TEXT: places to be...
  No great cinematic action scene happens in a vacuum — except the ones that take place in outer space, of 
  course. No, for a great cinematic action scene you need a location, and when you’re in a rush or don’t have the 
  time to rev up your GM engines before the game starts, you’re gonna need A Fistful of Fight Scenes.
  ...people to shoot at!
  This booklet contains over a dozen iconic locations written by a dedicated team of location scouts just for that 
  occasion when your imagination is cramped and your players are itching for somewhere to blow stuff up. Each 
  location follows the same easy-to-use format.
  • 
  Primary Juncture: Which juncture the location is likely to be found in.
  • 
  May Also Be Found In: ...Or it could be found here.
  • 
  Surroundings: What’s in the nearby vicinity, for help in staging and framing your scene.
  • 
  Feng Shui Site?: Indicates whether or not the location may be one of the prized feng shui sites, thereby 
  increasing its value.
  • 
  Description: A tour of the scene in word pictures, including some items highlighted in bold text so that 
  you can easily toss those into the action narrative.
  • 
  Things That Can Happen During the Fight: Lists of cool things to inflict upon your players or inspire 
  them to try cooler stunts.
  • 
  Who You Might Fight Here: Suggestions of worthy and unworthy opponents to face in grim battle on 
  location.
  Let's throw down!
  
  Description
  Stone steps lead to a red gatehouse. The corners of 
  its tiled, gabled roof curve upwards. Two smaller 
  gatehouses flank it. The three-gate pattern symbolizes 
  liberation from false attachments.
  The temple’s walls encompass various halls, which 
  together form a symmetrical whole. At the center 
  of the complex lies a courtyard, formed by four halls 
  arranged around it: the reception hall, triple Buddha 
  hall, sutra-chanting chamber, and scripture hall.
  If welcome here, the heroes may be granted audience 
  by temple worthies in the reception hall, also a long, 
  single-story building.
  The 
  triple 
  Buddha 
  hall 
  contains the temple’s most 
  splendid statuary, depicting 
  the Buddha in three of his 
  many manifestations.
  Its opposite number 
  to the north, the 
  scripture 
  hall, 
  contains the monastery’s storehouse of Buddhist 
  texts, or tripitakas, inscribed on scrolls. 
  Has the temple been abandoned or recently looted? If 
  so, its statuary and precious scrolls are gone.
  The single-story, longhouse-style sutra-chanting 
  chamber is for, well, it says it right in the name.
  In the courtyard stands a weary tree, bark pocked by 
  hundreds of holes, as if attacked by the world’s most 
  methodical woodpecker. In fact these have been left 
  by generations of martial artist monks, practicing 
  their finger-punching on it.
  One-story dorms for the monks, each a squarish 
  structure with its own inner courtyard, form a buffer 
  between central structures and outer walls.
  The abbot’s residence stands to the north of the 
  temple center.
  Two triple-roofed towers stand guard to the south of the 
  central complex: the drum tower and the bell tower.
  A few hundred meters outside the gates stands the 
  pagoda forest, where stone tombs of illustrious monks 
  and abbots tower together like cyclopean trees. Erected 
  over many centuries, the pagoda-styled monuments 
  take various shapes and sizes. The tallest reach a 
  height of six stories. Larger tombs allow meditating 
  visitors to enter through a curved arch into a central 
  chamber. The pagoda forest could easily act as the 
  site for a standalone fight scene.
  Things That Can  
  Happen During The Fight
  Improvised Weapons: Gong mallets. Huge ink 
  pots. Rolls of paper. Roof tiles (already kicked free by 
  another combatant). Water jugs. Wooden rice bowls.
  • 
  Burst out of a well to take a foe by surprise.
  • 
  Chase an enemy into one of the three gates and 
  out another.
  • 
  Create a percussion effect by throwing a foe into 
  the drum tower’s drum. 
  • 
  Or a smaller drum on its own stand in any 
  worship hall.
  • 
  Ducking down into a well to escape blasts or 
  missile fire.
  Ancient Temple
  Primary Juncture(s): Ancient, Past     May Also Be Found In: Contemporary, Netherworld
  Surroundings: Remote locale of surpassing natural beauty. Verdant dale,  
  cloud-draped mountain, island in the middle of a mirror-bright lake.
  Feng Shui Site?: Most assuredly!
  2
  Ancient Temple
  
  • 
  When an evildoer’s attack nets a failed boxcars 
  result near a Buddhist statue, the statue righteously 
  topples onto him.
  • 
  Fight atop the narrow edge of a monastery wall.
  • 
  An honest tournament duel between a hero and 
  a seeming good guy monk turns into a free-for-
  all to the death when the so-called monks reveal 
  their true sinister nature.
  • 
  Fire laps away at the wooden structures.
  • 
  Grab a spear from a statue’s hand to jab at a foe.
  • 
  Hide behind a row of bronze bells as an 
  opponent tries to hit you and misses with a blunt 
  instrument. CLANG! CLANK! CLONK!
  • 
  Leap up to duel atop a tower or other roof.
  • 
  Mook monks leap into action, joining the fight 
  while jumping over each other and brandishing 
  staffs in a synchronized fashion.
  • 
  A foe drops at the foot of a mural; it depicts a 
  glorious victory over the enemies of righteousness.
  • 
  Staff strike pushes a person-sized candle stand 
  as an interposing object between two dueling 
  combatants.
  • 
  Mook monks subject the heroes to a massed wall 
  of flailing staffs.
  • 
  One of the red timber support pillars holding 
  up a first-floor gable of a meditation chamber 
  breaks. Someone has been thrown into it. Or a 
  sorcerous blast cuts through it.
  • 
  Fire triggers the sprinkler systems, filling a hall 
  and leaving heroes and foes to duel while up to 
  their ankles in water (Contemporary Juncture).
  • 
  Rescue fragile scrolls from a demon or sorcerer’s 
  fire blasts, or from the spreading flames of a 
  toppled brazier.
  • 
  Roll down the gatehouse steps.
  • 
  Run along a gabled roof, kicking tiles at enemies.
  • 
  Sever a large gong from its frame and hurl it 
  flying disc style at a foe.
  • 
  Sever a large gong from its frame and use it as a 
  shield.
  • 
  Skirmish up and down the gatehouse steps.
  • 
  Someone’s head gets smashed into the weary tree.
  • 
  Threatened tourists require protection from the 
  fray (Contemporary Juncture).
  • 
  Toss a foe through one of the outer walls.
  • 
  Use an enemy’s head as a mallet, to strike the bell 
  tower’s bell.
  • 
  Wounded pacifist monks need to be pulled to safety.
  Who You Might  
  Fight Here
  Kung fu monks who dwell, train, and worship here. 
  Are they allied with the Hand, thwarting your 
  perfectly sensible explodey Dragon plans with their 
  stick-in-the-mud Confucianism? Faithful worshipers 
  who just happen to have a scroll you need to save the 
  world, and are none too eager to give it up to a ragtag 
  pack of Giang Hu types? Or are they sincere dupes, 
  unwittingly battling for a possessed or sinister abbot?
  Bandits in the process of looting the place. They’re 
  stealing everything of value and putting the peaceful, 
  noncombatant monks to the sword.
  Denizens of the Giang Hu world. They’ve challenged 
  you to meet and duel in this abandoned monastery, 
  now overgrown with weeds and vines.
  Demons. They’ve possessed the monks, with or 
  without Lotus direction.
  Sorcerers or recently transformed animals. They are 
  lying in wait,  posing as monks.
  3
  Ancient Temple
  
