Fight Locations — Outdoors and Underground

Amusement Park

By Chris Willrich

Fights at amusement parks give you two basic kinds of contrast:

  1. Blood and mayhem surrounded by cuteness.

  2. Blood and mayhem surrounded by thrill rides.

In the first case the contrast comes from turning a safe, friendly place for goofing off into a danger zone filled with gunslinging goons, leaping martial artists, and snarling monsters.

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On the other hand, some people go to amusement parks to get the living daylights scared out of them for a few minutes at a time. Here the fun comes from giving the people more than what they want.

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Inspiration

My Lucky Stars, Double Team. Also: Disneyland, Knotts Berry Farm, Marine World, the Puyallap Fair in Washington State (“Do the Puyallup!” Just had to say it) and many more.

Building Site

By David Eber

Building sites offer a wide variety of possibilities for staging a combat, and so they tend to crop up in Feng Shui games — note the construction site set piece in Baptism of Fire. Construction sites work well as fight locations for a number or reasons: they feature precarious footing, lots of props — dangerous and otherwise, heavy equipment, ample potential for destruction, and few bystanders. Since building sites are empty at night, it's easy to stage a battle there without the bother of police interference — at least until things start blowing up.

Building sites vary tremendously from location to location. I've based the following examples on a skyscraper, but that's only because that offers a lot of possibilities. A building site can be for a home, restaurant, office building, gas station, supermarket, shopping mall, or what have you. Each will offer their own unique possibilities, but there's also enough similarities that the suggestions below can be applied, more or less, to each one.

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Inspiration

Mr. Nice Guy, First Mission, Lethal Weapon 3, Darkman

Caverns

By Colin Chapman

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Inspiration

Moon Warriors, Indiana Jones and the Temple of Doom

Fairground

By Colin Chapman

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Military Base

By Alan Krause

The military base is usually a small “city” within a secure area — just how secure often depends upon the country and what the military base houses. On base housing makes up the residential portion of our city, with the requisite service provided — the commissary for groceries; the exchange for general merchandise (clothing, toiletries, etc.); bowling, pools, movie theatres and parks for entertainment; the officer's club (or “O-club”) serves as a watering hole; and some sort of fast food rounds out the selection.

They don't put a fence up around the base to keep people out of their version of suburbia, however. Those MPs carry weapons for a reason, and they definitely know how to use them. Just what the base is set up for varies from location to location and service to service. It could be a naval or marine corps air station (NAS or MCAS), a shipyard or submarine base, a top-secret black-ops test center, or a training facility designed to scrape the green bits off of new recruits and turn them into mean, lean, killing machines. The choice is yours.

Whatever you decide your base's main function is, make sure that the security precautions surrounding it reflect the importance of the goods. For example, security for a training base is usually not as strict as that of a submarine base or covert operations base (if you can find it). Nearly all military bases are surrounding by some sort of fencing topped off with barbed wire, so that entry and exit are controlled through one or many “gates”. When entering a base, you will most often be required to have some sort of identifying sticker on the vehicle (make sure it is current) or show a valid military identification card. During heightened security, it is common for the guard(s) to request to require I.D. before gaining entry to the base for the driver of the vehicle — passengers may be guests unless otherwise noted.

Note that the base provides it's own security, and the base commander will be very hesitant to use local police investigators if they consider the matter to be an internal affair. The base is federal property, and nearly any major law violation committed on base will be treated as a federal offence.

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Inspiration

Face Off, Under Siege, GoldenEye.

Parking Garage

By David Eber

Parking Garages allow for a hybrid sort of fight scene, combining gunplay or hand to hand with car chases. What's more, aboveground parking garages often go up several stories, adding the element of height to the mix. Parking garages offer open space, confinement, and plenty of obstacles for you to work with, and it's very easy to work one into your stories. In fact, a lot of fights take place in garages as the players are fleeing, or chasing someone, to their cars.

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Inspiration

The Replacement Killers, Rumble in the Bronx, Tomorrow Never Dies, Highlander

Rooftop

By David Eber

Rooftops are a common location for fight scenes, and while they may not offer a lot of props to work with, they are more dangerous than the average location. The two major factors to consider in rooftop fights are the type of roof and height. A flat skyscraper top offers stable footing and a very long drop, while the average suburban home is only two stories high, but the angle of the roof makes a fall all the more likely.

