tradition
What Martial Art the fighter studies opens up a
world of interesting non-mechanical, unquantifiable
in-game experiences. Practicing a Martial Art is like
joining a club. Each has its own history, traditions,
practices, rituals, and ethos. Sometimes these have
a cultural, historic, or even religious significance. To
take on a Martial Art you become part of a martial lin-
eage passing down traditions, another link in a chain.
PAGE 163
Understanding Moves in a Martial Context
All Martial Arts, regardless of their arsenal of Punches and Kicks,
adhere to the basic executable philosophy of the five outlined Moves
detailed in the previous chapter (see page 148.) While mechanically only
five Moves represent the full range of motion within Martial Arts, there
is still a great variety to their approach to these concepts.
● Grapple: Instead of just Grapple, hung gar might specify just “Chin
Na”, small joint locks.
● Punch: Instead of just Punch, “Tiger Fist”, with terrible, claw-like,
raking fingers.
● Kick: Instead of just Kick, regard a high inside Crane Kick or snap-
knee Tiger Kick.
● Block: Instead of just Block, “Crane Block”, with sweeping arms
and graceful posture.
● Footwork: Hung gar is an acrobatic art, with descriptions of back-
flips, leaps, and monkey-like tumbles, so “Acrobatics” may be a
better term.
PAGE 164
MARTIAL ARTS
PAGE 165
Move Clarity
Be creative, sure, but also communicate the mechanics. You must clear-
ly declare the Move you are using to your opponent. You cannot use the
opportunity of flowery technique description to trick your opponent,
even accidentally.
For example, “Oh, well, yes I said it was a Punch but it was a long Punch
because I practice changquan, and our horse-stand long-punches ac-
tually behave more like Kicks, at a kicking range. So, I...Kicked?”
No. Be clear.
Martial Strategy
It may be good to understand the basic philosophy behind a few differ-
ent Martial Arts if you wish to prevail in combat.
cticed
on of pra
: T h e id entificati a rg u ed. Exten
-
ebate rts can be
Martial D a rt ia l A g b ette r
oves in M ern boxin
“main” M say West el free to
u co uld easily e Punch. Fe
sively . Yo
a n it d o e s th
o r another
ct ice s Block th to in te rpret one ur
p ra
how you
wan t create yo
work out o u r G M . It’s easy to vent one
rt with y l Art, in
wn Martia ble reference list
Martial A
st y le o u t of a kno th e si za
own or, refer to n page 178.
entirely, o
PAGE 166
MARTIAL ARTS
PAGE 167
The Five Martial Arts in Detail
The most basic options available for Martial Arts in
Fight to Survive are:
Bag Work,
1923. A popu
lar
socialite an
d
ferocious
suffragette,
as well as an
accomplishe
d
pugilist, Mox
ie
Wellings-
ton was a
mainstay of
the fighting
flappers in
New Hope
City’s roar-
ing ’20s.
Boxing
The practice of boxing is found worldwide and
throughout history, but for the purposes of Fight to
Survive, boxing is understood to be the Western trad-
ition of fisticuffs that was popular at the turn of the
20th century and continued to be refined throughout
the 20th century as a sport practice.
PAGE 168
MARTIAL ARTS
Karate
In the context of Fight to Survive, “karate” is meant to
encompass the traditions of both Okinawan karate,
and the disparate Japanese schools that came to
prominence in the 1920s, after a film of a Western box-
ing match sparked interest in striking arts among the
Japanese public. National pride began to rally around
naming and codifying karate in a great departure
from how it had been taught. The four resulting major
styles of karate were: Shotokan, Wado-ryu, Shito Ryu,
and Goju-ryu.
1965.
Smashing Bricks,
ito (40 ) wa s
Terry Sa
al
famous in the Marti
for his po we rfu l
World
his tea ch er
blows. After
o was
Yumi “Street” Notar
Gia nt Sk ele ton in
killed by
e influ-
’71, and the gentl
actice
ence of her judo pr
ito tur ne d
waned, Sa
into
his powerful blows
kil ls an d be came
one-hit
arate
an international “K
Assa ssi n”.
PAGE 169
Timeline: In some forms karate is older than the
20th century, so fighters can be worked into Fight to
Survive knowing karate in any Year. Western know-
ledge of karate didn’t become widespread until after
World War II, when American soldiers returned home
with (an often fractured) knowledge of it. Karate was
popular in the 1950s, and exploded again in the 1980s
in response to the cinematic bildungsroman The
Karate Kid (1984).
Melon Smash,
1972.
The kickboxer Go
ber
Hawkwind (24)
embraced the ha
rsh
training metho
ds
of Muay Thai,
eschewing train
ing
equipment in
favour of kickin
g
trees, melons,
and coconuts.
This resulted in
the New Hope
City watermelo
n
shortage of ’72.
Kickboxing
What we think of as kickboxing is relatively new. For
most of the 20th century this wasn’t really a Martial
Art, but a coming together of karate and other forms
to practice full contact sparring for tournaments and
exhibitions. Kickboxing as a Martial Art arose from
those sporting practices. Still, some martial artists
insist 20th century kickboxing was a mislabel for a
mixed martial arts approach focused on striking, or
say, “Oh, that’s just something Joe Lewis made up.”
PAGE 170
MARTIAL ARTS
Kung Fu
Let’s get this right out of the way and say that “kung
fu” does not exist. It is a gross umbrella term used to
denote all Chinese Martial Arts, of which there are
hundreds if not thousands of styles, many of them
having nothing to do with one another other than
their country of origin. (Technically, there are even
kung fu styles from outside of China.)
PAGE 173
Wrestling
Wrestling has roots in perhaps every human culture.
As it moves through the 20th century the broad label
of wrestling can accommodate catch wrestling, sport
wrestling, early 20th century strongman shows, late
20th century fanfare driven pro-wrestling, and various
folk wrestling and grappling traditions from around
the world. All of these are united in their focus on
grappling as a skill, and the development of strength
training.
Weight Liftin
g, 1908.
Travelling st
rongman
Atticus Brow
n (22)
was born on
ly two
decades after
the
American Civi
l War
ended, and th
rough
the complicat
ions
of indentured
service grew
up
wandering th
e
North Americ
an
continent, m
akin
his living thro g
ugh
strongman sh
ows,
wrestling co
mpe-
titions, and ci
rcus
showmansh
ip.
He eventually
settled in New
Hope City.
Street Fighting
This is a game about martial artists, so even without
knowledge of formal Martial Arts a PC will still have an
understanding of combat, exemplified in the practice
of street fighting.
PAGE 175
a +1 bonus to one Move’s Technique just as a visiting allied Teacher
might. There is no curriculum for a street fighting Teacher to follow.
Once your PC decides to take on a Teacher formally, they must
abandon their free-spirited practices and learn the Martial Art of
the Teacher. This is not an option for street fighting Teachers.
● Stake Your Stage: The practice of street fighting does not preclude
your ability to take on a Stage, and advance what that Stage can
offer your Training by investing in its Comfort. A Stage therefore
becomes very important to a street fighter.
1. New Understanding: Add the “main” Move of your new Martial Art
to your Training Regime.
2. Untapped Potential: Add a number of Points to your Training
Points pool equal to the number of Years your character has been
a PC and not had a formal Martial Art, or the number of Years they
were between Martial Arts, whichever is less.
For example, if the GM started your Fight to Survive game in 1946, and
your character was 20 years old then, but is 25 years old now in 1951
when they started studying kickboxing, then they get to add 5 Points to
their Training pool.
3. Years are Unique: If you were on a break from formal study to
embrace the free-form of street fighting, you cannot dip into those
Years for untapped potential more than once.
4. Deeper Relationships: If it makes sense to have a pre-existing Per-
son as a Teacher, then you get to add more of their curriculum to
your Training Regime, but only one ‘step’ (at the tiers of 3, 5, 8, and
12 ) per Training Regime until you catch up.
For example, you’ve embraced the Martial Art of your old mentor and
already have 5 in that Comfort. The first Training Regime you can learn
from their visiting Move, and what is listed for their Comfort of 3. It will
take until a whole new Training segment to get them to teach you the
lesson at a Comfort value of 5 as well.
PAGE 176
MARTIAL ARTS
●
ground zero all over
New Stage: If you want to still have a Stage again. Yes, it is a big
drop. However, you
under a new Martial Art, you must identify must empty that tea
a new Stage among your PC’s Places. It can cup.
be a Comfort your fighter already has, you’re
just changing the relationship with that Com-
fort. You cannot keep your old Stage as your Stage.
PAGE 177
World Wide Martial Arts
History and the world offer us more than just five Martial Arts. And, for
those of you keeping track in the home game, the five Martial Arts (and
street fighting) are over-simplified umbrella terms for larger, splintered,
disassociated traditions. They are meant only to get players started
in the game, to make its mechanics more understandable for people
without Bruce Lee posters on their wall. If you want a more exhaustive
account of Martial Arts, here is a list to send you down a path of more
pedantic martial understanding.
To see how each of these Martial Arts changes and grows and offers
different opportunities for Move advancement, look to your Teacher.
The Martial Art itself does not advance—it is only an idea of martial ap-
proach. Knowledge is passed down, not unlocked as soon as a martial
affiliation is claimed. It is you that must advance in your understanding,
which can only be done by a Teacher showing you the door—but you
must step through. See Teachers on page 208 to delve deeper.
MARTIAL ARTS
Martial Art Origin Intro Main Move
PAGE 178
MARTIAL ARTS
Legend
Origin: The country where the Martial Art most prominently originated.
Intro: The earliest decade when the Martial Art would be available to
learn by a common fighter in New Hope City. These are estimates only.
Move: The main Move of the Martial Art, the one that is added to your
Training Regime simply for dabbling in it, and put under the MA column.
The art is characterised by...: A brief summary of the art’s chief charac-
teristics and what is seen as unique about it given other Martial Arts.
PAGE 179
Martial Art Origin Intro Main Move
Drunken Fist China 1980s Footwork
PAGE 180
MARTIAL ARTS
Use of claw-like hand posture to tear and rip at clothes and flesh.
Wide sweeping arms and legs and a pecking beak-hand like a crane.
Hard and soft, linear and circular; balanced and spiritual art.
Clawing fingers rake and crane-posture hands grab. Some high kicks.
The poking double-fingers of mantis fist, snap kicks and short dashes.
PAGE 181
Martial Art Origin Intro Main Move
Ninjutsu Japan 1980s Footwork
PAGE 182
MARTIAL ARTS
Weapon and grappling art with strong disarms and ground fighting.
PAGE 183
TRAINING
Train your heart out,
like it’s your final fight.
Train hard, as hard as
your life can stand it.
T
he only way to improve a fighter’s perform-
ance is by Training. Each PC has Training
Points that can be spent to increase the Tech-
nique or Force of their Moves, and to gain
new abilities like the use of Weapons or Special Moves.
When to Train
PCs get the opportunity to advance during a Training
segment, which can happen any time in general play
(the Segments Phase) when the players suggest it and
GM agrees that there is enough undisturbed time and
adequate space for PC(s) to Train.
Training Points
Each PC has their own individual pool of Training
Points that are accrued during play. Training Points
are scarce in the game because there is only one way for
a PC to gain them: to Study.
Backyard Training, 1987. At their well-known Doxy Street backyard training area
in Old Town, celebrated kickboxer Jet Palermo (22) was taught martial arts by his
father, “Pop” Palermo (65), himself a celebrated street fighter of some renown in
his day. Under his father’s direction, Jet would rise to become perhaps the best kick-
boxer the Richmond ever produced, but Pop Palermo’s training process was highly
public, much to Jet’s embarrassment. While training, neighbourhood kids would
teasingly chant about Jet’s closeness to his friend, Leo “Justice” Darning: “Jet and
Leo, Leo and Jet—one in a blonde and the other brunette!” Bunch of punks.
Reeva’s Diner, 1951. ”Pop” Palermo (so called because of the loud crack of his
knuckles popping on his one-punch knockouts) guarded the outside of Reeva’s
diner on Hurley Street in Old Town after a series of break-ins by the River City
gang. Such acts of rough gallantry would eventually win Reeva over, and Jet
was born to them in 1965.
PAGE 186
TRAINING
Training Technique
Each of the five Moves (Grapple, Punch, Kick, Block,
and Footwork) have a value representing skill and
finesse called “Technique”. Technique is a measure of
a Move’s form, flexibility, creative application, and the
ability for the fighter to limit their telegraphing.
PAGE 187
Sometimes your PC will visit a friendly Teacher or a Stage belonging to
an ally, or somewhere otherwise conducive to a good Training oppor-
tunity. When they do, they can make use of a Visiting Move for that
Teacher and/or Stage as determined by the GM.
For example, laying low from a yakuza faction that have it in their
minds that you betrayed them, the group has decided to hide out in the
basement of a local butcher shop owned by an ally. There’s not much
to do, but there’s a fair open space in the dusty concrete basement—not
enough to run around, though. The GM decides that this is a good oppor-
tunity to study the forms and structures of your Moves and so would
reward anyone studying Block this Training Regime with a +1 bonus.
If a Move is not part of your PC’s Training Regime, you can still improve
it without a bonus to the first Point spent: just increase it by +1 Tech-
nique for +1 Training Point.
PAGE 188
TRAINING
Training Force
Force is the measure of the fighter’s ability to inflict
damage, in the case of offensive Moves (Grapple,
Punch, or Kick). Lacking Force, blows have little power.
PAGE 189
Special Training
During a Training segment, Training Points can be invested into some
areas that are not Moves.
q Choice Study q Force Training q Meditation
q Special Move q Weapons
● Choice Study: You get to choose the Move as the focus of your
advancement. It can be any Move, but this choice is only made
once, checked, and then you cannot choose a different Move.
Add the Move to your MA column on the Training Regime.
● Force Training: See previous page, 189.
● Meditation: See the next page, 191.
● Special Moves: See the Special Moves section page 220.
● Weapons Training: See the Weapons section page 192.
PAGE 190
TRAINING
Meditation
Meditation is an aspect of many esoteric Martial Arts.
Meditation cannot be chosen. It must first be taught
by a Teacher. In Fight to Survive Meditation is repre-
sented as a Comfort of a Place. It is like a spiritual
“Place” and as such can be used nearly anywhere.