  Description
  From the outside the bamboo forest is a vast sea of 
  green leaves that follows the contours of the landscape 
  beneath it. The bamboo rises high into the air and 
  sways in great rippling waves at the slightest breeze.
  Deep inside the forest the swaying and rustling 
  of the leaves above becomes muted and there is an 
  otherworldly silence and calm that descends upon the 
  scene. The forest at ground level is still and unmoving.
  Thick, segmented stems of deep green bamboo are 
  densely packed together, standing straight and tall, 
  and reach up high to the leafy canopy above. The 
  forest is shrouded with mist and shadows and the 
  sunlight only reaches the forest floor with occasional 
  crepuscular rays shining through the dense canopy.
  Distances 
  become 
  hard 
  to 
  judge as all the stems start 
  to blend together and in the 
  mists and become a far-off 
  impenetrable wall of 
  green bamboo.
  The forest floor is dark, rich earth littered with dead, 
  brown leaves with occasional dark, moss-slicked rocks 
  sticking through. In some places green, leafy ferns will 
  spring up and cover patches of the forest floor.
  There is a road that winds through the forest just wide 
  enough for a single cart pulled by a pair of horses or 
  oxen. Over the gap of the road the bamboo arches 
  and reaches towards the light forming a tunnel of 
  bent stems.
  One can easily climb the thick bamboo stalks to reach 
  the understory layer where the floor disappears into 
  the mist and there is nothing but a maze of vertical 
  poles of bamboo. The simplest method is to jump 
  from stem to stem using the closeness of the stalks 
  and their naturally springy nature to propel oneself 
  upwards. But other methods include running straight 
  up the stems, or using them as long bendable arms to 
  catapult high into the air. The easiest way down from 
  this layer is to slide down the stems like firemen’s 
  poles, or to simply jump down.
  Climbing to the top of the canopy is a much 
  harder feat and only the most skilled martial 
  artists are able to stand or run along the tenuously 
  thin stems that bend and sway with the slightest weight 
  and are covered with lush green leaves. Breaking out 
  through the top of the canopy contrasts sharply with 
  the darkness and silence of the forest interior, and 
  heroes may find the bright sun blinding, and the sea of 
  rustling leaves deafening.
  A river winds slowly through the forest and the road 
  occasionally crosses over it on ancient moss-covered 
  stone bridges. In more mountainous sections of the 
  forest the river becomes swift moving rapids with 
  large boulders which can suddenly flow into still, 
  crystal clear lakes surrounded by rocks and bamboo 
  growing right up to the edge of the water. The road 
  leads farther into the forest and into the mountains 
  where breaks in the forest reveal high waterfalls 
  surrounded by rocky walls, or dizzying heights as the 
  road snakes along the edges of perilous cliffs.
  There are small shrines with four stone columns 
  supporting curved gabled roofs that protect statues 
  and other religious icons. Old stone markers are also 
  sometimes set up along the road, either grave markers 
  or statues of local nature spirits.
  Bamboo Forest
  Primary Juncture(s): Ancient, Past     May Also Be Found In: Contemporary
  Surroundings: A lush, green wilderness area nestled among high  
  round-topped mountains and near a flowing river. 
  Feng Shui Site?: Probably!
  4
  Bamboo Forest
  
  Things That Can Happen 
  During The Fight
  Improvised Weapons: Bamboo sliced off at a sharp 
  angle makes perfect spears that whistle through the 
  air when thrown. Bamboo staffs and clubs make 
  a hollow fluting sound as they are swung. Bamboo, 
  when struck hard enough, splinters on the ends into 
  brush or rake-like strands that are both sharp and 
  perfect for entangling foes and their weapons.
  • 
  A surprise ambush from above as mook foes slide 
  down the bamboo and surround the heroes.
  • 
  The springy stems are bent into powerful snare 
  traps that get triggered and then pull victims high 
  into the air with their limbs bound.
  • 
  Assassins hide beneath the water of the rivers or 
  lakes, using bamboo breathing tubes to follow 
  their targets and then burst from the water. 
  • 
  Bamboo can be cut down with the falling stems 
  blocking the path of pursuers or pursuees. 
  • 
  Use the dense stems to block incoming missile 
  fire, with darts and arrows soundly THUNKING 
  into the bamboo.
  • 
  Use bamboo to launch heroes into the air like a 
  springboard or a pole-vaulter.
  • 
  Gain a higher platform by standing between two 
  stems, or on the tops of cut off stalks. 
  • 
  Ropes or nets can be dropped from above and 
  then drawn up tight and lashed to bamboo stems. 
  • 
  A massive stand of bamboo has fallen over 
  and blocks the road and will have to be moved 
  before continuing. Did it fall on its own, or is 
  this a set up?
  • 
  Fire! Green, living bamboo is hard to burn, but 
  use enough accelerant and it will burn like any 
  other forest, especially the dead leaves that litter 
  the forest floor.
  • 
  Use bamboo stalks like stilts. 
  • 
  Foes’ weapons can become stuck or embedded 
  in the bamboo, use that to your advantage by 
  forcing opponents into those weapons.
  • 
  Bend back a stalk of bamboo and then release it 
  into your foes.
  • 
  A powerful blast or spell flattens all the stems in 
  a circular area.
  • 
  Chase your foes through the tenuous footing at 
  the sunlit top of the forest.
  • 
  Distract your foe by sweeping the leaves off of the 
  forest floor and into the air. 
  • 
  Skirmish across one of the bridges.
  • 
  Skirmish down one of the steep cliffs covered in 
  bamboo.
  • 
  Fling a foe through the forest breaking multiple 
  stalks of bamboo in their wake.
  • 
  A caravan of merchants, pilgrims, or players needs 
  protection for safe passage through the forest. 
  • 
  Chase an enemy through the dense and confusing 
  forest.
  Who You Might  
  Fight Here
  Bandits, who use the forest as a hiding place and use 
  the road through the forest as an excellent ambush 
  spot. Potentially they could be Righteous Outlaws 
  living in the green forest, protecting the poor 
  and only robbing from the villainous imperial tax 
  collectors. Perhaps to cross a bridge they claim as 
  theirs and to avoid their toll, the leader challenges 
  one of the heroes to a friendly duel atop the bridge 
  using staffs of fresh cut bamboo.
  Assassins. A group of hired killers who are either hot 
  on the heroes’ trail, or have set a trap for the heroes in 
  the bamboo forest.
  5
  Bamboo Forest
  
