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Fighting Streets
Fighting Streets
Fighting Streets
Which are totally not just a reskin of Burn Legend from Shards of the Exalted Dream
Mixed with ideas from Final Stand, Blood and Tears, and any other passing fancy I’ve had.
Fighting Streets
Table of Contents
Table of Contents
Chapter 1: Joining the Circuit - Character Creation
Step One: Inspiration
Step Two: Choose a Style
Step Three: Assign Initial Attributes
Step Four: Assign Initial Techniques
Step Five: Assign Initial Backgrounds
Step Six: Record Initial Health, Willpower and Energy
Step Seven: Spend Initial XP
Chapter 2: Ready... Fight! - Combat
Resolving Techniques
Clashes
Using Willpower
Damage and Reserves
Movement and Range
Stagger and Comebacks
Reversals
Overdrive
Additional Style Rules and Restrictions
Favored Schools
Refinements
Elemental Styles
Divine Style
Beastial Spirit Shape
Chapter 3: Peace in Our Time - Dramatic Systems
Fighting for Glory, Glory for Fighting
Glory Recovery Costs
Bringing the Background Forward
Example 1: The Strange Professor breaking into Castle Blackstone
Example 2: Escape from a World on Fire
Example 3: Knowing Is Half the Battle
Making Friends and Influencing People
The Red Rule
Staredowns and Fighting Spirit
Glorious Competition
Murder Most Foul
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An Interpol agent circulates amongst a high class affair. She’s here undercover, investigating a
possible lead on a connection the host has, albeit unwittingly, to a world-spanning criminal
conspiracy. As she walks a secluded garden path, an assassin of that organization leaps from
the shadows, seeking to end her investigation- permanently. Green venom drips from his
palms- only to be slapped away, as the agent sheds her human seeming, taking her true form of
a monstrous half-human, half-wolf.
Two men, as close as brothers, spar before their ancient master. This is not the first time, but it
will be the last; the old master is dying, and is ready to select his successor. They trade vicious
strikes, attacks that would shatter the bones of lessers. One ignites his inner strength,
launching a burst of coruscanting energy, while the other hurls himself into the air, carried by a
breeze over the projectile and falling like a bolt of lightning.
A ragged woman pushes a grocery cart into a dirty alley. Normally, no one would look twice at
her, but the boss has put a price on her head, owing to her disrupting a delicate operation a few
nights back. Two dozen gangsters follow her into the shadows. A few minutes later, the ragged
woman pushes her cart back out, the criminal left in groaning piles amidst the other refuse. A
third eye gleams purple and red upon her forehead for a moment, before winking out.
Don’t worry about inventing a fully fleshed out character at this step; just give some thought to
who you will be portraying during the game.
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The Techniques for each of these Styles can be found in the Burn Legend Technique Cards,
available for free on DrivethruRpg, at
http://www.drivethrurpg.com/product/103803/Burn-Legend-Technique-Cards
When choosing your Style, bear in mind that some Styles have additional rules, either governing
what Techniques can be learned or when they can be used. For details, check Additional Style
Rules and Restrictions in Chapter 2.
For now, assign one Attribute a rating of 4, one a rating of 3, and one a rating of 2.
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Select one of the six Basic Techniques (Basic Strike, Aerial Strike, Rush, Grapple, and
Block) to have at 4 dots, two at 3 dots, and the remainder at 2 dots.
Select one Martial Arts Technique to begin at 2 dots, and one at 1 dot. These two Techniques
must be from the same school.
Select one Style Technique to begin at 3 dots, two at 2 dots, and three at 1 dot. These
Techniques must be from your Style.
Backgrounds are a unified collection of how characters can interact with the world. Like
Attributes, they are rated from 1 to 5.
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● Lore: Knowledge of the secrets of the world. A character with high Lore can speak a
variety of languages, knows both official and true accounts of history, and is generally
the person who knows what is happening.
● Magic: Ability with the mystic arts. Sometimes called psychic abilities or psionics, Magic
is generally regarded as too slow and unpredictable to be used during a fight, although
some adepts manifest their Style and Techniques as magical effects. While Lore deals
in the natural, Magic deals in the supernatural. A character with high Magic can speak to
spirits, call up wards, and banish demons... with varying levels of efficacy.
● Persuasion: Faculty with convincing someone to do what you want. A character with
high Persuasion can often get people to obey their commands, without having to be so
crass as to actually issue a command in the first place.
● Resources: Access to monetary wealth. Many begin their careers on the fighting
streets in quasi-legal underground fighting clubs, amassing significant rewards from the
patrons of such dens. Others are born into wealth, and begin fighting as a means to
escape boredom. A character with high Resources has easy access to cash- which may
not be of direct value, but is almost never not helpful.