Every Training Point spent contributes to the Com-
fort. Meditation acts not only as a Comfort to relieve
Hardship, but for the sake of conflict resolution it can
be used to:
Training is Hard
Any Training Point spent is also repeated in Hardship,
because Training your body is physically and emo-
tionally exhausting.
PAGE 191
WEAPONS
Every martial artist is armed and
dangerous, and some of them
carry weapons.
T
his is primarily a game of empty-handed
combat, but unscrupulous enemies will
often bring Weapons to a fight, and a player
can viably explore the use of a Weapon or
two for their character. Armed and unarmed combat
operates identically, with the Moves renamed for a
new, armed circumstance. Mechanically these Moves
are the same as their unarmed equivalents (Grapple,
Punch, Kick, Block, Footwork) and can interact with
them the same way across different Move sets.
WEAPON MOVES
Blunt Weapons
Sharp Weapons
Gun Weapons
Weapon Technique
For Weapons, Technique is called “Training”. When you use a Weapon,
the Technique in the Move you use cannot exceed the Training score for
that Weapon. You will always use the lesser value.
For example, street punk Tom Dukes has Training in knives from his
Teacher “Pop” Palermo at 3. Tom has a Kick Technique of 5 and a
Footwork Technique of 2, but no other Techniques in his Moves. When
Tom Dukes lunges, extending his knife far (a thrust, an edge Weapon’s
Kick) his effective Technique is 3. When he uses Footwork with a knife
in-hand, it is at a Technique of 2. When he tries to issue a series of short,
close stabs (a Weapon’s Grapple) Tom has a Technique of 0, because he
had no Technique in Grapple.
Either you are using your Weapon (and so the only Technique you have
is the lesser of the Move or the Weapon’s Training) or you’re unarmed.
Sure, you can still describe the action as a dramatic Kick to the head—it
does not have to involve the Weapon, but the Kick’s Technique is still
no higher than the Weapon’s Training. The in-game justification for
this is that if you’re focused on the use of your Weapon you cannot take
advantage of your full range of Technique with the rest of your body.
PAGE 194
WEAPONS
DAMAGE
1 Normal unarmed martial artist’s Hit
Weapon Damage
Weapons do a set amount of damage on a success-
ful Hit with an offensive Move (Grapple, Punch, or
Kick) regardless of the wielder’s Force in the Move.
Typically, Weapons do a lot more damage than
unarmed attacks could.
PAGE 195
Context Matters
The use of Weapons can sometimes complicate a situation. If it’s excus-
able that your PC could Kick the gun out of the shooter’s hands, or even
run up and do a jump Kick to the shooter all within the same Move then
yes, the Moves Versus Moves structure holds.
Improvised Weapons
Not to diminish the role of Martial Arts in Fight to Survive, but breaking
a glass bottle against the bar and slashing it at an opponent’s head is
an effective, if brutal, course of attack. The differences between using
unarmed Moves and an improvised Weapon are:
PAGE 196
WEAPONS
y, 1957.
Escrima Read
“T he At tacker”
Elaine
as an
Hill (26) w
matched
escrimador un
po ns co mbat
in wea
0s . She
during the ’5
kn ow n to wander
was
at
the Neon Strip
gh t, is su in g surprise
ni
much
challenges to
st ro nger
larger and
hter s, a be haviour
fig
agrin
much to the ch
former
of her father,
Marion
pro-wrestler
as the
Hill, who w
-t im e m ay or of
long
pe Ci ty from
New Ho
fatal
1950 until his
in ’76.
heart attack
PAGE 197
Learning Weapons
Teachers (and sometimes even Stages) can Train a
PC in the use of Weapons, increasing the Weapon’s
Training. Karate and various styles of kung fu are
famous for their Training in Weapons—see the Martial
Arts curriculum on page 214 for more detail on that.
However, any given Teacher knows only so many
Weapon options given their Martial Art.
PAGE 198
Screaming Bird Betrayed, 1979. Joe “Screaming Bird” Zhang (39) won his position at
the top of the Tong underworld after defeating Giant Skeleton in 1971, and led the Ten
Hands Group for eight years of nearly undisputed power until he was ambushed and
killed by thugs at the Chinatown border. Were the thugs working for the Bo Yee Tong?
The CBA? Or, as some say, was it remnants of the Under Heaven Society?
OUTNUMBERED
Everyone, everywhere, all at once.
Limbs are flying, bodies falling.
It’s a mad house.
S
ometimes a brawl gets out of hand. You end
up taking on a whole gang, mob, a whole
Martial Arts school, or a small army. This is
how to fight your way out.
PAGE 200
OUTNUMBERED
Sharing Moves
When multiple characters are acting against a single
one, the allied side “shares” the Moves to
be issued by their side during a Round.
What is meant by shared is:
PAGE 201
Managing Groups
When a side is made up of three or more fighters, they do not share
Moves but are instead treated as a single identified “group”. The exact
complement of the group is not important and the GM is not expected
to track members. The group of fighters that Outnumbers (referred
to mostly just as “group” here) acts effectively as a single fighter and
its membership is approximated. A fight against a group or between
groups works much the same as unarmed combat and Weapons com-
bat with the following exceptions and clarifications. See page 205 for
specific circumstances.
Group Build
q Small q Thin q Medium q Tall / Muscular q Huge
Group Moves
The Moves of a group of people have different names. Mechanical-
ly these Moves operate the same way as their unarmed equivalents
(Grapple, Punch, Kick, Block, Footwork) and can interact with them the
same way across different Move sets.
OUTNUMBERED MOVES
Outnumbered
PAGE 202
OUTNUMBERED
Group Posturing
During Posturing, a group gets one extra Move (or
more) to represent its circumstance every Round, just
as if the PC(s) it faces are treated as being In Trouble.
See the chart on page 205 for more on this.
Group Technique
Whatever Technique a group’s individual members
may have for their Moves does not matter when fight-
ing as a group. It is too difficult to coordinate attacks
in a group to make their use of Technique relevant.
Modern martial artists, and certainly the vast major-
ity of those encountered in New Hope City, are not
Trained to fight as a group.
GROUP TECHNIQUE
Complement Motivation
3 Rabble Uncertain
5 Gang Confident
PAGE 203
Group Force GROUP FORCE
In a crowded circumstance the flurry Intent
of activity dictates that sometimes
1 Unintentional
even errant blows are going to land,
so damage must be adjusted. 3 Unarmed
Die in Context:
A group passing “There are dozens of them, but
the Dying they don’t go on forever—so keep
bracket on swinging!”
the Health — Red Norton,
track does not
martial arts commando, 1944
necessarily mean
everyone in the group is dead. It depends on the context of the group,
what they were hoping to accomplish, and how many there were.
● With a group of only three fighters, passing the Dying bracket may
well mean they are all knocked out or splattered on the walls.
● Against a small army, passing the Dying bracket may just mean
they were demoralised and decided to quit, leaving a few behind
that may be dead or may just be knocked out or injured.
PAGE 204
OUTNUMBERED
Combat Circumstances
With an understanding of how to share Moves and
what changes in a group, various combat circum-
stances are outlined below with their own rules.
POSTURING REFERENCE
PC Circumstance Posturing Opp. Tech Opp. Force
vs. One 3 vs. 3 Move Move
One
PAGE 205
Two Fighters Stand Together
It is common for two PCs or even two foes to pair up in their fights.
● Two PCs Gang Up On One NPC: Two PCs share 4 Moves vs. the
NPC’s 3. Strangely enough, ganging up like this is not usually
considered dishonourable in the Martial World.
● Two PCs face Two Opponents: To properly coordinate their
efforts, PCs share 3 Moves against the two opponent’s shared 3.
● Two PCs are Outnumbered: Two PCs share 4 Moves against the
Outnumbering group’s 5. Such a fight is often a mess of Moves
from flailing limbs. PCs are wise to fight back-to-back.
PAGE 206
OUTNUMBERED
Technique: No fighter, not the PCs and You may ask: how com
e
not the group, can use any Technique I have fewer Moves in
a
big brawl scenario?
in this fight. Mass brawls are a mess of firstly because such
Well,
a
desperately wild, disorganised activity. scenario is a cacopho
ny
of violence all happen
This is not the time for elegance. ing
at once. A single Move
re-
flects your fighter’s
com-
Ties between Moves are resolved in bined efforts through
out
the Round. Mechanic
the favour of the group because of you have fewer optio
ally,
ns
their superior numbers. to reflect how despe
rate
the situation is. Also,
if
the number of Moves
Force: Follows group rules for the kept
going up it would tak
e
group, and individual rules for the forever to resolve.
PC fighters.
T
he gateway to any Martial Art is what is
taught. Teachers inherit a martial tradition
that they carry forward to their Students,
altering it along the way based on their own
successes and failures. Teachers broaden a fight-
er’s knowledge of the Martial Arts, allowing them
to advance much faster and in some cases opening
up interesting Training options. More so than the
Martial Arts as inherent truths unto themselves, it
is the curriculum of the Teachers, and their strict or
loose adherence to their martial lineage, that makes a
greater difference in Martial Arts styles, and the skills
of their Students.
PAGE 208
TEACHERS
Final Lesson, 1999. After Terry Saito (60) issued a final challenge to his long-time
rival and prolific karate teacher Kelly “Iceman” Jones (58), neither were heard from
again. Iceman-do closed shortly after, when his daughter, Janelle “Turbo” Jones
(24), turned her back on karate in favour of taekwondo, and his best student and
heir Melody Rockford (45) returned to alcoholism, giving up martial arts.
PAGE 210
TEACHERS
Teaching Qualifications
When the Student is ready, a Teacher will appear. It can
be entirely another matter to get the Teacher to teach
you, however. The requirements of a Teacher are:
● Like a Stage, and the Martial Art itself, a Teacher may present a
bonus to learn the Technique of a certain Move, reflecting their
corrections, lectures, demonstrations, and coaching in that Move.
● Given the opportunity, and when certain conditions are met, the
Teacher may instead offer to bestow the use of a Weapon or some
Special Move of the Martial Art, as dictated by the Martial Art and
the Teacher’s individual curriculum generated by the GM.
Special Training
Points can be spent to acquire Special Training under the direction of a
qualified Teacher. This type of learning—like Weapons, Meditation, and
so on—is available almost exclusively through Teachers. You cannot get
“better” at Special Training with more Training Points. You either have
it or you do not. For more on this see Special Training on page 190.
Casual Coaching
A PC can be the temporary Teacher of another PC—the equivalent of
showing your buddy a few moves in the backyard, broadening your
understanding of combat through sharing.
● The Teacher PC does not have to meet the criteria above of being
a Teacher, but must be at least a Champion (8) in the Technique of
the Move they are going to teach.
● This peer Teacher is able to provide the other PC(s) a +1 to Train in
that Move during a Training Regime.
Dedicated Teaching
A PC can be a dedicated Teacher of another PC, or several PCs, within
the same playgroup.
PAGE 212
TEACHERS
●
your efforts!
Visiting Move: The PC’s best Move—the
one that is highest in Technique. If multiple
Moves tie for this position, pick one.
● Comfort at 3: The PC’s third best (highest)
Technique Move. If several Moves are their third
highest, pick only one.
● Comfort at 5: There are two options.
- The Move of their second best (highest) Tech-
nique—if there are ties, pick only one.
- Or, a Weapon in which you are proficient (have
at least a 1 Training to use.)
● Comfort at 8: Give a +1 to learn the Move of their
best (highest) Technique. If there was a tie for
best Move before, another best Move can be
chosen or the first Move can be increased again.
● Comfort at 12: The Teacher must pick one option.
- Impart a Special Move (S) you know.
- Teach Choice Study—that is to say, the Student
picks any Move in which the Teacher has at least
some Technique. The choice is fixed once made.
PAGE 213
Curriculum
In life, nearly every Martial Art trains you in all Moves—each usually
has a full and balanced curriculum—but for the sake of abstracting
each Martial Art’s training methods into F2S, certain calls had to be
made. The assumption is made here that the Teacher is not particu-
larly old-school wicked-strict and neither are they particularly McDojo
pyjama-dancing. This curriculum represents a Teacher of middling
capacity with a full understanding of their art that has navigated their
curriculum through Years of application.
GMs should not feel shy about altering the below curriculum as fits their
understanding of the Martial Art, the attitude of the NPC Teacher, the
needs of the player, and the direction of the game. If you have a better
Training curriculum in mind for the art, implore your GM. Martial Arts
are ever-evolving, living traditions, less like a mountain and more like
a river, always moving. Research into the Martial Arts—and better still
their practice—will forever be encouraged. A small glimpse into our rich
human history of martial sciences lies before you. For a bit more infor-
mation on each, see the Martial Arts section on page 178.
PAGE 214
TEACHERS
Legend
! Force 3 Points to raise to two ticks, 5 more to raise to three.
W Weapons In use, Moves cannot exceed Training in a Weapon.
M Meditate The Comfort of Meditation raises instead of a Move.
S Special A Move custom-designed by a Martial Arts Master.
X Choice One-time choice of one Move: G P K B or F.
PAGE 215
Martial Art Visiting Move Teacher Comfort at 3
Drunken Fist Patterns & Forms (G) Floor-walking (F)
N. Mantis (Wang Lang) Mantis Hand (P) Short Punch Drills (G)
PAGE 216
TEACHERS
Butterfly Knives (W) Patterns & Forms (B) Special Move (S)
PAGE 217
Martial Art Visiting Move Teacher Comfort at 3
Ninjutsu Katana (W) Crab Walk (F)
S. Mantis (Chow Gar) Universal Post (B) Patterns & Forms (G)
Tiger Claw (Fu Jow Pai) Stair-climbing (F) Grip Exercises (G)
PAGE 218
TEACHERS
Push Hands (G) Patterns & Forms (B) Special Move (S)
PAGE 219
SPECIAL
Flying
Kick, 1964.
Although a
judoka, Yumi
MOVES
Notaro (21)
earned her
nickname
“Street” by
unleashing
a surprising
flying kick
The power was inside you all along.
F
while de-
fending Big
Trouble Dojo or every Martial Art there are secrets known
from local
only to its upper echelon of practitioners. Only
trouble-mak-
er Hawkwind the greatest martial artists are familiar with
(16).
techniques of this kind. The details of Special
Moves are only bestowed by the greatest Teachers
upon the most worthy students.
Requirements to Learn
1. Special Moves can only be learned from a quali-
fied Teacher if your Comfort in them is sufficiently
high for them to regard you as the person who
should inherit their secrets.