  Description
  The gigantic well-decorated lobby leads to a check-
  in area and has a direct line to the gambling areas. 
  Various restaurants 
  are found inside 
  the casino, with 
  gourmet-class cuisine 
  and ample seating. 
  Buffets are also popular. 
  Many celebrity chefs have 
  restaurants in the bigger 
  casinos.
  Numerous shops sell 
  everything from souvenirs 
  to expensive luxury items. 
  They’re designed to keep 
  patrons in the casino even 
  while they shop.
  Multiple pools often have their own bars 
  and gambling areas. In some 
  casinos you can even sit in the 
  pool and gamble.
  Various bars are attached to the 
  casino floor, supplying free or very 
  cheap liquor to the patrons.
  Gambling tables and slot machines stretch as 
  far as the eye can see, organized in huge high-
  ceilinged sections of the casino.
  Table games (roulette, blackjack, craps) are 
  available for patrons. Available games vary 
  wildly by casino. For example, poker wasn’t 
  introduced to Macau casinos until 2007.
  High-stakes and private games exist for high 
  rollers, superspies, and evil masterminds. They 
  often come with their own staff and security.
  Service staff is everywhere and can be summoned 
  with a phone call or request.
  Hotels are attached to the casino with various rooms 
  and suites, including penthouse-style suites for 
  the biggest whales (high rollers).
  The vault is where the bulk of the casino’s 
  money and valuables are stored, including 
  those of many guests.
  Showgirls and other performers from 
  different shows pose for  photos with 
  tourists,  promoting both their own 
  productions and the casino 
  as a whole.
  Security is high, tight, 
  and focused on the gaming, 
  finding cheaters, and dealing 
  quickly and decisively with 
  anything that would distract 
  people from spending money.
  Transportation to and from the 
  casino is easily available. Cabs and 
  shuttles are usually right outside the 
  front doors either picking up or 
  dropping off.
  Casinos are a popular spot for 
  boxing, 
  mixed 
  martial 
  arts, 
  and other one-on-one personal 
  contests. Gambling on these fights is 
  naturally encouraged.
  Shows of various sorts are popular, often focusing 
  on circus and magic acts or celebrity performers. 
  Novelty acts or those matching a casino’s theme are 
  also popular.
  Providing 
  more 
  adult 
  entertainment 
  and 
  opportunities to dance and mingle, clubs can 
  Casino
  Primary Juncture(s): Contemporary (Macau Las Vegas, Atlantic City, Monaco, etc.),  
  some 20th Century Pop-Up Junctures   
  May Also Be Found In: Past, Future, much less extravagant than Contemporary versions.
  Surroundings: Hotels, pools, restaurants, shops, and lots and lots of gambling.
  Feng Shui Site?: Possibly. Especially if built on top of some ancient temple, burial ground, or other mystic site.
  Imperial troops.  Marching through the bamboo 
  forest, they are either looking for the heroes, or must 
  be stopped from advancing any further.
  A demon, ghost, or other supernatural creature. Such 
  a being might  haunt the forest, especially the near the 
  old shrine, or in the hidden cave behind the waterfall. 
  A lone traveler, walking down the road through 
  the forest in the opposite direction. The traveler is 
  a powerful denizen of the Giang Hu, or a sorcerer. 
  They pick a fight with the heroes for some reason, 
  or perhaps the heroes pick a fight with them after a 
  perceived insult.
  6
  Casino
  
  have their own burlesque or dance shows or just be 
  bars with loud music and pulsing lights.
  Conventions, trade shows, and other industry-based 
  gatherings often use casinos with large event halls to 
  host their events. This often results in a lot of sober 
  people interested in a particular field wandering 
  around in the day and a lot of drunk partiers at night.
  Some casinos are on native or indigenous peoples’ 
  tribal land, taking advantage of tax laws and federal 
  exemptions. This is more common in North America 
  than elsewhere.
  Things That Can Happen 
  During The Fight
  • 
  Slot machines get damaged, spilling coins 
  everywhere and causing brave or greedy patrons 
  to scramble to collect the cash.
  • 
  A celebrity (with armed security detail) arrives to 
  gamble or perform and gets in the way.
  • 
  Casino security decides to get involved, 
  attempting to detain combatants or eject them 
  from the casino.
  • 
  Porters pushing large luggage carts around a 
  corner suddenly.
  • 
  An excited patron hits it big and starts dancing 
  around and yelling, oblivious to the carnage 
  around them.
  • 
  Fight spills into stage area setting up for a big 
  magic show, concert, or other performance.
  • 
  A tough guy celebrity, professional fighter, or 
  other similar bystander decides to get involved.
  • 
  A cartload of kitchen supplies enroute to the 
  newest celebrity chef restaurant is broken open in 
  the chaos, providing access to lots of high-quality 
  knifes, cleavers, pots, and pans.
  • 
  Buffet tables or decorative aquariums are 
  destroyed, spilling their contents all over the floor.
  • 
  Gunfire or violence causes a panic on the main floor, 
  resulting in chaos among patrons and security alike.
  • 
  Casino is hosting a major convention dedicated 
  to the weapons or auto industry. There are plenty 
  of samples and prototypes nearby.
  Themed Casinos
  While not universal, many casinos in Macau, Las Vegas, 
  Atlantic City, and other gambling hotspots have themes. A 
  theme provides unifying décor and style for the casino, making 
  branding and advertising easier as well as giving the whole 
  casino experience a more exotic feel. Often staff are dressed 
  to evoke the theme, though this isn’t universal. These themes 
  can be almost anything, from medieval fantasy to real world 
  Renaissance to popular vacation spots. Some casino owners 
  even theme their establishments after concepts or lifestyles like 
  “hip adult urbanite” or “family friendly fun.”
  You can use established casinos as locations in games or create 
  your own. A few ideas that might be appropriate:
  • 
  Forbidden City: Imperial Chinese-themed casino with 
  colorful décor and artwork mixed from a variety of 
  dynasties and periods guaranteed to give a Lotus sorcerer 
  or Chinese history scholar fits.
  • 
  The Galactic: Space and sci-fi-themed casinos with 
  showgirls in body paint and bubble helmets, starship 
  themed clubs, and lots of flashing lights. Performers 
  playfully pointing rayguns at the PCs could lead to hilarity.
  • 
  The Victorian: Decorated with classic Victorian-themed 
  décor, including elaborate lounges and lots of cultural 
  appropriation. If business has been down, the owners 
  might rebrand this as steampunk, slapping gears, dials, 
  and brass wire on everything. 
  7
  Casino
  