Select one Background to have 3 dots, two to have 2 dots, and three to have 1 dot.
Further information on how you will use Backgrounds is available in Chapter Three.
Further details of how these traits are used is available in Chapter Two.
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Trait Cost
New Background 2
* If you purchase entry into a new martial arts school, you do not gain a retroactive
experience reduction from any Style Techniques already purchase which would benefit
from a discount. You may purchase additional ranks in these Techniques at the discounted
rate, as per normal.
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Combat in Fighting Streets proceeds in rounds. At the start of the round, all opponents secretly
select one Technique, and reveal them at the same time. The techniques are resolved, damage
and other effects are dealt, and then the next round begins.
Resolving Techniques
● Victorious Technique: Techniques are divided into six categories; Strike, Aerial, Rush,
Grapple, Defense and Projectile. Almost every Techniques have one category of
Technique they automatically defeat. If you play a Technique which automatically
defeats your opponent’s Technique, you are victorious; assign damage and resolve any
other effects of your Technique.
● Hit Trade: If your Technique defeats your opponent’s, and your opponent’s Technique
defeats yours, then you hit trade. You both strike each other, and both take damage and
suffer from any relevant effects from the Techniques.
● No Hit: If both you and your opponent play Techniques that do not do damage, then
neither of you gain the benefit of your chosen Techniques and may not play them again
in the next round.
● Clash: If your Technique does not defeat your opponent’s, nor does your opponent’s
defeat yours, the two of you must Clash to determine who is victorious this round.
Clashes
The most common outcome during a round is a Clash, where neither Technique directly defeats
the other. In such cases, the two characters play a game of Paper-Rock-Scissors (or RPS) to
determine the victorious Technique. If both players throw the same symbol, then the tie is
broken by the highest combined (Attribute + Technique rating), as well as any modifiers
provided by the Technique or other ongoing effects, and using the Attribute specified by the
Technique. If this is also a tie, then treat the round as a Hit Trade.
Using Willpower
During a Clash, the defeated opponent may spend a point of Willpower to force a new game of
RPS. The results of the new game are final; no additional games may be played for this Clash.
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If you do enough damage to reduce an opponent’s Health to 0 or less, they must draw upon
their Reserves to remain standing. They may play a round of RPS for each unused Reserve
they have, which they must win outright. If they win even once, they immediately regain 10
Health, and mark off the Reserve for the rest of the game. Any damage beyond what had
reduced them to 0 is subtracted from the 10 Health they just regained; in extreme cases, it may
be possible to force an opponent to lose more than one of their Reserves from a single attack!
If your opponent has no Reserves remaining or fails to draw upon any of their remaining
reserves, they are rendered unconscious. Enjoy your victory!
Under some limited circumstances, you may have damage dealt to your Reserves instead of
your Health. In this case, you must immediately draw upon your remaining Reserves to remain
conscious, although success in this case does not cost you any additional Reserves.
Using a Technique may also change your relative position. If the Technique specifies Advance,
then you will advance towards your opponent. If the Technique specifies Back, you will move
away from your opponent. If the Technique specifies Still, you remain at the same relative
position.
An opponent who begins at Mid range and uses a Technique which Advances, or an opponent
who begins Near and uses a Technique that takes them Back, is considered to occupy both the
Near and Mid ranges from this round.
If you Advance while your opponent Backs, or you Back while your opponent Advances, you
remain at the same relative range. You cannot Back further than Mid range, and you cannot
Advance closer than Near range; if you would, you instead remain Still.
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must get at least 1 win. If you do not, you become Staggered, and your Technique this round is
automatically defeated. Your stagger count is then reset.
Nearly being Staggered also gives you the chance for a comeback, however! If you avoid being
Staggered, and your Technique is victorious, your opponent must immediately check against
being Staggered during the next round!
Reversals
Once per fight, after Techniques are revealed, you may spend a point of Willpower to perform a
Reversal. You may replace your revealed Technique with another; your new selection cannot
automatically defeat the Technique of your opponent; it must result in a Clash. Some
Techniques are not subject to Reversal.
Overdrive
Some characters have special Techniques, known as Overdrive Techniques. These are
signature, extremely powerful abilities, often used to end fights in spectacular fashion.
Each time you make a Victorious attack, you gain one Overdrive point, to a maximum of ten.
Once you have ten Overdrive points, you may spend a point of Willpower (as well as any other
costs listed on the Technique) to activate the Overdrive Technique. If the Overdrive is
Victorious, in addition to the listed damage, it additionally removes one of the victim’s Reserves
and forces them to immediately check to remain conscious.