2. Developing your own Special Move requires great
Technique in a few Moves.
3. A human body can only know a
maximum of three Special Moves.
Makeup
Special Moves seem to affirm a
Your Teacher may know the Special fantastic sense of the Martial
Move because it will be part of a mar- Arts, running contrary to Fight
to Survive’s more grounded,
tial tradition. All Special Moves have mundane approach. But,
the same makeup: Special Moves are found in
some of what is otherwise the
● Based on one Move, using its Tech- most grounded of Martial Arts
cinema. These are reserved
nique and Force. for the higher level of play to
●
particularly brutal Big Boss
Backfires against one Move. NPC. This is as far up the ladder
of the fantastic as things go.
Is this propagating myth? Is
Its relationship to the rest of the this showmanship and martial
Moves are decided by higher Tech- fakery? Certainly. Just as
martial artists invest delusions
nique. into the righteous heroism of
combat, so too does the Martial
Special Force World fetishise its own glorious
SPECIAL MOVES
Special Move Description
PAGE 222
SPECIAL MOVES
PAGE 223
Developing a Special Move
During an Extended Training segment at the End of
Year you can choose to invent your own Special Move.
PAGE 225
STAGES
Set the stage of violence.
Make fist-fighting your home.
You can never outrun it.
It lives in your dreams.
T
he heart of a fighter is often set to a certain
location—their turf, their territory, their spe-
cial place of Training that they will defend
violently. This is their Stage.
Present at Stage
To accept challenges, to defend their territory, or
even just to make use of it as a space for Training,
your character must be present at the Stage to gain
its benefits. This is not always possible if the situation
(like a Comfort Under Threat) keeps you away.
PAGE 227
Confessions at Poison’s, 1950. Poison’s collected fighters of all kinds, from Judy
Herrera (20) confiding in Big Mar (30) to Mayor Marion Hill (36) trying to win votes
or start a wrestling match, and even an elderly Chancy “Boxcars” Charles (71),
much past his fighting days (although some say he died in the Spanish Civil War).
Visiting Stages
Even if there is no value in the Stage, or no one has it as a Comfort, it
can still contribute to a fighter’s Training Regime. You would just make
use of its Visiting Move, the inherent Training bonus of the Place.
For example, the PCs are marooned on Read Island after the boat they
were on capsized in a storm. The Scheme they’ve made for rescue will
take some time, so the PCs decide to do a Training segment. The GM
rules that where they are—the long beach area on the north side of Read
Island, the nesting grounds of the endangered Western Duck-billed Read
Cormorant—is a great spot for running. So, anyone looking to improve
their Footwork would gain a +1 bonus Training here.
PAGE 228
The reasoning for visiting Stages runs like this. There are stories of STAGES
martial artists Training to great heights of skill confined to a small
apartment, but there is also a reason for schools and other set
locations for Training, and beyond that, some martial artists—even
with access to a dojo or other dedicated space—might sometimes travel to
strange locations to Train. There must be something different offered by far-off
mountains that isn’t at the downtown dojo. Each relevant location must have its
own advantages for Training. Understanding how to recognise the advantages
of, and make use of a Place is part of what distinguishes a martial artist.
Legend
! Force 3 Points to raise to 2 ticks, 5 more to raise to 3.
W Weapons In use, Moves cannot exceed Training in a Weapon.
M Meditate The Comfort of Meditation raises instead of a Move.
S Special A Move custom-designed by a Martial Arts Master.
X Choice Your choice of any one of the Moves: G P K B or F.
STAGES
Stage Visiting Move Stage Comfort at 3
Boxing Gym Speed Bag (P) Heavy Bag (!)
PAGE 230
STAGES
Investing in a Stage
The more that is invested in the value of the Stage’s Comfort, the more
bonuses it gets on the Training Regime, at least to a certain extent. Not
every Stage is capable of allowing more and more bonuses at the tiers
of 3, 5, 8, and 12. Some, by their natural limitations, can only advance
in Training so far. This is part of why dedicated spaces for Training like
gyms, dojos, kwoons, and temples are so valuable; they are set up in
anticipation of graduated learning, and will not be as limited in the
utility of Training as, say, your local diner or the rooftop of an old movie
theatre. Work with your GM to come up with the Training option that
makes sense for the kind of Stage you envision.
Tossing (G) - -
Improvised (W) - -
- - -
- - -
PAGE 231
REVENGE
The rage will never quit, but it can find a
home in your enemy, for a while.
P
ursuing a lifestyle of violence has intense and
real emotional repercussions. Suffering such
physical and emotional hardship, each fighter
carries the weight of a pool of boiling, barely
contained feelings of revenge inside their heart. When
truly horrific events happen to your fighter, the Revenge
pool grows, waiting to be unleashed. There is no limit
to the amount of Revenge a fighter can keep bottled up,
unspent. The pool could grow upwards to infinity. But
when the time is right, you can choose to unleash Years
of held feelings of Revenge in a single moment!
Life is Unfair
At times the GM will have reason to administer to
your PC an additional Hardship, or some struggle or
Trouble or thematic Setback based in the logical con-
text of in-game events. When this happens, you may
appeal to them to add +1 to your PC’s Revenge pool.
PAGE 232
REVENGE
PAGE 233
Flashback
When your Revenge pool is spent, as a player, you must role-play the
experience of your memories to the other players at the table and reveal
the following things about the pain and suffering your PC has endured:
● At least one Comfort that was destroyed and added to the PC’s
Revenge pool, if any were.
● The Comforts that have a Rift as a result of your PC’s journey, if any.
(Rifts are marked by
a checkbox on your
character sheet.)
● The Hardship that
your PC has been
through; characterise
your current Hardship
bracket in terms of
QP
your character’s emo-
tional state.
● In looser terms, the
struggles your PC has
faced, and describe how
they have faced them.
There Is No
Satisfaction
Half of what you spent in
Revenge, rounded down, is
repeated in Hardship once
the Round (or life-threaten-
ing circumstance) is done.
This does not count as a
Broken Heart, 1976. Drunk from his success
“Life is Unfair” situation in a kung fu competition, the Chinatown
and you do not get Re- Kid (25) celebrated at the Red Luxury House
brothel. His lover “Hardcore” Harriot Cohen
venge Points for inflicting (17) discovered his unfaithfulness thanks to
Hardship upon yourself in a tip from the Kid’s kung fu rival, Screaming
Bird. The Chinatown Kid would not die until
this way. the following year, however, fighting Tong
thugs sent by Screaming Bird.
PAGE 234
REVENGE
Giving Up Revenge
In some circumstances, you can give up some of your
Revenge to assist an ally. The well of fury inside your
heart has been spent, but not to the satisfaction of
your warrior spirit. Accordingly:
Call Out
When Revenge is spent this way, as a player, you must
call out in-character what you’re saying to your ally to
add to their fighting ability. For instance:
T
he poor house is full of passionate fighters
who said, “Never back down.” That works
until it doesn’t, I guess. The fact is, the city
is made to kill you. Every day you turn your
sweat and your sinew into concrete for rich men. Your
body is all you have, and what they’ll use. No wonder
you fight. Nothing’s fair, except what you can fight. It’s
these little victories that keep you going.
PAGE 236
Olympic Bronze Medalist
Boxer Raymond Smillie, 1928.
THE
BATTERY
The Slums
A
jungle of pipes, barrels, abandoned factor-
ies filled with broken equipment. The area
is smoky and misty. Paint peels off every-
thing. Industrial sounds eerily emanate
from the distance. You walk past garbage and debris,
by chipped brick, rusty metal pipes, and scrap.
PAGE 240
DISTRICTS
Makeup
● Communities: Several disassociated disenfranchised cultural
groups oppressed for cheap labour at various points in the century,
unable to move elsewhere.
● Power: A rotating series of street gangs.
Schools
Many Martial Arts schools have come and gone through the Battery.
Some of the most prominent mainstays have been:
Stages
Abandoned Buildings, Empty Factories (Glass, Ice, Pallet, Paper Mill),
Junk Yard, Old Power Plant, Seedy Shops (Gun Shop, Hock Shop, Junk
Shop), the Train Yard, and:
● The Juke Boxer Blues Club (’02-61) Nightlife spot and early jazz club.
● Poison’s Pub (’12-91) Staple of the New Hope City Martial World run
by the O’Rourke family, father to son. All fighters visit Poison’s, but
fights don’t happen in Poison’s.
● Crowbar (’45-86) The city’s most violent gay bar and nightclub,
ruled by the Grease Fire Gang for most of its history.
● Raven’s Nest Motorcycle Clubhouse (’50-69) Disenchanted war vets
formed a social club. Sometimes it’s a boxing gym, too.
PAGE 241
BEAT TOWN
The West Side
W
here the people come to play, the place
of music, clubs, bars, seedy motels,
and back-alley fights. Huge, ostenta-
tious signs hang streetside, advertising
every pleasure. Gambling, music, and the high life are
available here, for a price, and sometimes you’ll have
to fight for it.
PAGE 242
DISTRICTS
Makeup
● Communities: A cosmopolitan of folks, but with a strong Carib-
bean Village, Latin Town, Little Russia, and West Africa Town.
● Power: A loose parliament of crime kingpins.
Schools
Many Martial Arts schools have been heard on the streets of Beat Town.
Some of them are:
Stages
Bars, Good River High School, Hit Radio Station, Motels, New Hope
Concert Hall, Nightclubs, The Old Airfield, and:
S
team rises from the rainbow oil slicks lining
the roads. Factories roar against each other,
spewing smoke into the air and bile into the
Red River, so named for the pollution. Hardly
anyone lives here in the C-Com Industrial District. Its
workforce comes from the nearby slums, the Battery,
that powers the city. C-Com is the factory town, where
you are owned by the company.
PAGE 244
DISTRICTS
Makeup
● Communities: Mostly corporate-created transposed South Amer-
ican Latin communities, but others, too.
● Power: The power is in the C-Com Corporation’s hands, entirely.
Schools
Few Martial Arts schools have seated themselves in the C-Com Indus-
trial District. Some of them are:
Stages
Construction Sites, Factories, Industrial Park, New Power Plant, Public Util-
ities Commission, Undeveloped Land, Warehouse Developments, and:
● Pi Quan Tower (’60-99) The seat of power for C-Com Industries, with-
in the Industrial Park, bordering on the Neon Strip’s own towers.
ict
this Distr
te : At fi rst glance the rest, and
k Sla ted a s
the Blan s popula -Com
C-Com As ot as lively nor a ro b a bly use C
n il l p ever
may seem rpose. Yes, GMs w rporation” when
t’s o n p u c “e v il co s, b u t this
tha eneri bviou
s as the g , that’s o ppor-
Industrie oration is needed older for other o
rp ceh
an evil co represents a pla
ic t a ls o
Distr District.
e C-Com
tunities. r th e y want in th that your GM
ve e
put whate City does not hav ur GM wants to
GMs can Hope . If yo
ve r N ew
n be ad d e d h e re om Indus-
Whate
h a ve ca o w n w a y, the C-C .
wants it
to y in their undeveloped land
to N ew Hope Cit te ra ll y
add . It’s li
ict is here
trial Distr
PAGE 245
CHINATOWN
City within the City
O
ne of the oldest Chinatowns on this side of
the world, the great stone archway greet-
ing tourists and warding off demons is now
faded and chipped. Tacky market stalls
sit in front of every storefront. There’s always more
people here than should be able to fit; some bustling,
some sitting looking idle. Martial arts schools here are
plentiful; some ostentatiously public, while others are
possessively secret. The most violent business hap-
pens in tea shops, go parlours, and restaurants.
PAGE 246
DISTRICTS
Makeup
● Communities: Sometimes violent segregation between Hong Kong
Chinese, Korea Town, and Mainland Chinese folks.
● Power: Various Tongs, and occasionally one Triad or another,
usually the Mountain Sect or Sky Sect.
Schools
Of the many Martial Arts schools in Chinatown, some of them are:
Stages
The Market, Restaurants, Shops, and:
PAGE 247
THE DOCKS
Gateway to the City
E
verything coming to New Hope City goes
through the Docks, a long series of shipping
yards, storage warehouses, and piers as far
as the eye can see. Between them are seedy
bars, empty warehouses, and back-alleys where no
good thing happens. The people here have big dreams
and work hard, thankful for a job not in a factory, and
one that doesn’t care about their past. The subway
ends before it gets here, like it too has forgotten about
this place.
PAGE 248
DISTRICTS
Makeup
● Communities: Many small semi-closed communities: Indian, Irish,
Little Philippines, Malay, Thai Town, and Vietnamese.
● Power: Fairly neutral territory since every group needs access.
Schools
Many Martial Arts schools come and go on the Docks. Some of them are:
Stages
Main Pier, Old Pier, Run-down Amusement Park, Shoreline Beach, Water
Treatment Plant, Warehouses, and:
L
ight from neon signs glow everywhere, into
every window. Lines of clubs and shops,
crowded with foot traffic and slow-moving ve-
hicles, Saturday night cruisers in their custom
cars. A lot of people are out, looking for some action.
Large windows look out onto the street showing TVs
with their music videos. A glitzy neon mish-mash of
colour, crowds, and street noises.
PAGE 250
DISTRICTS
Makeup
● Communities: No one cultural group dominates the Neon Strip.
This is where fortunes are won and lost. Few live downtown be-
cause of its high rent, and costly dreams.
● Power: City Hall and local police.
Schools
Many Martial Arts schools have come and gone through the Neon Strip.
Some of them are:
Stages
Bars, Bus Depot & Subway Centre, Dept. Stores, Downtown High
School, Hospital, Hotels, Library, Metro Mall, Office Towers, Shops,
Town Hall, Workout Gyms, and:
● The Golden Goose Casino (’19-48) Some say the brightest lights on the
Neon Strip are here. They also say there’s a golden fight ring inside.
● The Museum of Movie Props (’32-69) Tourist attraction, or fight club?
● The Doxy St. Community Centre (’65-99) A place for wayward youth
to find the help they need, and learn discipline through martial arts.
● The Neon Strip Wrestling Arena (’67-99) A location for large sport-
ing events, monopolised by the New Hope City Wrestling League
for its regular, typically sold-out shows. It dominated the wrestling
space in New Hope City until infighting among its members in the
mid ’90s led to splinter groups.