  • 
  Tigers or lions used in the casino’s magic show 
  get loose.
  • 
  Actual mystic artifact being used as a decoration 
  gets damaged or activated.
  Who You Might 
  Fight Here
  Casino security. Your basic guys in suits with guns.
  Assassins disguised as showgirls or other performers.
  Gangsters. They might be working for the organized 
  crime syndicate that runs the casino.
  Ascended casino mogul and his army of thugs. Don’t 
  bet against the house. 
  Gambling-addicted boss or lieutenant for a rival 
  organization.
  Guiding Hand monks. They seek to demolish this 
  “monument to decadence and unrestrained materialism.”
  A gang of charismatic and eccentric thieves.  They’re 
  out to rob the casino with an unnecessarily elaborate 
  but incredibly stylish plan.
  Shapeshifting Lotus assassins. They’re disguised as 
  celebrity impersonators.
  Ninjas. Their goal:  kill a billionaire executive or other 
  high-stakes player.
  Members of the Dragons or similar faction in the Chi 
  War. Maybe they’re here for a bachelor or bachelorette 
  party, and don’t appreciate the interruption.
  Corrupt fight promoter and his army of boxing or 
  MMA-trained heavies. They’re ready to rumble. 
  New Simian Army agents. Perhaps they’re trying to 
  kidnap a vacationing geneticist to force her to develop 
  an army of super-apes.
  Secret agents and evil masterminds. A surprising 
  number of them, really.
  Your new spouse. You do remember marrying them 
  last night, right.
  Eccentric millionaire. They’re quite interested to sleep 
  with your significant other.
  Celebrities almost no one would want to fight. Elvis, 
  Tom Jones, for example. 
  Celebrities nearly everyone would want to fight. Criss 
  Angel, Justin Bieber, Celine Dion, for example.
  Ancient and very angry luck god or spirit. A mystic 
  being very upset the house is rigging their games.
  Castle/Fortress
  Primary Juncture(s): Ancient, Past, Netherworld     May Also Be Found In: Contemporary, Future
  Surroundings: An imposing natural landscape bulwarked by hills, mountains, 
  or the sea. Or else built on a rise in a wide-open plain. 
  Feng Shui Site?: Probably.
  Description
  A great stone wall surrounds the compound on all 
  sides and a moat or trench surrounds the wall. A 
  drawbridge crosses the moat and leads to the large 
  gatehouse which is the main entrance, and the main 
  entranceway is blocked with a heavy metal portcullis 
  and a massive wooden door banded with iron that 
  locks from the inside with a thick wooden bar which 
  takes many men to swing into place. Two towers 
  flank the gatehouse and anchor a defensive fighting 
  position above the main gate. Complete with a 
  bubbling cauldron of oil or pitch ready to be poured 
  onto attackers trying to breach the gate during a siege.
  Inside the walls there is a large courtyard paved with 
  stone. Smaller buildings like stables, smithy, and 
  barracks line the interior walls of the courtyard. There 
  are defensive towers at every corner of the wall and 
  stone stairs and ladders lead up to the walkways atop 
  the walls. Guards stand watch and patrol from the 
  top of the walls behind crenelated parapets. Colorful 
  banners proclaiming the castle’s lord stream from the 
  watchtowers’ roofs.
  The main castle keep is a tall square fortress surrounded 
  by an inner wall that features a path with high walls 
  and several right angles that prevent invaders from 
  marching straight on the keep, and gives defenders 
  convenient chokepoints to harass any enemies foolish 
  enough to charge down the path. Inside the inner wall 
  are a few more buildings including a small temple and 
  garden complex.
  The keep is a tall multi-story building where the 
  lord’s family, his household staff, and his most trusted 
  warriors are housed. On the ground floor is the main 
  hall where feasts and other large meetings can take 
  place, which is connected to the kitchen and a series 
  of large storerooms and servants’ living quarters. 
  Stairways lead up to the higher levels of the keep and 
  to the private quarters of the lord and other notables. 
  8
  Castle/Fortress
  
  Things That Can Happen 
  During The Fight
  • 
  Fight foes along the tops of the walls.
  • 
  Defend the castle gate by leaping down and 
  fighting off the enemy before they can breach it 
  with a battering ram.
  • 
  Swing into battle on a chandelier in the main 
  feasting hall.
  • 
  Run along the outbuilding rooftops to silently 
  reach the inner keep.
  • 
  Skirmish up and down the curving tower stairs.
  • 
  Sneak into the castle through abandoned tunnels 
  or the sewer systems.
  • 
  Fight on the steep slanted roof of the tallest 
  tower.
  • 
  Cut the counterweight to the drawbridge or the 
  portcullis to ride them up or down.
  • 
  Climb the high outer walls by tossing or firing 
  a grappling hook and a rope over the top of 
  the wall. The hook might be discovered by the 
  defenders and then they can either haul up the 
  rope, or cut it.
  • 
  Silently fly over the walls and into the keep on 
  a hang glider (Contemporary Juncture.), hot air 
  balloon (Past Juncture), or on the back of a winged 
  supernatural creature (Ancient Juncture).
  • 
  A long ladder is propped against the wall. Fight 
  your way up it and go over the top, force it off the 
  wall sending climbers plummeting, or even use it 
  to climb down and fight off the invaders.
  • 
  Use a set of poles placed in the castle wall like 
  parallel bars, or walking across the top of them.
  • 
  The old knife slide down a hanging tapestry or 
  banner.
  • 
  Skirmish in the courtyard.
  • 
  A storm of arrows launch through the sky, the 
  next wave of arrows is on fire.
  • 
  Recent construction or repairs have left the 
  conveniently high pulley, rope, and counterweight 
  needed to launch one into the air.
  • 
  Boiling oil in a cauldron is ready to be poured.
  • 
  Stones and loose rocks rain down from overhead.
  • 
  Climb a gate or wall by having allies fire arrows, 
  or throw spears or axes, giving the hero something 
  to grab.
  • 
  Fire is a constant danger to anyone attacking or 
  defending a fort, and can spread from roofs to floors.
  • 
  Siege towers advance on the castle and spill out 
  attackers onto the wall if they are not stopped.
  • 
  Catapults and trebuchets hurl rocks, firepots, and 
  the occasional hero high into the air.
  Time, place, and purpose
  The main purpose, location, and juncture determines much 
  about how the fortress is constructed and how it is laid out. 
  Castles and forts mirror their cultures and, for instance, 
  Chinese castles feature tile-covered, curved, gabled roofs. 
  Temporary forts, or permanent military installations may 
  be very different from castles serving as a great lord’s official 
  palace or residence. Usually strictly military fortresses have a 
  simpler layout and are much more concerned with function 
  rather than form and decoration. 
  Stone is the most common material for castle walls, but 
  more temporary forts have palisades of wooden logs and 
  earthwork defenses. Forts in the Future Juncture construct 
  their walls from tires, old rubble, barbed wire, sheet metal, and 
  old wrecked cars piled on top of each other, and likely guard 
  precious resources like scrapheaps, coal mines, and wells for 
  oil or even clean water.
  9
  Castle/Fortress
  