Obviously the first thing to consider is falling. On a flat roof, this is only likely to happen if a character is knocked off the edge, and this should probably only occur if the attacker makes a critcal success, or the defender a critical failure. On a slanted roof you could handle it one of two ways: either attach a penalty to all actions, or have all characters make an agility roll every time they perform a risky action or get hit by an attack, with a difficulty of 5-10 depending on the steepness of the roof. By the way, I would consider throwing a kick (or most any hand to hand attack, for that matter) to be risky, while shooting a gun is not.

The Feng Shui rules provide damage values for falling on p. 161. Note that a fall of 5 stories or more is usually fatal, while any thing over 40 stories should automatically mean death. It's not only kind, but dramatically appropriate to allow characters who fall to have a chance to grab a ledge, flagpole, or what-have-you to save themselves from splatification. This is especially true if the players are conducting a rooftop chase.

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Inspiration

Die Hard, The Crow, Batman

Sewer

By Colin Chapman

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Inspiration

Teenage Mutant Ninja Turtles

Ski Resort

By Evan James

Your typical ski resort can be a cornucopia of good action. Everything below generally assumes that it will be winter and there will be lots of snow on the ground, but there's nothing to say you can't go to a mountain resort at any time during the year. Attending a ski resort in a Feng Shui game could be included as part of a mountain-based campaign or just as a quick vacation for some hard-working PCs (well, it won't be a vacation for long!)

Fancy resorts will typically have a huge foyer with comfortable couchs, a grand fireplace, and possibly a large chandelier made of elk antlers or something (these are great for swinging on). Extending from those will be a kitchen and dining room, hot tub room, and corridors that lead to elevators and other suites. Inside the suites themselves will usually be one or two beds, a television, small bathroom and other items. Use the apartment write-up from the Baptism of Fire adventure on page 264 of the main rulebook for this.

It should be reletively easy to rent or steal spare ski equipment should the need arise. Don't forget to bundle up! It can get really cold out there, especially at night when you're lying on a snowbank bleeding to death.

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Inspiration

Police Story 4: First Strike, On Her Majesty's Secret Service, Raiders of the Lost Ark, True Lies, Willow, For Your Eyes Only, A View to a Kill

Skyscraper

By Chris Meadows

Skyscrapers tend to offer a lot of different fight possibilities, simply because there are so many different environments to be found within them. Offices, apartments, laboratories, restaurants, shops or minimalls, piazzas, balconies, staircases, elevator shafts, you name it, it's probably in there. Many places to hide, many ways to cream unsuspecting mooks.

The defining characteristic of skyscraper combat is that it's confined, delimited by the walls of the skyscraper. This is usually because the bad guys have the entrance or the lower floors barracaded somehow, and they have hostages, so there's no way out except by beating them. The good guys usually have an advantage in this, since at least some of the bad guys have to stay out in the open if they want to keep their hostages — which means the good guys can strike from concealment.

Speaking of concealment, skyscrapers offer their own ways to get around if you don't want anyone to see you. Ventilation shafts and ducts, elevator shafts (as long as nobody tries to use the elevator at the same time!), dumbwaiters, and the like.

Why would the characters be in the skyscraper? Be creative! Perhaps they were attending a party, or eating out at a restaurant with a superior view of the city. Perhaps this is where one or more of their day jobs are, or perhaps a contact called them in. Perhaps they're just taking a touristy day off when trouble finds them, as it invariably does.

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These are all fairly obvious, but they're at least good for starters.

Inspiration

Die Hard, High Risk, Terminator II, City Hunter: Bay City Wars, Bubble Gum Crisis 8: Scoop Chase, and the Trek TNG episodess “The Hunted” and “Starship Mine”.

Swimming Pool

By Dave P. Blewer

I don't really know why you would stage a battle here, but hey its Feng Shui and the Secret War can break out anywhere can't it. Maybe its a Feng Shui site.

Note: Colin Chapman has written up his own set of house rules for underwater combat, which can be found on the House Rules page. Feel free to use whichever version you wish. Also note that, according to the rulebook, drowning damage is 5 WP per sequence, doubled each sequence for as long as the condition lasts. — David

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Inspiration

Years of covert battles around and in the pool during childhood.