PAGE 251
PARKSIDE
Uptown Wealth
T
his is where the city keeps its face washed.
The buildings are huge, stone, and beauti-
ful. There are parks, playgrounds, and
fountains. Here they hang plaques, put up
statues, and the politicians go make speeches. It’s so
lovely it’s an eyesore. But all you’re likely to ever see is
“Mugger’s Park” in the after-hours, or to be invited to
some rich man’s fight club as the entertainment.
PAGE 252
DISTRICTS
Makeup
● Communities: Wealthy communities of northern European, Middle
Eastern, and mainland Chinese ancestry.
● Power: The City Hall, and local police, and the influence of the
wealthy elite, especially in favour of C-Com Industries.
Schools
The exclusive Martial Arts schools of the Parkside include:
Stages
Estates, Golf Course, Office Buildings, Penthouses, Restaurants, and:
the
fighters be
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Cit and
the streets,
violence, on W or ld.
M ar ti al
PAGE 253
THE
RICHMOND
Old Town
Y
ou walk down a street of potholes, where
half the chrome-signed storefronts are
abandoned. Between the subway overpass
and the pollution it’s always kind of a neon
night time, but there’s a lot of pride here in the “Old
Town”. At least some chrome storefronts still shine.
The cars may be old but they’re still polished. Folks
here say this is the real hope of the city, it’s just not so
new anymore.
PAGE 254
DISTRICTS
Makeup
● Communities: Japan Town, Little Italy, and various communities of
derived from New Hope’s earliest British settlement.
● Power: Gangs and organised crime from Little Italy vie with Japan
Town’s old yakuza groups for power in the Richmond, but they
usually keep an uneasy truce.
Schools
As the oldest place in the city, it has some of the oldest schools.
Stages
Diners, Drive-in Movie Theatre, Mechanic Shops, Motels, Pool Halls,
Shopping District, Strikeout Bowling Alley, the Waterfront, and:
PAGE 255
READ ISLAND
The Forbidden Land
A
rocky and desolate forest island whose cliffs make it in-
accessible for commercial use. No one lives here...or, no one
is supposed to live on what some call “Fighter’s Island”.
Makeup
● Communities: None. Although some are rumoured to train here.
● Power: The New Hope City Conservation Authority technically has
jurisdiction here since the Western Duck-billed Read Cormorant is a
protected species that lives only on Read Island.
Schools
Strange lone hermits have sometimes trained here, but there have been
very few schools to survive this rugged terrain. One of them is:
● Tiger Pounce (’12-26) Tiger Claw (Fu Jow Pai). A survivalist school.
Stages
● The Refugee Forge (’37-45) A secret place, a staging ground to
avoid the normal ports of immigration into New Hope City.
● NHC Conservation Area (’48-99) A shack only manned in the spring.
PAGE 256
DISTRICTS
WOODSIDE
Beyond the City
O
utside of New Hope City is mostly forest, farmland, and long
stretches of rural areas bordering highways aiming to get you
on to the next, less violent city. The two main roads exiting
New Hope City on either side are Turbo Street and Phoenix
Street, and around them as they turn into roads, is where most of Wood-
side populates. Mostly it’s a place where folks go to hide from the city.
Makeup
● Communities: Rural folk of various backgrounds.
● Power: No central authority in the Martial World.
Schools
With only a few Martial Arts schools to be found in Woodside, some are:
Stages
The peaceful Woodside is filled with Farmland, Highway Attractions,
Subdivisions, Motels, and:
PAGE 257
REFEREE
THE STREETS
F
eel the heavy swing of his arm missing your
head. You survived another move. The fight
is never fair—it’s angry bodies smashing
together—but what really makes the differ-
ence is will. Who can remember their pain on com-
mand? Bigger men fall into uncertainty. The stumbling
pipsqueak stands tall. It’s all a measure of who hurts
more. You out-box your past every time. Make no
mistake, the hurt in your heart is what you fight. Left—
the bullies growing up. Right—the father who never
wanted you. There are no peaceful fists. All fists are
fists of an angry past.
PAGE 258
Above: Karateka Sosui Ichikawa.
Below: Boxer Ángel Tejeiro.
PHASES OF
PLAY
The invincible seasons pass
through a fighter’s life, leaving
old muscles weak.
T
he game-running side of Fight to Survive
looks very different than the player side. As
the GM you’ll have to keep in mind that play
is relegated to set sequential Phases, and
keep the players on track in their order. They are:
PAGE 260
PHASES OF PLAY
1. We Have a Situation
1. ABSENT: Players who missed games, or otherwise if their PC sat out:
- Narrate what happened to their PC during that time. Based on this,
gain +1 to a Technique or Comfort per Year absent.
- Sometimes the GM will elect to skip a Year, in which case treat it as
a Year absent for everyone; players explain what their PCs did and
adjust their Techniques or Comforts accordingly.
PAGE 261
2. Segments
Once the first Comfort of the Year is put Under Threat, play is directed
into one of five segments: Bond, Fight, Rest, Train, or Travel. The bulk
of the play experience in Fight to Survive is to swap between various
segments (in no particular order, just as they arise) until all situations
Under Threat are satisfied (that is to say, victory or defeat conditions
are met for each) and the Year ends.
- Different PCs can undertake different segments simultaneously.
- All segments happen and last the same length of time as each other.
The longest segment sets the pace for the rest.
- No segment can happen twice in a row for the same PC(s).
- Note that segments are important to track the condition of Dying.
Bond
When the PCs talk, scheme, and share time together. This is the default
segment governed by free-style role-playing.
Fight
When a fight is going on PCs have the following options:
B. SIT OUT: When a fight is going on, unless K.O.’d, or Dying, each PC
can do one of the following:
A. Call Out: Spend any number of Points from your Revenge pool to
add to the Technique or Force of an ally participating in a fight.
B. Study: Any witness to a relevant fight gains +1 Training Point.
C. Tend or Treat: Tending to a K.O.’d PC revives them, and Tending
to a Dying PC keeps them alive for one more segment.
- Treat a Dying PC only if your medical Comfort is equal to or greater
than the number of filled Health checkboxes of the Dying PC.
PAGE 262
PHASES
PHASES OF
OF PLAY
PLAY
The Hong Kong Bus, 1946. WWII expanded the landscape of martial arts in New
Hope City but also left a scar of trauma across its fighters. Edmund Pie (39), better
known as “Pale Ghost” from his popular wartime propaganda posters, lost his peer
group in the war: Ollie, Scrappy, Eye-Patch, and Squirrels. They were once street
thieves together in the ’30s. Post-war, alone, Pie reformed and became a doctor like
his father. Unfortunately, Pale Ghost couldn’t quite quit the violent lifestyle, and
worked as a “cutter” for fighters, stitching their ringside wounds, until he died in
’57 in a suspicious altercation with local police. No report was filed.
Rest
At any time that there is no immediate danger, a PC may choose to
Heal, which means to erase all checkmarks in the 1st checkboxes of
each bracket of Health.
- If time is an issue, each checkbox takes one hour to Heal, and the
player may choose the order in which they are erased.
- If a PC is Dying but has been Tended in the segment before this,
then the Rest segment is treated as respite. The PC will die at the end
of the next segment instead. For more on Dying, see page 121.
- If the PC has no checkmarks in the 1st checkboxes in Health to Heal,
even if they have only checkboxes in the 2nd or 3rd boxes, then this
segment is a waste of their time.
PAGE 263
Train
At any time that there is no immediate danger and sufficient space,
time, and quiet, the PCs may use their Training Routines to improve
their fighting skills.
- Each PC participating applies Training Point(s) to Move(s).
- Each Training Point spent increase a Move’s Technique by 1.
- Every Training Point spent is repeated in Hardship.
- If time is an issue, each Point takes one day to become a Technique.
● Build: One Move that a fighter is able to Train more in, given the
structure of their body. This is determined at character creation.
● Martial Art: You are given a Move that you can add to your Train-
ing Regime if you have a Martial Art.
● Teacher: If your PC has a Teacher for the Martial Arts then they
are given a Move to add to their Training Regime.
- You can add to the Training bonus of your Training Regime in this
column by increasing your Comfort for your Teacher. So, the more
your Teacher likes you, the more and different things they teach you.
● Stage: If your PC has identified a Stage on their Comfort’s Places
then they are given a Move to add to their Training Regime.
- You can add to the Training bonus’ of your Training Regime in
this column by increasing your Comfort for your Stage. The more
you know a Place, better you are able to take advantage of it.
If a Move is not part of your PC’s Training Regime, you can still improve
it without a bonus to the first Point spent, just at a rate of 1 Training
Point for +1 Technique each.
PAGE 264
PHASES OF PLAY
PAGE 265
Travel
PC(s) may travel from one District to another within New Hope City
within one Travel segment. In doing so they may:
A. Visit one Person, to learn one piece of Info from them, acquire a
Thing from them, or fight them.
B. Visit one Place and gain some Info from there.
C. Go in search of and acquire a Thing.
- Success is not granted. Travelling usually involves meeting a Challenge.
er
a play
t h a t when a t
sume t are
ays as is, tha e
G M w ill alw ere their PC rson, and ar
The w w h a P e in g.
ot kno e, with olding a Th
does n a Plac h
PAGE 266
PHASES OF PLAY
3. End of Year
The Year ends once the PCs have faced the situations of the Comforts
being Under Threat and the threats, and situations arising from them,
are reasonably resolved. Then, each PC may pick one way to spend the
remainder of the Year:
PAGE 267
GENERAL
PLAY
RULES
Live by the rules, die by the rules.
That’s a fighter’s life—the rule is
survival.
C
ompared with many other table-top
role-playing games the duties of a Fight to
Survive GM are light. The events of the game
are largely player-driven. The GM begins
a Year by setting the season and putting a Comfort
Under Threat. The rest is up to the players. They may
resolve the situation, or they may not. They may even
solve it without violence, although those are excep-
tional Years. The GM follows along with the Phases
of Play, and otherwise their obligation is primarily to
act as NPCs, sometimes opponents, and occasionally
to throw a Stage Danger at the PCs. The GM gets to
decide when the situations in play have reached their
conclusion—whatever form that takes—and begin the
End of Year Phase.
PAGE 268
GENERAL RULES
Conflict Funnel
The mechanical backbone governing conflict resolution in this game is
the Conflict Funnel.
VERSUS
1. Role-play: Govern situ-
R
K sor
G
G
es K
ations by agreement as
B gres
po
P
P
necessary.
nd
g
er
A
2. By the Numbers: Players
B
propose their PCs’ actions
F
with a Technique, Vir-
tue, Comfort, or Special
Training number the GM
compares to the resolution
steps of Challenges.
3. Moves
CHALLENGES
Versus
Moves: 1 Easy for a marital artist to do
For im-
3 Skilled or Tough challenge for a martial artist
mediate
hand-to- 5 Expert, Strong or First-rate stunts
hand and
8 Champion skill exhibited
Weapon
violence. 12 Master feats of amazement and the fantastic
PAGE 269
Reminders
When running a game of Fight to Survive keep in mind these key points.
Some of this is discussed elsewhere in the text in more detail, but most
points are here for emphasis because listing rules rarely tells you what
is practical information when running a game.
● GM Sets the Pace: If nothing is happening, move on. If the PCs will
not resolve the situation, it fails. Let the players direct play, but
the call of when a situation has been resolved and a Comfort is no
longer Under Threat is ultimately the GM’s. Some Years very little
will happen, and that’s okay. Keep the game moving through the
Years and the players will get a sense of the passage of time.
● Hardship is Common: Any trauma the PCs witness or reasonably
experience expresses itself in Hardship. When such a situation oc-
curs, inflict +1 Hardship to all applicable PCs. Be liberal with this.
● Make Use of Rifts: If the PCs are using their Comforts in By the
Numbers resolution in a way that you think is too much of a
stretch, warn them it will inflict a Rift on the Comfort. This is com-
mon if a PC is trying to bribe their way out of a problem using the
Job/Means of their Things, but it happens in many circumstances.
● Dramatic Threats: Don’t put all Comforts you have planned to be
Under Threat that Year in danger all at once. Pace them throughout
the Year as dramatically (or melodramatically) appropriate.
● Shift the Spotlight: Some Years one PC or another is not going to
do much. Just make a Comforts of theirs the focus of next Year.
● PvP: If PCs want to fight amongst themselves, fine. The same rules
apply. It’s usually counter-productive for them.
● PCs are Never Well: Players will want to be able to “clear” their
Health and Hardship at the end of each Year. However, that will
almost never happen, especially after the first few Years of play. The
End of Year should always be about hard choices. Some players
find this intensely frustrating, and that’s okay. That means they’re
in a good head-space for their character.
These aspects are not secrets from the other players per se, but players
of Fight to Survive may find the most enjoyment not knowing details.
PAGE 270
Hard Knocks
The GM’s power to do terrible things to PCs is rationed according to an
in-game meta-currency called Hard Knocks. Fight to Survive has harsh
themes, but the relationship between GM and players is not adversarial.
To balance these seeming contradictions the GM is given a pool of Hard
Knocks to spend to send adversity against their players.
“Hire a bodyguard or
choose a less aggressive
lifestyle!”
— Joe “Screaming Bird” Zhang,
famed Tong Boss of the Ten
Hands Group, 1978
PAGE 272
GENERAL RULES
For example, not every martial artist is going to die in a glorious fight.
Most of them are going to pass away from perfectly mundane circum-
stances, like sickness. In 1956 when kung fu master Master Bao was 93
years old, having passed on his style to many of New Hope City’s kung
fu experts for more than 50 years, the GM rules it makes sense that this
Year he should pass on. Master Bao is generally well-loved, has many
loyal students, and has outlived all his enemies, so the GM rules that he
will die of natural causes—in this case a bad heart. It is sad, it makes
sense at his age, but it also has a big mechanical impact on whatever
PCs have invested Points in Master Bao as a Person, especially if he is
their Teacher. Everyone dies; even a Martial Arts master can’t live forever,
but without losing a fight and having the Comfort destroyed, how do
we, in a mechanically relevant way, exit the beloved Master Bao? The
GM spends Hard Knocks to “pay” for the mechanical implications of his
death. Obviously, the GM will also structure some kind of relevant send-
off, like one last Year putting the Comfort of Master Bao Under Threat by
asking a favour, a dying wish, to see his legacy continue on by planting a
tree in his honour on Read Island, a difficult place to get to and guarded
by a violent karate hermit. Such a send-off warns the players that their
PCs are in for a huge hit of Hardship when old Master Bao dies, and they
can plan accordingly, just as we all prepare for grief when life sometimes
gives us the opportunity.