  • 
  A grated hole leading down a long stone shaft to 
  an oubliette. 
  • 
  Chandeliers on tables and torches on walls can be 
  thrown or cut down, either setting fires or casting 
  rooms into darkness.  
  • 
  Dungeons complete with a real torture chamber.
  • 
  Iron barred cells.
  • 
  The wheel, the rack, and other torture devices.
  • 
  Hot irons heating over coals.
  • 
  A wooden bench with an array of torturer’s 
  tools and blades.
  • 
  Chains on the walls, ceilings, and floors.
  • 
  Cannon and explosives. (Past, Contemporary, and 
  Future Juncture)
  • 
  Siege towers and other massive siege engines at 
  the castle walls.
  Who You Might 
  Fight Here
  Castle defenders.  This could be either the lord of the 
  castle’s guards, or the troops of the general or captain 
  in charge of holding the fort. In this situation the 
  heroes are trying to get into the castle, but it depends 
  on the specifics if they need to sneak in, assault it, or 
  lay siege to it.
  An opposing army laying siege to the castle. In 
  this situation the heroes are the ones defending the 
  castle. Depending on the available resources, the job 
  of defending the castle might be laughably simple, 
  or an impossible task that can only end in a bloody 
  last stand.
  A wizard and his summoned demons. The castle is 
  home to a foul sorcerer and his horde of summoned 
  demons and other supernatural creatures. The sorcerer 
  might also have an army of magical acolytes as well.
  Bandits intent on raiding the lightly defended 
  fortress. This situation works best when the fortress 
  is abandoned or nearly so, but some people still live 
  there. And if the heroes don’t come up with some sort 
  of defense plan they will be all be slaughtered. 
  Assassins. A band of killers have breached the walls 
  and are now inside the castle, either making a sneak 
  attack or out to murder the lord and the other notables.
  Cruise Liner
  Primary Juncture(s): Contemporary, Past    May Also Be Found In: Future, various Pop-Up Junctures
  Surroundings: Multiple levels of floating vacation estate prowling the oceans of the world. 
  Outside is either scenic ports of call or lots of empty ocean.
  Feng Shui Site?: Nope.
  Description
  Modern cruise ships are massive vessels, and function 
  more like floating cities focused on pleasure-cruising 
  rather than transportation. Ocean liners look similar 
  to cruise ships and share many of the same luxuries, 
  but are designed to travel from one destination to the 
  next. While they are often quite fancy, ocean liners 
  often forgo certain luxuries for faster engines and 
  larger fuel stores.
  Cabins range from cramped, cheap affairs to floating 
  luxury apartments depending on cost. Multiple 
  ballrooms are used for dances, parties, and events.
  Dining halls filed with high-quality food and attentive 
  staff. Dining with the captain is often considered an 
  honor reserved for the most important passengers.
  Crew quarters range greatly in size and quality based 
  on the crewperson’s job. Captains and high level crew 
  have very nice quarters while porters and cleaning 
  staff make due with less.
  Tourist Attraction
  If used in the Contemporary Juncture, the castle is no longer 
  serving it’s original defensive purpose and is now a cultural 
  landmark or museum. The gates are unlikely to be barred, 
  and the walls will not be patrolled. During the day museum 
  attendants will take tickets and lead tours, and at night there 
  will be a couple of security guard. Some Contemporary fight 
  possibilities include: 
  • 
  Tour guides and tourists.
  • 
  Ancient weapons in glass cases and hanging on walls.
  • 
  Heavy siege weapons in roped off sections.
  • 
  Priceless scrolls and textiles hanging from the walls just 
  waiting to be torn down and used to envelope gangs of 
  mooks.
  • 
  Gift shops are filled with throwable knick-knacks.
  • 
  Restaurants and kitchens filled with handy improvised 
  weapons.
  10
  Cruise liner
  
  A helipad provides takeoff and landing facilities for 
  emergencies and very important passengers.
  Multiple decks are divided by function and amenities.
  Some are off limits except to crew, usually decks 
  devoted to running vital ship functions.
  Pools on the top deck provide ample swimming and 
  pool party opportunities. Irony is optional. Leisure 
  areas are filled with pool tables, ping-pong tables, 
  and shuffleboard for the older folks. Fitness clubs 
  and gyms filled with weights and exercise machines 
  are also available. Some ships have modestly-sized 
  casinos onboard, where patrons can be found playing 
  table games or slots.
  The ship’s doctor and infirmary provide basic medical 
  care and services, though major operations require 
  assistance from the mainland. 
  In a restricted area and usually only accessible by high-
  rank crew, the ships’ vault or safe stores passenger 
  valuables. Ocean liners may also carry mail, parcels, or 
  valuables for shipment.
  Lifeboats and other small launches and craft are 
  located to help evacuate the ship in case of an 
  emergency. Many in modern days are either inflatable 
  or completely sealed and have their own small engine. 
  Even if one avoids getting sucked into the engines or 
  eaten by hungry marine predators, falling overboard is 
  dangerous if not fatal.
  Things That Can Happen 
  During The Fight
  • 
  Someone gets knocked overboard, falling several 
  decks to the sea below.
  • 
  The hull is breached above the waterline, creating 
  a makeshift window to fall through.
  • 
  The hull is breached below the waterline, flooding 
  the area and possibly causing the ship to begin 
  sinking.
  • 
  A fight breaks out in or moves into a tiny cabin.
  • 
  Generators are damaged, disabling electronic 
  locks and knocking out the lights.
  • 
  Lifeboats gets knocked loose and crash to the deck 
  below.
  • 
  The ship’s engines are  damaged so it either stops 
  moving or can’t stop.
  • 
  A seasick or inebriated passenger wanders into 
  line of fire.
  • 
  A group of passengers heading to dinner or a 
  show enter the combat area.
  • 
  A fire or similar alarm is triggered, causing 
  shipwide panic.
  • 
  A rich socialite and poor stowaway or crewmember 
  are engaged in a forbidden rendezvous where the 
  fight breaks out.
  • 
  A giant aquatic demon is summoned below the 
  ship, attacking it.
  • 
  Exotic or dangerous animals being transported 
  break loose from the cargo hold.
  • 
  Bad weather or damage to the ship causes it to 
  violently shift or even capsize.
  • 
  A violent storm erupts, making being on deck 
  dangerous and severely hindering visibility.
  • 
  A fight spills over into a wedding being performed 
  on ship deck or in one of the ballrooms.
  • 
  The ship passes through a mystic triangle, causing 
  magic levels to flare.
  • 
  Shipwide shuffleboard tournament!
  Who You Might 
  Fight Here
  Sea monsters and aquatic demons. Up from the 
  depths  they come, ready to kick ass. 
  Assassins. They’ve stowed away and aim to eliminate 
  one of the passengers.
  11
  Cruise liner
  