Characters may only know a single Overdrive Technique. Overdrives are never subject to
Reversal.
Favored Schools
Some Style Techniques are more like an extension of a School’s teachings, through the lens of
the Style’s strength. These Techniques will always say so, as well as which School they draw
from. A character who knows at least one Technique of that School pays half the normal price
to learn or improve that Technique.
Refinements
Some Techniques can be improved in unique fashions. These refinements will be listed with the
Technique, as well as specifying the rating you must have in the Technique to master it, and the
experience cost to do so.
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Elemental Styles
If your character uses Elemental Styles, they will have an affinity towards one of the five
elements of Air, Earth, Fire, Water and Wood; this affinity should be selected during character
creation. As you advance your understanding of your element, you will gain the ability to unlock
advanced techniques.
By having at least three Style Techniques, each at least 2 dots, you may purchase the advanced
techniques of our element. Air Elementals may purchase Lightning Techniques, Earth may
purchase Metal, Fire may purchase Shadow, and Water may purchase Ice. Additionally,
Elementals may not learn their Overdrives until they have unlocked their advanced Techniques.
There are not advanced Wood Techniques; instead, Wood Elementals gain the ability to learn
Air, Earth, Fire and Water Techniques. However, Advanced techniques and Overdrives will
remain forever beyond them.
Divine Style
Many Divine Style Techniques are divided into three categories; Terrestrial, Celestial and
Sidereal. You may not use a Celestial Technique unless you used a Victorious Terrestrial
Technique in the previous round. Likewise, you may not use a Sidereal Technique unless you
used a Victorious Celestial Technique in the previous round.
Caging the beast once it is unleashed is more difficult; instead of revealing a Technique, you
must declare that you are returning to your seeing. Your opponent’s Technique is automatically
successful if it can reach you. In your human seeming, you cannot use your Style Techniques
and do you have the enhanced Attribute, but may use Martial Arts Techniques.
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The primary use of Glory is to assist in recovering from fights, but it may also be used to
temporarily enhance some Backgrounds while attempting to accomplish a task and to influence
other characters. You cannot spend Glory to recover during a fight.
Energy 2 Glory
Willpower 4 Glory
Reserve 6 Glory
To pass a Background check, you must reach a trait total equal to or greater than the difficulty.
Your trait total consists of an appropriate Background, any amount of Glory up to your
Background, and any number of other characters with at least 3 dots in the Background who
describe how they are assisting you. If other characters assist, then any consequences are
shared evenly amongst all involved.
Players may propose alternate Backgrounds as a means to resolve such tasks, although they
may face higher difficulties or stiffer consequences. They may also propose lesser
consequences if they can come within two points of the difficulty.
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The Strange Professor has Magic 4 and 5 Glory. He spends 3 Glory which, in conjunction with
his Magic, is sufficient to bring down the ward and safely enter the Castle.
Escaping the warehouse is an Acrobatics 4 difficulty. Failure will cost a Reserve from the
smoke and heat. Jem, with her Acrobatics of 5, easily escapes. Spike, with an Acrobatics of 2,
can spend 2 Glory to manage his escape. Danny, however, only has an Acrobatics of 1. Since
he can spend no more Glory than his Background, the highest he can reach is an Acrobatics of
2.
Fortunately, this puts him in range of negotiating a lesser penalty. He offers the Storyteller that
he’ll lose a Willpower rather than a Reserve if he gets to Acrobatics 2, as he bulls his way
through the collapsing building. The Storyteller accepts. As Jem and Spike watch the building
start to collapse, they see Danny burst out in a shower of sparks at the last minute.
Slick Sam has Contacts 5, but even she can’t do this alone; the most she can boost her
Contacts to is 10. She negotiates with the Storyteller, asking what kind of lesser penalty she
could gain. The Storyteller offers that, while she won’t be able to arrive in time to stop them, she
will at least see the villains as they make their escape, gaining a clue into their future plans.
Biting her lip, she decides to wait.
Circulating amongst the other players, she finds that the Infernal mobster Jean Vil Jean has
Contacts 4, and the Elemental aristocrat Lightning Quick has Contacts 3. Quick offers his help
in exchange for a point of Glory; Jean only wants an unspecified favor, to be repaid at a later
time. Sam returns to the Storyteller with Jean and Quick in tow. By their assistance (and by
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boosting her own Contacts to 10), she reaches the total needed of 12. All three learn where the
conspiracy intends to strike, and will have a chance to stop them!
In such cases, you have two options- you can offer a bribe of Glory, or you can attempt to
forcibly Persuade them.