PAGE 273
Gain Hard Knocks
The GM gains Hard Knocks in the following ways:
Player Uncertainty
The players should not know exactly how many Hard Knocks the GM has
at a given time, although they are free to guess. They’ll know if their PCs
are performing well enough that the number will be climbing sharply,
and the mystery of that rising tension is useful for a game atmosphere.
PAGE 274
GENERAL RULES
The exception to this, when no Hard Knocks are required to enact tra-
gedy in-game, is as the result of a fight, the consequences of which are
narrowly defined in the Rights of Victory on page 108.
PAGE 275
Troubles
This represents any circumstance where in combat a PC is “In Trouble”.
An opponent gains a combat advantage of +1 Moves over the PC(s).
The GM informs players when there is a Trouble in the circumstance, or
multiple Troubles. If it seems unfair, see Life is Unfair on page 88.
EXAMPLE TROUBLES
Ambushed A trap, assassination, surprise strike, or snipe.
PAGE 276
GENERAL RULES
Resolving a Trouble
Troubles fade after a single Round of combat, presumably because your
PC has learned to compensate for the situation. To have the Trouble
maintain, the GM must pay Hard Knocks for every Round.
Setbacks
When a fighter is forced to lose something as a consequence of game-
play then it is called a Setback. Setbacks maintain until intentionally
resolved by PC action.
Types of Setbacks
Example Setbacks that can be inflicted by the GM include:
● Disarmed or Out of Ammo: These are common for PCs that carry a
Weapon, but even more commonly inflicted on their opponents.
Fix: A PC can only replenish ammo in one of two ways: if defeated
enemies have guns as well, ammo can be replenished on a Break
in a Fight segment. Otherwise, they must wait until a Rest Phase
and have it take place where ammunition would be accessible,
like downtown along the Neon Strip of New Hope City.
● Lost: If there is reason to believe the PCs could get lost in unfamiliar
territory this can be reasonable.
Fix: Once lost, PCs can find their way by entering into a Rest Phase.
● Rift to a Comfort: For instance, if a NPC that is listed as a Comfort
goes on vacation and is then inaccessible.
Fix: The NPC themselves may resolve the Rift. Otherwise, a Rift is
only mended during Affirmation of Life at the End of Year Phase.
Rejecting a Setback
In some borderline cases of a Setback at PC can negate the circum-
stance by inflicting +1 Hardship on themselves instead. If this is not pos-
sible, and the Setback is still going to happen, the PC gains +1 Revenge.
PAGE 277
Stage Dangers
A variety of perilous situations can befall a martial artist beyond fights
themselves, and most of these are considered Stage Dangers. A Stage
Danger is defined as whatever is dangerous about a location in-game
that can be reduced down to a single Move to represent an event
with the potential to harm PCs. Whether it’s a flash flood, a carefully
considered trap, or wide-spread hallucinogenic vapours, whenever a
dangerous situation is attacking the PCs it is a Stage Danger.
Strange Moves
Any Stage Danger is represented by one of the five Moves: Grapple,
Punch, Kick, Block, or Footwork. The Move roughly reflects the nature
of the situation, encapsulated as something the PCs can face directly
with a Move choice of their own. The relationship between Moves acts
the same as the Moves Versus Moves structure, but with only a single
Move compared for each side.
For example, Mariana “Peaches” Lee Ray walks out of her aerobics class
and onto the sidewalk, when suddenly a car mounts the curb and is set
to run over her. Because cars are much faster than Martial Arts, on the
whole, the GM says that the car is “speeding recklessly towards Mariana,
steering wildly.” This best fits a Kick, and the GM has written this down be-
forehand (so as not to change their mind on the fly). This is not a precise
or meditated attack—which would better fit a Grapple or a Punch—but
the result of a drunk driver’s ignorant lead foot. The response that will
automatically trump this Kick is, of course, Footwork—jumping out of the
way. If Mariana’s player chooses a Bad Move instead (like a Punch) then
Mariana “Peaches” Lee Ray will immediately be Hit by the car.
PAGE 278
GENERAL RULES
PAGE 279
Turn Order
The Turn Order of Stage Dangers is set, with a Stage
Danger either having its turn before or after the Build
track, depending on the situation.
On the other hand, let’s say Mariana got a hot tip that
a mobster was waiting for her to exit her aerobics class
to run her down in a car. The car attack would be a
Punch (a considered, aimed attack) and Mariana’s
player would know it was a Punch, choosing their own
Move accordingly.
PAGE 280
GENERAL RULES
Resolution Responsibility
A Stage Danger may be resolved by a single PC cham-
pion on behalf of all the PCs, separately by each PC,
or by a combination of responsibilities. This is usually
dictated by the nature of the situation and determined
by the GM, but the players’ plans affect this tremen-
dously.
PAGE 281
EXAMPLE
CHARACTERS
Dreams can’t fight by themselves.
They need your fists swinging.
P
Cs and their adventures are especially inter-
twined in Fight to Survive, because of the
Comforts that define each character, how
they relate to each other, and what happens
when the GM decides to put one Under Threat.
PAGE 282
CHARACTERS
Age Dress
q Up to 18 q Cultural Attire D.O.B 1954 R.I.P
q 20s q Fancy Dress Gender Female
q 30s (-1 c.box) q M.A. Uniform Heritage Ukranian-Irish
q 40s (-3 c.box) q Professional Wear District The Neon Strip (Downtown)
q 50s (-5 c.box) q Street Clothes M. A. Karate
G
Re
r
3
G
G
+
so
5 P
P
P
on
de
Ag
+
B
COMFORTS
PERSON PLACE THING
Name Relationship Name Relationship Name Relationship
q Kids at Youth Centre Students q Doxy St. Youth Centre Stage q Bodyguard Job/Means
q q Reeva’s Diner Hangout q Booze Addiction
q q q
PAGE 283
Age Dress
D.O.B
D.O.B 1946 R.I.P
R.I.P q Up to 18 q Cultural Attire
Gender
Gender Male q 20s q Fancy Dress
Heritage
Heritage West African q 30s (-1 c.box) q M.A. Uniform
District
District Parkside (Uptown) q 40s (-3 c.box) q Professional Wear
M.M.
A. A. Boxing q 50s (-5 c.box) q Street Clothes
G
Re
r
3
G
G
+
so
5 P
P
P
on
de
Ag
+
B
COMFORTS
PERSON PLACE THING
Name Relationship Name Relationship Name Relationship
q Mathamatics Pupils Students q Howrd D. Irwin U. Stage q Professor of Math Job/Means
q q Doxy St. Youth Centre Volunt. q Paperback Novel Prized
q q q
PAGE 284
CHARACTERS
Age Dress
q Up to 18 q Cultural Attire D.O.B
D.O.B 1967 R.I.P
R.I.P
q 20s q Fancy Dress Gender
Gender Female
q 30s (-1 c.box) q M.A. Uniform Heritage
Heritage Chinese
q 40s (-3 c.box) q Professional Wear District
District C-Com Industrial District
q 50s (-5 c.box) q Street Clothes M.
M. A.
A. Kung fu
G
Re
r
3
G
G
+
so
5 P
P
P
on
de
Ag
+
B
COMFORTS
PERSON PLACE THING
Name Relationship Name Relationship Name Relationship
q Cynthia Dragon Teacher q Pi Quan Tower Stage q Translator for C-Com Job/Means
q q Howard D. Irwin U. Student q Pop Music Love
q q Meditation Spiritual State q
PAGE 285
Age Dress
D.O.B 1965 R.I.P q Up to 18 q Cultural Attire
MOVES
GRAPPLE PUNCH KICK BLOCK FOOTWORK
Technique Technique Technique Technique Technique
G
Re
r
3
G
G
+
so
5 P
P
P
on
de
Ag
+
B
COMFORTS
PERSON PLACE THING
Name Relationship Name Relationship Name Relationship
q “Pop” Palermo Teacher q Castle Arcade Stage q Janitor at Arcade Job/Means
q Ellen Darning Girlfriend q q Paperback Novel Prized
q q q
PAGE 286
CHARACTERS
Age Dress
q Up to 18 q Cultural Attire D.O.B 1963 R.I.P
q 20s q Fancy Dress Gender Male
q 30s (-1 c.box) q M.A. Uniform Heritage Dutch
q 40s (-3 c.box) q Professional Wear District The Richmond (Old Town)
q 50s (-5 c.box) q Street Clothes M. A. Wrestling
G
Re
r
3
G
G
+
so
5 P
P
P
on
de
Ag
+
B
COMFORTS
PERSON PLACE THING
Name Relationship Name Relationship Name Relationship
q Ellen Darning Sister q Reeva’s Diner Stage q Tabby cat “Tabby” Love
q q Castle Arcade Hangout q Sportscar Prize
q q q
PAGE 287
ADVENTURE
Castle
Arcade,
1980. The
aisles of
IN THE
the Castle
Arcade in
Beat Town
were an
arena to a
1980ss
1980
generation
of the city’s
top fighters.
It was one
of the most
violent
places in Tonight is what it means to be young.
New Hope
S
City, from
its opening
in 1970 to ince the events of a session of Fight to Sur-
its much- vive are highly dependent on the Comforts
publicised
destruction of the PCs, it is difficult to show example
in 1996.
Years without clearly defined characters.
The sample Years included here work with the stock
characters provided on page 282.
PAGE 288
ADVENTURE IN THE 1980S
1985
Let’s present a simple Year for a stripped down introduction of play.
Background to 1985
The West Side, known colloquially as “Beat Town” is where the music
lives in New Hope City. Some martial artists are just looking for a chal-
lenge, and any excuse will do—even taste in music.
● Jet Palermo and Leo “Justice” Darning are at the Castle Ar-
cade—Jet because he is working there at the time, and Leo
because he is hanging out, bothering Jet.
● For the sake of ease let’s also say Sally Ting Pei is there as well,
playing video games.
● Androcles Brown and Melody Rockford are both at the Doxy
Street Youth Centre, volunteering their time to help wayward
youth and keep them off drugs. They are planning the after-party
for The Attackers’ show.
PAGE 289
COMFORTS UNDER THREAT IN 1985
PC Under Threat Notes
Sally Ting Pop Music (Love) If word gets around that the
Pei concert is unsafe, then The
Attackers may not come.
Androcles Doxy St. Youth Cen- If the show does not happen,
Brown tre (Volunteer) what happens to the Centre?
Step-by-Step 1985
It’s not always possible to get all PCs Under Threat in a Year, and you
shouldn’t always try. Some Years are just quieter. This one should be
quiet, putting only a few PCs’ Comforts Under Threat in order to ease
players into the system, but it could get complicated.
1. Year to Date: Read the text of the Year to Date above, and explain
to the players the background for this Year’s events, and where
each of the PCs are when play starts. Allow the players to ask ques-
tions about what the scene is like.
2. Setting the Scene: Ask each of the PCs about their activities: Jet
Palermo: What are you cleaning up? Leo Justice: How are you
bothering Jet? Sally Ting Pei: How are you doing in your video
game? (This is a good opportunity for some By the Numbers con-
flict resolution of how Sally is doing at her video game.)
PAGE 290
ADVENTURE IN THE 1980S
● Fix the Window: Already the arcade’s owner, Mrs. Abdul, took a
lot of convincing to host a rock show. If Mrs. Abdul sees the win-
dow smashed, that could be the end of Jet’s employment here. It
will take a segment to do each of these steps:
- Go get a large new window (Travel segment, no Challenge.)
- Pay for the window (Job/Means of “hard to get” at 3.)
- Install the window (Strength of “tough”, requiring at least 3.)
- Paint the letters back in so Mrs. Abdul does not notice (Heart 3,
or Flash 5 but it will look different no matter what in that case.)
PAGE 291
● Set up for the Show: This involves two segments.
- Clearing the pinball machines off the riser—effectively a stage—and
putting them in the back storage. Then, moving the air hockey game
into the back to make room for the dance floor. (Strength 3.)
- Setting up the sound equipment. (Heart that is strong, so 5, or
some applicable Comfort related to audio engineering or music.)
● Harriot’s Haunt: Do the PCs want to go out and find Harriot, or
wait for her to show up at the event? She could cause a disrup-
tion that would end the show, which is probably her plan. How
do the PCs want to deal with that?
- If the PCs hit the streets for information on where to find Hard-
core Harriot, it takes any Person who’s a martial artist only a 1 to
know that her favourite haunt is Crowbar, a seedy dive bar in the
Battery frequented by tough folks.
- It will take a whole Travel segment to get there and back. In
fact, she won’t be there. The PCs will be told by regular Mikey
the Bikey that Harriot said: “She had to take care of something in
Beat Town”. The PCs are free to assume that means them, but if
they press Mikey the Bikey, he specifies: “Something to do with
the radio station.”
- You could also have the PCs get in a fight here with bikers if this
goes south, which would add a Fight segment to the tally until
the show starts, and could tenderise them for Harriot.
- If the PCs just search around the local area around the Castle
Arcade in Beat Town they find her without Challenge, talking
into a payphone with local broadcast facility Hit Radio, calling to
threaten that nobody had better come to the show tonight.
PAGE 292
ADVENTURE IN THE 1980S
OPPONENTS IN 1985
“HARDCORE” HARRIOT COHEN a street brawler with a bad attitude
Build: Sm / Thin / Med / Tall / Huge Mohawk MA: Street Fighting
DOB: 1959 Ts 20s 30s 40s+ 60s+ Gender: F Moves Sequences
Heritage: Jewish-Iranian G 8 qqq 1. FPG
Look: Punk rock, leather with a mohawk P 2 qqq 2. GKG
K 2 qqq 3. PKG
Stage: Crowbar District: Battery B 4. GFP
qStressed qSnapped qBreakdown qQuitting F 5. GPG
Comforts: Punk Music Trigger: Angry Yell
● All Harriot really wants is a good fight. She does not even care
about the show, she’s just being a jerk. The book she was reading
ended poorly and now she’s on a rampage.