  Crazed cruise line magnate. He’s determined to 
  declare himself king of his own floating city, backed 
  by his army of goons.
  Ghost pirates. Or living pirates.
  Ascended frogmen. They may or may not be 
  transformed amphibians, but are definitely armed 
  soldiers in wetsuits.
  Retired killer or special forces member. They’re finally 
  taking the spouse on that cruise they promised years 
  ago.
  Thieves. There are plenty of valuables on board, 
  whether in passengers staterooms or in the ship’s safe.
  Delegations from factions in the Chi War. They’re  
  having a meeting to hash out some plot or truce.
  Terrorists. The passengers and crew make great hostages.
  Deranged ex-crewmember. They’ve decided to blow 
  up the ship as revenge for losing his job.
  Lotus sorcerers. They plan to take over the ship and 
  force it to take them to a potent feng shui site in a 
  nearby uncharted island or above an unknown sunken 
  city.
  Former Soviet naval officer. He’s using his stolen 
  Russian submarine to raid “monuments to capitalist 
  aggression.”
  Megalodon or aquatic dinosaur. Whether from a 
  prehistory pop-up juncture.
  The ship itself, possessed by angry ghosts or demons.
  Cthulhu. 
  Deadly jilted lover. A seriously dangerous individual 
  attacking a wedding being performed on ship.
  Factory Floor
  Primary Juncture(s): Contemporary    May Also Be Found In: Past, Future
  Surroundings: Industrial Park located on the outskirts of a major city. Other factories and  
  warehouses dominate the landscape. Potentially near a trading hub like a port or a rail yard. 
  Feng Shui Site?: Unlikely.
  Description
  The factory is a huge building with an impressive 
  amount of square footage. The main building 
  is constructed of a steel frame, three stories 
  tall, and with great metal columns evenly 
  spaced along the floor supporting the 
  roof frame above the vast cavernous 
  interior. 
  The floor is all smooth concrete and the 
  walls are made from brick, cinderblock, 
  or sheet metal. Several huge rolling steel shutter 
  doors are located at strategic places around the 
  walls with a bunch of them serving a bank of 
  loading docks at one end of the factory. There 
  are also some normal-sized steel doors for 
  personnel access. There are a few windows 
  and some skylights, but most of the light and 
  ventilation comes from banks of lights and 
  massive HVAC ducts hanging overhead.
  Most of the floor is covered with assembly 
  lines and heavy machinery. Towards one end 
  of the factory there is a walled-off section that 
  contains offices and facilities. There is a collection 
  of lockers and a small break area containing a 
  small kitchen, a refrigerator, coffee machine, 
  and microwave as well as tables, chairs, and 
  a few couches. There are several open stairways 
  leading up to a second floor of offices and 
  conference rooms, and the raised metal 
  walkways that run throughout the 
  factory between the large machinery 
  and over the assembly lines.
  On the walkway near the middle 
  of the factory are the main control 
  rooms, with big glass windows and 
  banks of monitors, gauges, and a 
  complex set of controls including 
  buttons, knobs, levers, and switches.
  The far end of the factory near the 
  loading dock has huge shelves stacked 
  high with boxes of finished products 
  waiting to be shipped. Several carts, 
  forklifts, and scissor lifts are normally 
  parked there, or they can be found being 
  driven around the factory floor.
  The assembly lines are a long series of 
  conveyer rollers that move materials 
  through the series of heavy machinery 
  and turning them into finished products. 
  Next to the line are huge stainless steel 
  tanks, vats, and hoppers full 
  of raw materials, which are 
  connected to a collection of 
  12
  Factory Floor
  
  snaking feed pipes and electrical wires which run 
  parallel to the assembly lines supplying power and 
  additional raw materials to the machinery.
  For larger products (like cars) they are mounted 
  on ceiling tracks and hanging cranes transport the 
  products along the assembly line. Modern factories 
  are highly dependent on robotic manufacturing arms, 
  which process, assemble, and even pack products with 
  mechanical speed and precision. 
  Things That Can Happen 
  During The Fight
  Improvised Weapons: Fire hose (a long flexible hose 
  attached to a heavy metal club, and that’s even before 
  you turn on the high-pressure stream of water to 
  blast opponents). Shovels. Hammers. Crowbars. Box 
  cutters. Power tools (both electric and pneumatic),.
  Wooden pallets Welding torches and plasma cutters. 
  Test tubes and beakers. Fire extinguishers. Sprayers. 
  industrial stretch wrap dispensers.
  • 
  Molten metal heated in a great hanging crucible. 
  Normally it is poured off in a carefully controlled 
  manner but during a fight it can become 
  dislodged, sending a stream of red-hot metal 
  pouring over the floor and igniting anything 
  flammable it touches. If the crucible is knocked 
  over, then a wave of molten metal and slag gushes 
  out, covering a good portion of the floor. 
  • 
  Get caught up in gears, clockworks, and other 
  moving machinery.
  • 
  Pounding presses that rise up with a slow 
  mechanical whine, then hammer down with a 
  sudden loud CHA-THUNK! 
  • 
  Sparks from welders, plasma cutters, grinders, 
  and even metal scraping the concrete floor can 
  ignite anything that’s flammable.
  What Kind of Factory is It?
  The biggest consideration for making a factory floor a unique location is to determine what products it’s producing. 
  This gives you an idea of what kind of heavy machinery to put on the assembly line. 
  • 
  Ore Processor or Concrete: Long heavy conveyor belts, big bocks crushed to little rocks, giant grinders and 
  crushers.
  • 
  Foundry, Refinery, or Glassworks: Huge furnaces, red-hot molten material, giant crucibles, molds and shapers.
  • 
  Brewery or Distillery: Great big copper or stainless steel vats with bubbling fermenting liquids, a maze of 
  pipes and pumps.
  • 
  Computers, Electronics, and Appliances: Glass-walled clean rooms and precise robotic arms with soldering 
  irons and laser cutters.
  • 
  Automotive Plants: Chassis moved on hanging assembly lines, hydraulic metal presses, paint spray rooms, 
  sparking welding stations, and even larger robots.
  • 
  Shipyards: Huge tracked cranes along the roof,  massive multi-leveled dry docks, and heavy sheets of steel and 
  iron joined with welding torches, rivet guns, or hammers and hot rivets. 
  • 
  Paper Mills and Newspaper Presses: Gigantic rolls of paper, fed in streaming ribbons into huge metal rollers 
  and presses. 
  • 
  Slaughterhouse: White tiled walls, drains in the floor, animal carcasses hanging from meat hooks running 
  along a hanging assembly line, and all manner of saws and rotating knives.
  • 
  Lumberyards and Sawmills: Heavy machines loading huge logs onto heavy conveyor lines, and dangerous 
  spinning blades, chippers, and planers.
  • 
  Ice Factory: Noisy condensers and coolers, and big bricks of ice cut and shaved into manageable blocks which 
  are slid around the floor and stacked with metal tongs.
  • 
  Biotech Lab: Gleaming steel incubators, glass boxes and tubes filled with biological material, and rows of 
  tables covered with lab and science equipment.
  • 
  Chemical Plant: Volatile liquids and gasses in bubbling stainless steel vats and flowing through pressurized 
  cylinders and pipes.
  • 
  Drug Factory: Masked workers measuring and processing drugs by hand, bricks of raw uncut product, and 
  huge stacks of money being counted and collected.
  • 
  Mill (Ancient Juncture): Great paddle wheels or huge sails, turning a complex series of giant wooden gears to 
  grind grain into flour with heavy millstones.
  13
  Factory Floor
  