Offering Glory as a bribe works exactly as it sounds; you can offer another player any amount of
Glory for their character to be persuaded towards the belief or course of action you specify.
Players can never be compelled to accept such bribes, but it is often in their interest to do so.
However, if the other player is unwilling to accept such a bribe, you can attempt to forcibly
Persuade them.
Forcible Persuasion always requires a Storyteller to be present. Both players secretly bid any
amount of Glory, and reveal at the same time.
Both players may discard one of their bid Glory to add their Persuasion to the total. The
persuader may also discard an additional Glory to attempt to add her Resources as a bribe,
adding the difference of her Resources to her target’s Resources. Finally, if both players share
Backing with a common organization, the persuader may discard an additional Glory to attempt
to add her Backing as an order, adding the difference of her Backing to her target’s Backing. All
remaining bid Glory is then added to the total.
If the persuader has the higher total, her victim is persuaded, and should act upon the request
or belief; otherwise, they are unpersuaded and may act as they wish.
All Glory, from all parties, bid or discarded during an attempt at forcible Persuasion is
lost.
Glory Bribes and Forcible Persuasion should be reserved for influencing other player
characters; influencing characters controlled by the Storyteller should be handled as a
Persuasion (or Backing, or Resources, as appropriate) Background test.
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invoking the Red Rule, the player is signaling to immediately cease the current scene. The Red
Rule is not intended as a means to bypass consequences, but as a tool to ensure the safety
and comfort of all involved in playing Fighting Streets.
When two players engage in a Staredown, they each spend 1 Glory, and secretly play one
Technique. The Technique they play must be one they could pay for; if you have no energy, you
cannot play a Technique with an energy cost. Both reveal and resolve who is Victorious as if
they had engaged in a round of combat, including resolving any Clashes. The winner steals a
point of Willpower from the loser. The Glory spent starting the Staredown is lost. You do not
actually pay for Techniques used during a Staredown.
Similarly, two players may engage in a test of Fighting Spirit. They each spend 1 Glory and 1
Willpower, and secretly select three Techniques, which they must be able to collectively pay for-
if you have only two energy, you cannot select three Techniques which collectively cost more
than two energy to use. They reveal and resolve the three Techniques, one at a time. The
winner steals one energy from the loser. If the winner defeated her opponent in all three
rounds, she also steals a point of Willpower from the loser. The Glory and Willpower spent to
begin a test of Fighting Spirit is lost. You do not actually pay for Techniques used during a test
of Fighting Spirit.
A character without Glory cannot engage in a Staredown or a test of Fighting Spirit. They aren’t
worth the time.
Glorious Competition
When two characters engage in an open competition between one another, the fight may be soft
or hard.
In a soft fight, the two are competing for the joy of the sport- neither attacks with deadly intent,
and they must have an audience, with no other pressing business. This doesn’t mean no one
gets hurt or that such fights have no cost!
Before a soft fight, the two players should speak privately with a Storyteller, negotiating the flow
and outcome of the fight. By engaging in a soft fight, both fighters have a chance to gain Glory-
at the cost of some bruising to their body, and possibly their ego. (In play, the two retreat briefly
to prepare for the upcoming fight, meditating, stretching or otherwise making ready)
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● Both players should agree on a number of Reserves, Willpower and Energy they are
each willing to spend on the fight. They do not have to contribute the same.
● Both players should agree on the overall flow of the fight, as well as who the winner will
be.
● The fight’s Glory is worth 2 per spent Energy, 3 per spent Willpower, and 4 per spent
Reserve, evenly split between the fighters.
● The loser gains an additional bounty of 3 Glory for having fought hard, even if they were
defeated.
After the negotiations conclude, the two players re-enter play and act out the fight. Always
remember, safety is the top priority when acting out these fights. Physical contact
should always be avoided, and stunts should be described rather than enacted.
In the event that the two players cannot come to an agreement but still wish to fight, they may
engage in a hard combat. Resolve this fight using the standard combat rules, as described in
Chapter 2.
A Fighting Streets character may only be permanently killed by the fighter who rendered them
unconscious in a fight, and then only if that fighter is willing to spend 30 Glory. Even if your
character is unconscious, you may offer any amount of Glory you hold as a bribe when they
declare their attempt to kill you, and/or offer alternate consequences (such as being
permanently scarred, loss of limbs or senses, etc).
A hard combat may also be fought to the death, rather than to victory. To declare a combat to
the death, both fighters must spend 10 Glory. The victor of such a fight may, but does not have
to, kill or otherwise maim her defeated opponent without further cost.
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