● If Harriot wins a fight with a PC she will be dismayed. “Go be a
dentist or something. You’re no fighter, buddy,” she says, and
will break the arm of the loser (the “punishment” option) and
challenge the next PC. Hey, she’s hardcore.
● If Harriot loses a fight with a PC she will say, “Finally, a real fight,”
smile, and leave. If anyone pursues her she will become irate.
PAGE 293
Opportunities in 1985
With all situations resolved you can choose to end the Year when you like,
which is great for keeping the progress of time punchy, but considering
this is the introductory game you might want to give the players a bit
of a chance to explore the various segments. Try to keep the energy up
throughout the Year, the action clear, and events swift, since the game
has the most impact if players can see what it’s like with passing Years.
● Bond: Any time where the PCs just stand around talking, or the
players talk representative of their characters’ behaviour, de-
faults to this segment.
● Fight: If a fight grows out of the ongoing circumstance of the
Year—for example, hunting down Hardcore Harriot at her Stage
at the Crowbar, or making an enemy of the denizens of the Crow-
bar—then use this segment.
● Rest: If any PCs took damage, then suggest they may want to
recover with a Rest segment before going on to the End of Year
Phase. (This is perhaps not strictly necessary because at the be-
ginning of the Year all filled 1st Health checkboxes are erased.)
● Train: For any PC who has a Training Point to spend, use this
opportunity to indulge in a Training segment.
- This can also be done during those three segments before The
Attackers get to town and the show starts, if anyone is ahead.
- If the PCs elevate their Comforts for Teacher and Stage to the
next tier of 3, 5, 8, 12, come up with what new Move gets added
to their Training Regime. See pages 214 and 230.
● Travel: If a PC wants to explore the city, use this opportunity to
explain to them the limitations of this segment.
When the energy is dying down, move on to the End of Year Phase and
ask the PCs what they are doing for the rest of the Year.
Keep in mind that during the End of Year Affirmation of Life, Harriot is
a great Person to add as a new Comfort. The PC has the opportunity to
define that relationship during End of Year, reflective of the time they
spent together over the rest of the Year. Are they rivals now? Or, best
friends? Lovers, perhaps?
PAGE 294
ADVENTURE IN THE 1980S
1986
● Year to Date: Autumn leaves coat the Parkside campus of Howard
D. Irwin University. It is an unusually windy November in New Hope
City, 1986.
● Spotlight: Androcles Brown is the big spotlight, but Melody Rock-
ford and Sally Ting Pei may also have it just as much. Jet Palermo
and Leo Justice’s threats may not come up, but that’s okay because
they probably had a lot to do last Year.
● We Have a Situation: The PCs are gathered at Howard D. Irwin Uni-
versity where the president of C-Com Industries, Dr. Zhong Weiping,
will be giving a talk to students and community members about the
C-Com’s expansion into the Battery, the former industrial district of
New Hope City. Protesters are present. Unfortunately, violence will
probably follow.
Background to 1986
The Battery was the heart of industry in New Hope City for half a cen-
tury, but it has been in decline since its peak in the 1940s. The mainland
Chinese company C-Com struck a deal with then-mayor Marion Hill
in 1962, carving out an essentially private district in New Hope City as
the “C-Com Industrial District”. Since then, the Battery has decayed as
all industry has shifted to the C-Com Industrial District under C-Com’s
control. By 1986, the Battery has become a slum, and now the current
mayor, Miriam Ghulam, has made a deal with C-Com to expand the
territory of their district into the Battery.
Citizens in New Hope City that live below the poverty line are disturbed
by this trend and concerned for their future—especially the denizens of
the Battery itself. Some activist students from Howard D. Irwin Univer-
sity have united in their opposition to the C-Com expansion, believing
it will lead not just to gentrification, but an expanded role of private
ownership and wage slavery. President of Howard D. Irwin University,
Bonnie DeBever, has organised a speech for C-Com President Zhong
Weiping in the hopes that he can win over students, not realizing how
volatile opposition to the expansion has become. The packed crowd in
the HDI University’s Great Hall is angry...and might even turn violent.
PAGE 295
COMFORTS UNDER THREAT IN 1986
PC Under Threat Notes
PAGE 296
ADVENTURE IN THE 1980S
Step-by-Step 1986
Since this is a complicated Year, below is more planning that typically
needs to be done to present a Year in this game, but for the sake of get-
ting used to the game structure let’s go through it in perhaps needless
detail. When you’re more familiar with the overarching structure, a Year
will be much easier to summarise.
1. Year to Date: Read the text of the Year to Date above, and explain
to the players the background for this Year’s events, and where
each of the PCs are when play starts. Allow the players to ask ques-
tions about what the scene is like.
2. Introductions Made: Invite Androcles Brown’s player to present
a speech introducing Dr. Zhong Weiping, a speech of which HDIU
president Bonnie DeBever would approve, presumably.
- Androcles can speak using Heart, try to dazzle the crowd with
Flashy words, or Evade his responsibility in the speech.
- It will take an Expert (5) speech to quiet down the crowd, a
Champion (8) speech to settle them well, and a Master (12)
speech to get them to listen with an open mind.
- Feel free to shift the Challenges a tier higher or lower according
to how Androcles’ player orates.
3. Lost in Translation: Dr. Zhong Weiping approaches the podium
to booing and angry shouts from the crowd. Dr. Weiping’s English
skills are limited, so Sally Ting Pei will be acting as translator.
- You may want to write some corporate dialogue and hand it to
Sally’s player to read aloud. For instance: “We look forward to
benefiting the depressed neighbourhoods of the Battery, encour-
aging its growth and the long-term health of the neighbourhood”,
“Our partnership with New Hope City continues to flourish...”, “But
the plans were on display...”, “Splendid and worthwhile”, “Cruddy
little village”, etc., followed by a “booooo” from the crowd.
4. It Turns Violent: When suddenly, a man steps forward from the
crowd. He is long-haired, bare-chested, bare-foot, muscled, and
oiled. He points a finger at Dr. Weiping, and announces: “Down with
gentrification!” Then he makes to charge the stage, as a shocked Dr.
Weiping stands stunned.
PAGE 297
- The violent protester is the martial artist named Hawkwind (38)
who is always trying to champion the underdog fight, right or wrong.
- If he is able to reach his target (which can happen if he attains
victory over any PC in a fight) then he will immediately pound
the poor man into unconsciousness, which could have untold
political ramifications for C-Com’s future with the university, New
Hope City, and to the PC’s Comforts.
5. We Have a Situation. Explain to the players that some Comforts
are now Under Threat, and outline all that entails. Right off the bat:
Howard D. Irwin University for Androcles Brown, the Bodyguard
job for Melody Rockford, and the Translator Job for Sally Ting Pei
have a Rift. The PCs have inherited half the value of those Comforts
in Hardship, rounded up, and when it is resolved those Comforts
will either increase by +1 or be reduced by 1, in this case.
6. Who Fights Hawkwind? The players will then talk (or argue) about
who should fight this greased-up Battery protester.
OPPONENTS IN 1986
GOBER HAWKWIND hero of the underdog and fighter for peace
Build: Sm / Thin / Med / Tall / Huge Long Hair MA: Kickboxing
DOB: 1948 Ts 20s 30s 40s+ 60s+ Gender: M Moves Sequences
Heritage: Huguenot French G 2 qqq 1. GKK
Look: Worn and torn 60s counter-culture duds P qqq 2. FPK
K 10 qqq 3. KGK
Stage: City Park District: Parkside B 3 4. FGP
qStressed qSnapped qBreakdown qQuitting F 4 5. KGK
Comforts: Aviator Sunglasses Trigger: Draw Knife
PAGE 298
ADVENTURE IN THE 1980S
PAGE 299
Near endless complications and opportunities for conflict resolution
can result from these sketched-out steps. What if Dr. Weiping does not
want to go, what will it take to convince him? What if he threatens the
crowd? What if some of the PCs agree with the crowd, and are put at
odds with other PCs? They may just ally themselves with Hawkwind.
Listen to your players and lean into what is working.
Opportunities in 1986
With all situations resolved you can choose to end the Year when it
seems sensible to do so. Of note about the segments:
Build on the events of this Year to inform the next. Whatever PC didn’t
get much time to shine this Year, make them the focus of next Year.
Does the University close its doors because of violence, putting Andro-
cles Brown’s job in jeopardy? Does Dr. Weiping lose confidence in his
bodyguard, Melody Rockford, and decide to test her in some dangerous
way? Do the students form a club to hold the PCs accountable for their
involvement in the protests? Does the Battery vow revenge? Was Hawk-
wind just a prelude to something more sinister?
PAGE 300
ADVENTURE IN THE 1980S
1987
Last year was intense, so let’s calm things down a bit and just focus on
one Comfort. It’s a simple Year, but let’s crank up the physical threats.
OPPONENTS IN 1987
● Mob: A youth gang (5 Technique) partially armed (5 Force) with
baseball bats, bicycle chains, and bad attitudes.
● Good Kid in with a Bad Crowd: Bobby, the good kid, Melody
Rockford’s third-best karate student. Going through tough times.
● Henchman: “Apple Pie” a ’50s throwback from the Richmond
with a pompadour and suit. He’s a freestyle wrestler.
● Boss: Local drug dealer Mr. Big Time, who has the fear of his
drug-dealing youth gang. Nothing can stop Mr. Big Time!
PAGE 301
STOCK
FIGHTERS
What strength! But don’t forget
there are many guys like you all
over the world.
C
rafting engaging opponents for your PCs
to fight (or ally with) is a big part of what
makes the game interesting, and the
responsibility of it rests squarely on you, the
GM. There are many stock opponents listed starting
on page 307 that are free to be peppered throughout
the game Years. To make your own opponents, follow
nearly the same character creation steps as creating a
New Fighter, but with some simplifications:
PAGE 302
STOCK FIGHTERS
Strength of Opponents
Players do not know the exact strength of their opponents, and only get
hints of it based on your GM descriptions and what other NPCs say about
them. This mystery is part of what creates tension heading into a fight.
Within the game, there are three rough tiers for opponent strength:
1. Weak: Who get half their character’s age in Points, about three
checkboxes of Health, and little or no Hardship.
2. Strong: Who get their full character’s age in Points, six to eight
boxes of Health, and usually some Hardship.
3. Fierce: Who get their age and a half in Points or more (up to twice
their age), ten or twelve boxes of Health, and at least some Hardship.
Janelle Turbo Jones is a known strong opponent, so I’ll give her her age
in Points. Kelly “Iceman” Jones is a legend by this date, so he’ll get his
age and a half. The Students can probably be weak taken together. The
henchman with a bo staff—the stand-out student—we’ll also make her
strong. That’s a good all around opponent gallery for the Year.
PAGE 304
STOCK FIGHTERS
Health Checkboxes
Not every fight needs to go to the gruelling bitter
end. To try and cut down on the spur-of-the-moment
choices GMs have to make and to semi-automate the Nearly Even
Odds: More
sequence of events based around the nature of the standard
character, NPC fighters do not get a full three check- Health check-
boxes is really
boxes per bracket of Health. You as the GM fill in up to the only edge
three checkboxes per bracket based on your under- PCs have over
NPCs in a fight.
standing of the character. Chalk it up to a
lack of commit-
For example, a moderate fighter may only have a few ment.
checkboxes like this:
Bruised Beat Up Knocked Out Dying
HEALTH q q q q q q q
Hardship Checkboxes
Opponents do not get a full track of Hardship like PCs.
Instead, they have a simple set of checkboxes, one for
each tier of Hardship. To have none means no checks.
PAGE 305
Round Sequences
So Fight to Survive does not become a two player game
between the GM and one player at a time, a NPC fighter’s
decisions in a Round draw from a predetermined pool of
Move choices based on their martial approach.
You still choose the Move that makes sense when re-
sponding to the PC’s Move—this is not an automated
sequence—it’s just a more limited pool so the oppon-
ent is restricted to behaviour that is in keeping with
their character, as you have determined beforehand.
Triggers
Completely unlike PCs, you can have your NPC trigger
events on their Health track. Draw a star by a Health
checkbox to signify that once it is filled, the situation
with the fighter changes, generating a Trouble or a
Setback in the opponent’s favour. For instance, they:
● Call in reinforcements.
● Pull out a hidden Weapon.
● Go into a terrifying frenzy and leap with abandon.
● Drink a swig of booze, smash the bottle on a near-
by table, and lunge at the PC as a Trouble, armed.
PAGE 306
STOCK FIGHTERS
Delayed Satisfaction
When an opponent is created and even after they are introduced into
the game, they may not get into a fight for several Years. Perhaps they
are just joining the complex political tapestry of the Martial World.
That will entirely depend on the behaviour of the PCs. But, just in case,
it’s good to go through the work of creating the opponent fully in case
things suddenly turn violent.
Opponents Listing
NPC opponents exist on a sliding scale. You can make them as fully
realised as PCs, like on page 282. Or, you can rough out an opponent
like on page 310—just add Move sequences, and if you want a Trigger
for some, and they’re set to play. Or, you can plan somewhere in-be-
tween. The opponents listed below are a great example of complete
NPCs, ready to be stocked in your New Hope City or to be copied out
into PCs as New Fighters, but not written up in so much information
that will interfere with the kind of game you want to run. Any of these
would be a good centrepiece for the conflict of the Year as a “big boss”.
LORD ZON THE DISEMBOWELLER a mad knight and wealthy businessman
Build: Sm / Thin / Med / Tall / Huge Hand-Wrp MA: Historical European MA
DOB: 1899 Ts 20s 30s 40s+ 60s+ Gender: M Moves Sequences
Heritage: Romanian nobility G qqq 1. FFK
Look: Aristocratic late 17th century courtier’s P 3 qqq 2. FKB
outfit with peruke, thin moustache K 8 qqq 3. PKK
Stage: Zon Tower Keep District: C-Com B 2 4. FPK
qStressed qSnapped qBreakdown qQuitting F 6 5. BPK
Comforts: The memory of his daughter, Trudy Weapon: Broadsword
His daughter’s grave stone Trigger: Throwing dagger
Wealth, Locket containing daughter’s hair tossed when losing
PAGE 308
STOCK FIGHTERS
(’88-95) Once an urchin pickpocket on the Neon Strip, Richter was discov-
ered by patriarch of the Solomon crime family, Magnus Solomon. Rich-
ter’s natural mathematical skill advanced him to be the accountant to the
family's fortunes, and eventual heir, until Magnus’ death sparked a war for
succession and destroyed the family. Now, Richter fights to avenge.