  • 
  Did you know that any combustible dust (coal, 
  sawdust, metals, even flour) mixed into the air 
  can be explosive when ignited?
  • 
  Drums of oil or industrial lubricant spill out over 
  the floor, making every step treacherously slippery 
  and combatants almost impossible to grab.
  • 
  Powered-up assembly lines of moving product, 
  moving machinery, and busy robots make an 
  excellent distraction and a chaotic fighting 
  environment.
  • 
  Cranes can drop things on or pick up foes. 
  • 
  Sliding in different directions on conveyor belts 
  and conveyor rollers can be used to speed up or 
  slow down attacks.
  • 
  Control rooms are filled with windows and 
  monitors to be smashed, electric switches and 
  buttons to spark, and, of course, factory controls 
  to be fought over.
  • 
  Metal catwalks and stairs with open railings 
  are perfect for swinging from, balancing on, or 
  hanging onto. Fighting under low walkways can 
  make anyone watch their head.
  • 
  Hanging lights can be shot out, swung on, or 
  dropped down.
  • 
  Use exposed HVAC ductwork as a balance beam 
  or walkway, or you could always sneak around 
  inside them.
  • 
  Boxes, crates, and industrial shelving units can be 
  knocked over, climbed on, or hidden in.
  • 
  Forklifts are always convenient improvised battle 
  vehicles to drive around factories.
  • 
  Valves can be opened or pipes can be shot, cut, 
  or ruptured and high-pressure liquids, volatile 
  chemicals, or burning steam can shoot out of 
  them.
  • 
  Huge tanks full of toxic waste can be ruptured.
  • 
  Caged tool rooms with sliding doors are filled 
  with all sorts of tools and improvised weapons.
  • 
  A large saw blade spinning on a cutting table, or 
  in a high-tech factory there might be a laser or 
  plasma cutter.
  • 
  Lockers against the wall have doors that can be 
  opened and closed on foes.
  • 
  Working pits and trenches cut into the floor offer 
  opportunities for height advantages.
  • 
  A stack of pipes or logs is cut loose and rolls onto 
  the floor towards opponents.
  Who You Might 
  Fight Here
  Factory workers. A gang of toughs who are willing to 
  do their boss’s bidding and bust some nosey heroes’ 
  heads.
  Assembly Robots. Either they are out of control, 
  or they are under the control of a named opponent. 
  Sorcery or super-science are the likely culprits, but 
  there might just be madman at the controls.
  The Ascended. The corporate power types have control 
  of many factories and their workers and operatives 
  can often be found in them.
  Criminals. A local crime syndicate is using the factory 
  as a legitimate business while they engage in illegal 
  activities. Or they have broken into the factory to steal 
  something.
  Jammers or Simians. They’re raiding Contemporary 
  factories for scientific equipment and desperately 
  needed resources needed for survival in the blighted 
  wasteland of the Future. Or, in the case of the Simians, 
  to create their army of loyal robot apes.
  14
  Factory Floor
  
  Laboratory
  Primary Juncture(s): Contemporary    May Also Be Found In: Future, Netherworld
  Surroundings: College campus or research park, a remote island, or buried deep in a secret military facility.
  Feng Shui Site?: Very likely
  Description
  The grounds of the laboratory vary depending on the 
  location. There may be lawns and landscaped shrubs 
  with a large parking lot if it’s in a publicly accessible 
  site. More remote locations will feature security 
  fences, checkpoints, and possibly patrols.
  Inside, the reception area has a desk, chairs for those 
  waiting, and security doors to the interior. Televisions 
  are set to innocuous news or business channels. 
  Past the reception area, the building is divided into the 
  outer ring and inner ring of corridors. Along the outer 
  ring, there are small offices, with desks and computers 
  and bookshelves; meeting rooms with conference 
  tables, chairs, and A/V presentation equipment; and 
  the break room, with microwave, refrigerator, vending 
  machines, tables, and chairs.
  The inner ring is reached through a security 
  checkpoint that requires an official pass. This is where 
  the individual labs are located. Each lab has several 
  work benches, lots of high-tech devices, breakable 
  glassware, supplies of chemicals, and lab coats and 
  goggles close at hand.
  The inner ring also has storage closets with cleaning 
  supplies and more exotic chemicals and materials, and 
  server rooms with banks of blinking lights and miles 
  of cabling.
  The centerpiece of the laboratory is at the heart of the 
  two rings. Depending on the kind of lab, it could be 
  any interesting scientific project. Some ideas:
  • 
  Particle Accelerator: huge, circular tubes lined 
  with powerful electromagnets.
  • 
  Cold Fusion Reactor: a giant, humming 
  machine, glowing softly.
  • 
  Wormhole Generator: a ring of arcing pillars 
  surrounding a weird hole in the air.
  • 
  Chemical Distillery: a maze of pipes and tanks, 
  spewing strange vapors.
  • 
  Biological Storage: cages of exotic animals and 
  strange hybrids, with a few surgical tables.
  Looking down on the centerpiece from a row of 
  observation windows high up on the wall is the 
  control room, full of monitoring equipment. Nearby 
  is the security office, which monitors and controls all 
  the cameras, checkpoints, and other security measures 
  in the facility. There may be some high-security labs 
  located here, as well, with stranger and more sinister 
  equipment and experiments underway.
  Below the entire complex are the maintenance 
  tunnels, full of pipes, cables, flickering light, and 
  dripping water.
  Things That Can Happen 
  During The Fight
  Improvised Weapons: Glassware. Dsektop and 
  laptop computers. Monitors. Various chemicals. 
  Soldering iron. Scalpels and other surgical equipment. 
  • 
  At the first sign of overt violence, alarms sound 
  and security guards converge on the miscreant(s).
  • 
  Lock someone in a refrigerated sample storeroom.
  • 
  Creep from room to room above the ceiling tiles, 
  avoiding the security cameras.
  • 
  Small robotic floor cleaners 
  trail 
  after 
  the 
  action, 
  desperately trying to 
  clean things up.
  • 
  Two (or more) 
  chemicals that should 
  never be mixed get 
  mixed: exploding, 
  releasing a toxic gas, 
  eating through the floor, 
  and/or spewing forth 
  horrible tentacles of 
  corrosive, hellish foam.
  • 
  Automated machinery 
  runs amok, attacking 
  anyone nearby.
  • 
  Fight on the metal 
  catwalks ringing the 
  centerpiece.
  • 
  Electricity arcs 
  randomly from 
  equipment: stunning someone, 
  starting a fire, and/or freeing 
  experimental subjects.
  • 
  Destroy the controls to open or close 
  an important security 
  door.
  15
  Laboratory
  