FRANZ “THE HUSTLE KING” VAN JIVE the hippest cat in town
Build: Sm / Thin / Med / Tall / Huge Great Hair MA: Dance Fighting
DOB: 1947 Ts 20s 30s 40s+ 60s+ Gender: M Moves Sequences
Heritage: Pan-Scandinavian G qqq 1. FFP
Look: Dressed pure white suit and with perfectly P 6 qqq 2. FPK
quaffed blonde hair. K qqq 3. PFP
Stage: Stage 9 District: Beat Town B 4. FFF
qStressed qSnapped qBreakdown qQuitting F 12 5. FPF
Comforts: Students of Studio 4 dance class Special: Flash Mob
Rooftop of family home on the Docks Trigger: Comb hair, look good,
Convertible sportscar named “Jezebel” and unleash dance mob
PAGE 309
OPPONENTS Weapon Trained Force 2 Force 3
Seamus 1928 The Docks Thin scruffy red-haired Irish M cane fighter
O’Shaughnessy Known for calculating patience
Raja Pemakan Manusia 1931 Chinatown Huge M Indonesian warrior monk
John Reith 1920 The Battery Med. one-eyed European M in combat fatigues
Don Fry 1950 Beat Town Medium Scottish M in fine clothes
Hosts fights at the Desperado Hotel ballroom
Misha R. Wong 1952 Chinatown Tall-Musc. Hmong M with a milky right-eye
A large and terrifying champion of the art
Kensuke “K-Taro” 1955 The Battery Medium brooding Japanese M
Suzuki Founder of the Kuro Dogi Kan Dojo
Lukas “Cardshark” 1953 The Docks Huge vicious-looking Romanian-Welsh M
Vanderous Member of the Cirque De Chasseurs
Victor Vamstein 1960 Neon Strip Huge Greek-Japanese M metal-head
“Professor” Carroll Little 1957 Beat Town Tall African-American M in work duds
Aruko “The Ripper” Saito 1960 The Battery Tall Japanese armoured ninja M
Hunting down his ninja clan rival
Bone-Head 1970 Beat Town Tall skeleton-themed Irish M metal-head
The Whistling 1962 Read Island Muscular unknown masked M
Wanderer Vengeful spirit protector of Read Island
B.C Bernard 1976 Neon Strip Huge Spanish-Native M
Dressed in a trench-coat and sunglasses
Julia “Jun” Diana 1977 Woodside Medium curvy African-Amer. F southern belle
PAGE 310
STOCK FIGHTERS
PAGE 311
YEARS
No martial standing, no secret move,
no perfect kick, no victory, can
survive the opponent of Time.
T
o prepare a game night of Fight to Survive, it
should take no more than 15 to 20 minutes
to plan out about a four-hour session of
play. The most time consuming part of the
process is creating opponents for the PCs to face. To
prepare a session of the game, see below.
Plan a Year
1. Start with a Situation: It can be helpful to seat
the Year’s events in a certain situation. Many ex-
ample situations are included on page 315.
2. Look to Comforts: Review the PC’s Comforts
and pick one for each PC that hasn’t been Under
Threat in a while, and come up with a clever
way to put them Under Threat. Relate this to the
situation going on, and see if you can tie it into
larger ongoing events. More on this can be found
in Comforts section on page 136.
3. Other Threats: See if you can put any of the
Comforts of other PCs Under Threat as well in the
same Year to make the situation more compli-
PAGE 312
YEARS
Brown Family
Line, 1960.
Three gener-
ations of the
Brown family
fought in New
Hope City.
Atticus (73) was
a circus strong-
man known for
his kind heart.
His son Ambros
“Greaser” Brown
(40) was a crime
boss in the Bat-
tery in the ’50s,
but would aid in
the takedown of
Giant Skeleton
in ’71, giving
his life to do so.
Ambros’ death
would spur his
academic-mind-
ed son, Andro-
cles (here 14)
into the Martial
World.
PAGE 313
5. Complicate Matters: Each Year should offer a var-
iety of challenges. Pepper the situation with some
Stage Dangers, as appropriate to the locations
you’ve chosen. Stage Dangers are on page 278.
6. Fight Prep: Make up some opponents relevant to
that threat. There is a guide for this on page 303.
Generally, you should plan about three fights a
Year—one introductory skirmish, one interesting
challenge, and a final confrontation. Sometimes
there are none, and that’s okay. Sometimes it’s a
bit of a gauntlet, and that’s okay, too—just design
the next Year in response to the last. Finally, make
sure you have planned out your opponents’ Move
sequences before play begins to avoid bias on
what PC stands up to fight that foe.
PAGE 314
YEARS
Years of Problems
It is best to have situations follow the consequences of past Years and
build a history together, but if you need new situations to change the
play dynamic, here are ten decades worth of hooks that can be tied into
PC Comforts to put them Under Threat.
1900s
● Serial murders linked to a high-stakes dice game.
● Sky Sect Triad Princess needs protection by a neutral party. She is
being targeted by a secret rival faction vying for power within the
Sky Sect.
● To save your Teacher from a mysterious Poison, you must travel
to Read Island for a herb found only there. However, a crazed
survivalist has claimed the island, has laid traps, and will shoot.
● Protection racket surges through Chinatown.
1910s
● Unknown martial artist comes from Thailand; has hospitalised
several local masters.
● Expert thief steals art from wealthy Parkside residents.
● Surprise! Parents are visiting from overseas, and expect you to
host them in elaborate fashion.
● As a sign of respect, a PC is contacted by a cult-like underground
fighting society that says a sacred object of theirs has been smug-
gled into PC territory. Requests their help retrieving it.
● Military needs rag-tag group of recruits whipped into shape and
trained in your esoteric martial skills.
1920s
● Circus strongman recognises a PC’s martial prowess and challen-
ges them to increasingly aggressive competitions, culminating in
a fight and stage show. Was that the plan all along?
● Suffragettes protest their rights in the street. Police beat suffra-
gettes near to death. Suffragettes come to you for Training.
● Doctor dies of mysterious illness in Battery slums.
● Mysterious boxer woman ripping through high-society, mur-
dering, seeking the killer of her father.
PAGE 315
1930s
● Woman sword-master cuts through a local Tong-owned tea shop,
apparently on some mission of vengeance.
● Older family member Person is dying slowly of disease, and longs
to see their homeland again. The only passage the PC can get is
with criminals, who have their own nefarious plans.
● Underground Martial Arts tournament linked to child slavery ring.
● Corrupt cops arrest a Person on wrongful charges. Seeking bribe.
● Orphanage attacked by men in fancy suits and black cars. Appar-
ently, someone wants the land, and old Ma Brown just won’t sell.
These kids have nothing. Nothing but you to look up to.
1940s
● Local restaurant won’t serve PC and their Person because of racism.
● New neighbourhood beat cop known to abuse wife.
● You saw what you weren’t supposed to see: a Kage of a ninja clan
that is not supposed to exist. Now the Koga are coming after you.
● 1945. WWII ends. Disillusioned vets return home, traumatized
from shell shock, start picking fights with tough looking folks.
1950s
● Greaser gang attempts to bust up diner for protection money.
● Drunk driver swerves into the path of a PC, will continue ca-
reening down the street.
● A PC’s Person owes bad people too much money, and the only
one who can protect them is you.
● Kids missing from the streets. (Recruited into a dark street army?)
● Head of local biker gang kidnaps Person as their prize.
● Karate God-hand Mas Oyama tours New Hope City. In 1947 he
came down from his mountain of seclusion where he has been
training since WWII, and won the Japanese National Martial Arts
Championship. In 1953 he gained infamy fighting bulls. Now,
he sets his sights on New Hope City because he learns there are
powerful challengers here.
● Youth gangs assemble on rooftops along the Neon Strip for im-
promptu Martial Arts tournaments.
PAGE 316
YEARS
1960s
● Robbery at fancy Parkside wedding. Wealthy forced to fight?
● Rival Martial Arts school hopes for local fame by destroying a
PC’s school, proving their Martial Arts are no good!
● Person is part of a strange lineage of martial artists who emi-
grated to New Hope City in the 1920s. Every 10 years the family
gathers for a Martial Arts tournament to determine the head of
the family. Grandma has reigned supreme for 40 years, and only
by beating her can you gain permission to date her grandchild.
● Oh no, the Tanaka Dojo has been broken into and trashed! Your
group is accused.
● Criminal holds bus load of schoolchildren hostage.
● Hermit monk retires to New Hope City after the war. In Beijing he
was known as the greatest kung fu Teacher alive. Some say he is
descended from Chen Sen Feng himself. Now, notice has gone up
on his garden door: “Looking For Student. Most Prove Worthy”.
● 1964. The first publicly recognised above-ground Martial Arts
tournaments are advertised across the city.
1970s
● The Mountain Sect Triad is unhappy with a PC teaching kung fu,
and has sent a challenger to shut them down.
● A young boy pick-pocketed a Thing from a PC during a busy ped-
estrian crossing, and now takes off down an alleyway.
● Wealthy businessman needs temporary bodyguard.
● Latest-greatest Martial Arts film playing at the cinema. A braggart
in the audience won’t stop making rude remarks.
● Mysterious accidents plague stunt men on a film set.
● Young Asian women murdered. Suspected work of war vets.
● 1970. John Keehan aka “Count Dante” leads the Black Dragon
Fighting Society to battle at the Black Cobra Hall of the Green
Dragon Society. Count Dante dies under mysterious circum-
stances in 1974 after a successful high-profile bank robbery.
● 1973, July, the death of Bruce Lee.
● 1974. Rumble in the Jungle, the fight between Mohammed “The
Greatest” Ali and George “Feed Me a Horse” Foreman.
PAGE 317
1980s
● Local author marked for death for book about “ninja secrets”.
● Martial artist found dead in Beat Town night club bathroom.
● A Person’s daughter has fallen in with a local gang. As a favour,
please, get her out! (The gang fights for justice?)
● Aboard a vacation cruise ship, terrorists plan explosion.
● The Skeleton Crew are back, stirring up trouble in the Battery!
● Famous pro-wrestlers fight for-real in their after-hours, selling
premium tickets.
● Yakuza heir sends a PC a love letter. The Yamamoto Zaibatsu will
not abide this forbidden love, and sends their forces against you.
● Mayor Chaustirer kidnapped! Are you bad enough dudes to res-
cue the Mayor?
● 1985. The wrestlers of New Hope city gather for the biggest Neon
Strip Wrestling event in history, “Wrestletopia”.
1990s
● Former student seeks protection after witnessing murder orches-
trated by big-deal politician.
● Old bank vault found in Chinatown basement. Inside is a monk in
meditation, seemingly there for 100 years. Waking him could be
an offense, so the local Tongs asks you to do it.
● Rival returns to professional circuit, fresh from winning trophies
and accolades throughout South America. Now they’re home in
New Hope City, and word about town is they’re bad-mouthing
you, and your school. They’re on the way to the top, and noth-
ing’s going to stop them now. Except maybe you.
● Scroll arrives at your school: invitation to a gathering of martial
artists in a remote area of Tibet. It is the Shamballa Tournament,
once every hundred years, and you—in all the world—have been
selected to represent your Martial Art and heritage.
● Conditions have been met for an ancient Irish prophecy of a
“chosen one”. Rival Irish mobs on the Docks compete to kill or
save the young boxer.
● 1991. Street fighters flood the streets of New Hope City, holding
back alley bouts that are televised to wealthy gamblers.
PAGE 318
Old Photo, 1907. A photograph of the first generation
of New Hope City fighters. Left to right: Master Bao (44),
Ziigwan Two-axes (33), Atticus Brown (20), Edith Wright
(35), Lord Pepperpash (36), and Ian MacGalligar (44).
APPENDIX
& GLOSSARY
T
he sick smack of flesh, bruising under touch.
A photograph will never resemble you again.
That’s the fight. While the body stands, it
fights. When your limbs fail, hold them high-
er. Don’t give up the victory dream.
PAGE 320
Karate lesson for women
by Joop Verschoof, 1977.
GLOSSARY
Defining the terms of combat both with
bold strokes and delicate details.
A
ll game terms are marked in blue throughout the text, but
here is a handy list of what they are, ordered for your con-
venience and easy reference.
Affirmation One of the options for how a PC spends the remainder of the in-
of Life game Year during the End of Year Phase. Your character concen-
trates most on their relationships during this time, and:
267
1. Heal 2nd checkboxes in Health (or one 3rd checkbox).
2. Mends one Rift with a Comfort.
3. Increase a Comfort by +1 or add a new one.
Bad Move When you issue a responding Move that will fail against your oppon-
103, 106 ent’s Move, based on the Versus Chart.
● If the incoming Move was offensive, responding with a Bad
Move means you are Hit.
● If the incoming Move was defensive, responding with a Bad
Move means you have to issue another Move.
Bond A segment during the general Phase of play where PCs talk freely
(Segment) and scheme.
262 ● This is the default segment of play.
● Transition into this segment happens automatically when there is
no other segment going on.
By the One of the three methods of conflict resolution in the conflict funnel
Numbers of F2S, By the Numbers is the one where a number the PC has for
Technique, Virtue, Comforts, or Special Training, is compared to
70, 90 the Challenges—1, 3, 5, 8, or 12 (as determined by the GM). Meeting
or exceeding the tier the GM establishes means success for the PC.
Call Out During the Sit Out option of the Fight segment, spend any number
235 of Points from your Revenge pool to add to the Technique or Force
of an ally participating in a fight by calling out your encouragement.
Challenges The tiers of difficulty for conflict resolution By the Numbers are 1,
71 3, 5, 8, and 12. The GM chooses the difficulty when presented with
the PC’s proposed solution using the number from their Move’s
Technique, a Virtue, a Comfort, or in some cases a special Special
Training number, and compare it to the Challenges.
PAGE 322
APPENDIX & GLOSSARY
Comfort The People, Places, and Things that are important to a fighter, and
32, 136 the means through which they alleviate Hardship during the Relief
from Hardship option of the End of Year Phase. Comforts can also
be used for conflict resolution using By the Numbers, comparing the
value of the Comfort against the Challenges.
District General locations within New Hope City. For the purposes of this
26, 238 game there are ten of them.
End of Year The final Phase of a Year of play, which establishes what the PC is
267 doing for the rest of the Year. The End of Year has the options of:
● Affirmation of Life
● Extended Training
● Relief from Hardship
Extended An option during the End of Year Phase where a PC can wholly
Training devote themselves to Training for the remainder of the Year, and
invent a Special Move.
267
First Swing, A preemptive attack that can precede a fight if the opponent is
The surprised or otherwise caught unaware. The First Swing grants the
Aggressor an extra Move in Posturing. This is a kind of Trouble, so,
94 the GM must pay a Hard Knock when NPCs do it.
Fight A segment during the general Phase of play whenever PCs get into a
(Segment) fight or other violent conflict. Transition into this segment happens
automatically whenever there is violence.
262
Force The power behind a Move, and how many ticks of damage are done
104 on a successful Hit. A typical martial artist will Hit for one tick of
Force, but it can go up to three. Weapon damage varies.
PAGE 323
Hardship A role-playing scene where a player describes what their PC does as
Event a reaction to their emotional state—usually because they reached
a new tier of Hardship, or when they’re trying to mend a Rift they
130 caused.
Info A key fact relevant to the in-game events is given by the GM in one of
108, 112 three cases:
● Won in a fight as a Right of Victory.
● Gained during Travel segment when visiting a Person or a
Place.
● Otherwise earned through effective role-playing.
Effectively, the GM must answer a question honestly from the per-
spective of the circumstance or an NPC’s point of view.
Job / Means A Comfort under Things that is treated a little differently than most
86 because it determines financial buying power and the PC’s standing
in their profession.
Martial Arts A tradition of Training that has been passed from Teacher to pupil,
162 refined over time into a tradition of approach and fighting philoso-
phy. Primarily, this informs the Training Routine of fighters via their
Teachers, but it also influences of the lore of the game.
Meditation A Special Training that is a Comfort, considered a Place (in the spirit-
191 ual sense) and can be used for By the Numbers conflict resolution.
Moves The five standard Martial Arts actions are: Grapple, Punch, Kick,
70, 148 Block, and Footwork. There are also Special Moves, but they are a
little different.
New Fighter A brand new character, first of their traditions, and unknown in the
16 Martial World. A New Fighter becomes a Predecessor when they
pass the baton of play to a Successor character.
PAGE 324
APPENDIX & GLOSSARY
Phases Every Year of play has three Phases. In order, they are:
260 1. We Have a Situation
2. Segments (where general play happens)
3. End of Year
Once these Phases are done a new Year begins.
Place Each entry for Place has a name (must be more specific in definition
36, 136 than a District of New Hope City) a relationship (a definition of how
the PC relates to the Place) and the date the PC first entered there.
Points There are two kinds of Points in this game to keep track of for each
184, 232 PC: Training Points, and Points for the PC’s Revenge pool. They
are not to be confused. (The GM also keeps track of a tally of Hard
Knocks on their side, which is a totally different tally.)
Poison You sustain damage proportionate to the intensity of the Poison and
122, 124, take on the condition of K.O. or Dying as appropriate to the Poison.
There are specific measures for Tending and Treating Poison that
125 make it different than the normal circumstance of Dying.
Posturing When a player is coming up with the Moves their fighter will use in the
96 Round. In-universe, your fighter may be readying themselves, too.
Predecessor A player’s previous PC, before the Successor took over. The Pre-
54 decessor was once a New Fighter, but now they are old.
PAGE 325
Revenge A currency tracked by each PC that can be spent during moments of
232 crisis to:
● Flashback: Increase the Technique or Force of all Moves for a
Round. Must spend all Revenge at once. Gain half in Hardship.
● Call Out: Give an ally a boost to Technique or Force.
Rest A segment during the general Phase of play where PCs can physical-
(Segment) ly recover Health.
263 ● Heal all the 1st checkboxes in Health.
● Delay the circumstance of Dying by one segment.
This segment must be undertaken intentionally.
Rights of The winner can inflict one of the following on the loser:
Victory 1. Cause a Rift
108, 112 2. Reduce or destroy a Comfort
3. Gain Info
4. Inflict Hardship
5. Punishment (an uncontested Hit that is stepped up in Force)
Or, to express mercy, and do nothing at all.
Round Fights are broken down into Rounds, the combat sequence involv-
93 ing the exchange of Moves that operates in a set sequence of:
1. The First Swing
2. Posturing
3. Opening Move
4. Exchange of Blows
5. Consequences
At the end of the Round the fighters re-assess. Fights are to best 2/3
Rounds, or escalate to best 3/5.
Segment The second, and principal Phase of play during a Year. PCs can
262 individually or separately undertake one of five segments at a time:
Bond, Fight, Move, Rest, Train, or Travel.
● No segment can be undertaken twice in a row by the same PC.
● All PCs undertaking a segment do so simultaneously.
● All segments last as long as the longest segment in that cycle.
Sit Out During the Fight segment when not participating in a fight, and not
262 K.O.’d or Dying, a PC can choose to:
● Call Out to an ally, spending Revenge to aid them in a fight by
adding to their Technique or Force.
● Study the fight, gaining +1 Training Point.
● Trend or Treat an injured ally to keep them alive for one more
segment or prevent them from Dying, respectively.
PAGE 326
APPENDIX & GLOSSARY
Special A Move that does not obey the rules of the five standard Moves, and
Move is custom-constructed with its own relationship to the other standard
Moves in terms of what it beats, what it is beaten by, and what it
220 compares Technique against.
Stage A special Comfort under Place that gives bonus’ to Training the
226 Technique of certain Moves in a PC’s Training Regime at the tiers of
1, 3, 5, 8, and 12.
● Each Stage has a Visiting Move that any martial artist can
recognise and use during a Training Regime even if the Stage is
not a Place for any of the PCs.
● The Visiting Move is determined by the nature of the Place
under the guidance of the GM.
● In some rare cases a Stage can Train Force or other Special
Training instead of a Move’s Technique.
Stage Anything dangerous that can act on the PCs from a place, inside or
Dangers outside of a known combat circumstance, is a Stage Danger. Stage
Dangers are responded to with a Move compared with the Move of
278 the Stage Danger on the Versus Chart as with Moves Versus Moves.
Study The only way to gain Training Points to advance your character in
184 F2S is to witness a good fight and not participate.
Teacher A special Comfort under Person that gives bonus’ to a PC’s Training
208 Regime at the tiers of 1, 3, 5, 8, and 12.
● The Visiting Move is determined by the attitude and martial
history of the Teacher under the guidance of the GM.
● Teachers sometimes prefer Special Training options
(Weapons, Meditation, and more) instead.
Technique This is a measure of the form, speed, and grace of a Move. With the
73, 90, 99 exchange of any two Moves that do not trump each other auto-
matically according to the Versus Chart, the Technique of each
Move is compared to decide victory, with the higher Technique
winning.
PAGE 327
Thing A category of Comforts representing the Things that are important
39, 136 to the PC. Each entry for Things has a name (which could be a broad
category like “wrist-watches”) a relationship (how the Thing is
connected to the PC) and the date it was acquired. This category of
Comforts is also used for a job, which is also the measure of money.
Training A segment during the general Phase of play, Segments, where PCs
(Segment) can use their Training Routine to increase their Moves and gain new
abilities. This segment must be undertaken intentionally.
264
Training During a Training segment, to increase the Technique of a Move ac-
184, 264 cording to your Training Regime, or, to gain some Special Training.
The same word is used to describe a Weapon’s value in a fight.
Transfer of When a Comfort is destroyed the PC may be able to keep a part of it.
Affection The PC suffers half its value in Hardship, rounded up, and transfers
the other half of the old Comfort’s value to a new Comfort. The new
143 Comfort’s value is limited by the Revenge pool, which empties.
Travel A segment during the general Phase of play where PCs can move
(Segment) around the city in one of several ways:
266 1. Visit one Person and learn one piece of Info, acquire one
Thing, or fight them.
2. Visit one Place and gain some Info from there.
3. Go in search of and acquire one Thing.
Travelling usually involves meeting a Challenge.
Trigger A marker put on a NPC fighter’s Health track so that when that
305 checkbox is filled, the circumstance of fighting changes in some
way, usually a Trouble or Setback that involves the GM spending
Hard Knocks.
Trouble, or When a PC is “in” Trouble their opponent gains +1 Moves the next
In Trouble Round during Posturing.
105, 276 ● Examples include: Ambushed, Blinded, Burdened, Downed,
Dizzy, Cornered, No Room to Move, Restrained, Sprained,
Swimming.
● The First Swing is also a Trouble.
Turn Order The order of PCs turns from smallest Build to largest. Stage Dangers
66 fall before or after the Build track, circumstantially.
PAGE 328
APPENDIX & GLOSSARY
Virtue The five martial Virtues are: Strength, Heart, Flash, Scheme, and
74 Evade, representing social attitudes for conflict resolution. These
correspond to, and use the Technique value of the Moves: Grapple,
Punch, Kick, Block, and Footwork, respectively.
Versus Chart A chart to evaluate what Move beats what Move between the Ag-
98 gressor side and the Responder side. An arrow points to the winner.
Blank squares denote a draw where Technique must be compared
to determine the winner.
We Have a The first, and setup Phase of play during a Year. After some initial
Situation bookkeeping (like aging characters) the GM talks about the season,
what has happened in the Year so-far, and puts the first Comfort
261 Under Threat.
Weapons Objects that can be held by characters that ignore the Move’s Force
192 and instead have a set damage value.
● Found Objects: 2 ticks of damage.
● Held Weapons: 3 ticks of damage.
● Guns: 5 ticks of damage.
Year The course of in-game events breaks down into three Phases, which
260, 312 together make up one in-game calendar Year.
1. We Have a Situation
2. Segments
3. End of Year
A typical play session will cycle through one to three Years.
PAGE 329
AFTERWORD
The Final Word on Fighting
B
lood, sweat, and tears go into just about
every table-top role-playing game you play.
Doubly so for this one. I paid in blood from
growing up in a small town, where bigotry
was rampant. I’m a tall, big guy, and I never cared
to look much like I fit in. I’d routinely be jumped by
this-or-that group while walking home late at night
and have to fight my way out. They were attacking
me because I was a tad queer—and I don’t just mean
that in the archaic sense. I remember standing over
groaning bodies, bleeding from split knuckles, sad,
shocked, much alive, and sick to my stomach. Some-
times I’d have friends fighting alongside me, but that
wasn’t always the case.
James Kerr
August 22nd, 2022
Backers
I believe in this game, and 262 others do, too. Some of them are:
Adam Chandler, Alex, Anthony Gulston, Austin Walts, Bruce Laing, Bryan McKellar,
Burny0929, Camryn, Cheryl Karoly, Chris Lawson, CM Morgado, Danny Taro, DeadOperator,
Elijah Dixon, Eric Alexander, Erik Growen, Francis Helie, GuruPhil - The Dark Orb, Jamie
Hagen, Jason Connerley, Jeff & Kathryn Condon, Jerimah, Kate Mitchell, L. B., Leif Mogren,
Louchapour, Ols Jonas Petter Olsson, Pat Reddick, Philip Roast, rchaddick, Robert Hailman,
Sean Lefebvre, Snarkayde (Philip), Ted Pick Jr., Wes, and Zak V.
Create a Fighters
Above all these I want to thank the folks that gave tremendous support
to the project by creating fighters for the opponent’s page. They are:
Craig Jeffcoat, Harry Heydon, Robby Andersson, Stephen Van Der Werf, and Scott Behl.
PAGE 331
Age Dress
Age Dress
Age
Dress
Age
Dress
Age
Dress
Name
Name
Age
Dress
Name
Name
Player
Age
Dress
Player
Name
Player
Player
Name Small Thin
Medium Tall / Muscular
Huge
Small
Thin
Medium Tall
/
Muscular Huge
Player Small
Thin
Medium Tall
/
Muscular
Huge
Name
Small
Thin
Medium
Tall / Muscular
Huge
Player MOVES
MOVES
Small Thin Medium Tall / Muscular Huge
Player
GRAPPLE PUNCH MOVES
KICK BLOCK
FOOTWORK
Thin MOVES
Small Medium Tall / Muscular Huge
GRAPPLE PUNCH KICK BLOCK FOOTWORK
GRAPPLE
PUNCH
KICK
MOVES
BLOCK
FOOTWORK
Small
Thin
Medium Tall / Muscular Huge
GRAPPLE PUNCH KICK
BLOCK FOOTWORK
MOVES
STRENGTH
SCHEME
STRENGTH
EVADE
MOVES
FLASH
STRENGTH
SCHEME
GRAPPLE
PUNCH
KICK
BLOCK
FOOTWORK
HEART
EVADE
FLASH
SCHEME
STRENGTH
HEART
EVADE
FLASH
SCHEME
GRAPPLE
PUNCH
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FOOTWORK
HEART
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SCHEME
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CHALLENGES
VERSUS
TRAINING REGIME
Build M. A. Stage Teacher Total+
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CHALLENGES
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311
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31
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12
Revenge
Training B
WKF
r
Training
Training W
B F
Revenge
Training
W F
Beat Up
Bruised Revenge TrainingKnocked Out Dying
HEALTH
W
W
Bruised Beat Up Knocked
TrainingKnocked Out Dying
HEALTH Revenge
Bruised Up
Beat Out
Dying
HEALTH W
Bruised
Beat
Up Knocked
Out
Dying
COMFORTS
Bruised
Beat
Up Knocked
Out
Dying
HEALTH
Bruised
COMFORTS
COMFORTS
Beat
Up Knocked
Out
Dying
Bruised
Beat Up
Knocked
Out
Dying
HEALTH PERSON
PERSON
PLACE
COMFORTS
THING
COMFORTS
PERSON PLACE THING
PERSON
PLACE
THING
Stressed Out Just Snapped Breakdown Quitting
HARDSHIP
Stressed Out Just Snapped Breakdown Quitting
HARDSHIP
HARDSHIP
Stressed
Stressed
Out
Out
Just
Just
Snapped
Snapped
Breakdown
Breakdown
Quitting
Quitting
HARDSHIP
Stressed
Out
Just
Snapped
Breakdown
Quitting
HARDSHIP
Stressed
Out
Just
Snapped
Breakdown
Quitting
HARDSHIP
FIGHT TO
Frail heroes
in a desperate world.
SURVIVE
Throwing punches.
Throwing kicks.
Throwing away their lives.