  • 
  Powerful magnetic fields yank weapons from the 
  hands of the combatants (Particle Accelerator).
  • 
  A burst of radiation throws everyone into X-ray 
  relief for a second or two (Cold Fusion Reactor).
  • 
  Someone is sucked through the wormhole 
  (Wormhole Generator). If they’re very lucky, it may 
  just open into the Netherworld.
  • 
  A huge vat collapses, flooding the area with a 
  noxious chemical mix (Chemical Distillery).
  • 
  The biggest, nastiest animal or hybrid (or 
  cyberape?) in the cages breaks free and joins the 
  party (Biological Storage).
  • 
  Stick someone’s head in a centrifuge and turn it 
  on for the ultimate swirly.
  • 
  Scientists desperately work at consoles and 
  computers to keep the centerpiece from blowing 
  up/collapsing/melting down/spilling/releasing.
  • 
  Random explosions.
  • 
  Kick someone into the exposed high voltage 
  wiring behind a wall panel.
  • 
  Steal research data.
  • 
  Battle amid the computer servers, as the lights 
  flicker and power arcs.
  • 
  Besiege the control room to prevent the villains 
  inside from finishing their evil plan.
  • 
  Hold off reinforcements in the control room 
  to give yourself enough time to shut down the 
  villains’ evil experiments.
  • 
  A foe yells at you to stop using a piece of equipment 
  that you picked up as an improvised weapon 
  because it’s worth tens of thousands of dollars.
  • 
  Fall through a floor grate to continue your battle 
  in the sump of the maintenance tunnels, knee-
  deep in slimy water, with the old light bulbs 
  flickering.
  • 
  Storm through a security checkpoint.
  • 
  Someone reveals their truly terrifying — and 
  dangerous — side experiment: killer robot, 
  cyberlion, mutated virus, untested plasma rifle, 
  clunky exoskeleton, or universal solvent.
  • 
  Fire suppression system sprays halon mist 
  everywhere, fogging everything up.
  • 
  A fridge full of bacterial cultures is smashed, and 
  any scientist nearby flees with hands over mouth 
  and nose.
  • 
  Throw an enemy through the observation windows 
  of the control room, down to the centerpiece floor 
  below.
  • 
  Someone smashes into a junction box or nest of 
  wiring, and all the power goes out. Emergency 
  lights come on.
  • 
  And, of course, whatever the centerpiece is might 
  just explode. Everything can explode.
  Who You Might 
  Fight Here
  The Ascended. They may hold this site, directing 
  research towards further dampening of magic. Scientists 
  and employees are probably just civilians, with a few 
  Pledged scattered among them. Those working on the 
  centerpiece project of the lab are probably all Pledged, 
  with one or two Lodge members overseeing.
  The Guiding Hand. These traditionalists seek to end the 
  distasteful, Western-style scientific experimentation.
  Jammers. They’re using the lab and stolen secrets of 
  the Architects to create more cyberapes.
  A mundane corporation. Their scientists are tinkering 
  with dangerous experiments out of sight of the 
  government regulatory committees. They may or may 
  not be influenced by one of the Chi War factions.
  Sorcerers of the Lotus. They’re secretly conducting 
  magical experimentation under the guise of 
  technological research.
  16
  Laboratory
  
  Description
  The locomotive screams, hisses, or hums depending 
  on the train’s power source. This is mostly mechanism, 
  with only a small area for conductor and crew.
  Numerous cars define the function and intent of the 
  train. The more developed the area, the more likely a 
  train is devoted solely to one type of cargo.
  Passengers cars are filled with commuters, travelers, 
  and various bystanders. Narrow aisles make moving 
  quickly more difficult. Some have two levels.
  Commuter cars are generally only found on elevated 
  trains and subways which are composed entirely of 
  them. There’s limited seating, but more space and 
  convenient handrails and handholds to keep standing 
  passengers from flying around.
  Dining cars host tables and seating to dine, drink, and 
  relax. On fancier trains, these are essentially moving 
  restaurants with their own wait-staff.
  Filled with goods, packages, and crates of various 
  sizes, freight cars can hold secret packages or provide 
  hiding places for stowaways. On 
  passenger trains the baggage car 
  serves a similar 
  purpose.
  Confined hallways 
  lined with sliding 
  doors 
  define 
  the 
  sleeping car. The cars 
  are filled with long-
  distance travelers.
  For the truly wealthy, 
  private cars are mobile 
  apartments ranging 
  in size from cozy 
  to an entire 
  split-level 
  car. They make great moving headquarters for bosses 
  and other important characters.
  The caboose is the final car at the end. Either a crappy 
  or a great place to hang out, depending on the design. 
  Eccentric train-loving millionaires might claim the 
  caboose as their private car.
  The top of the train is a dangerous spot, with gaps 
  between the cars to fall through and low clearance on 
  tunnels to smash into.
  The side of the train is not a pleasant place to ride, but 
  it might be necessary if one needs to jump on or try 
  to not fall off.
  Rail bridges cross highways, rivers, and other obstacles. 
  They’re often high up with no clearance on the sides of 
  for unlucky vagabonds walking the tracks.
  Rail crossings are technically safe, with lots of 
  visibility to see a train coming and signals to warn 
  drivers or pedestrians that the train is coming. Unless 
  of course the signal doesn’t work, a car or bystander 
  gets incapacitated on the tracks, or something else 
  goes wrong.
  Couplings attach all the cars together. They can often be 
  manually separated, but it’s not something intended to be 
  done while the train is moving and involves leaning over 
  or climbing down between the cars.
  Magnetic levitation or so-called bullet trains are like 
  most passenger or commuter trains, except they are 
  crazy fast — so crashing or falling off one is pretty bad.
  For electric trains, the third rail provides enough juice 
  to run the train, or fry anyone who touches it.
  Circus cars aren’t as common in the modern day as 
  they once were, but they contain wild animals, clowns, 
  and other dangers.
  Surrounding the train is the fast-moving landscape. 
  Rushing by as a blur, it is composed of whatever 
  territory the train is traveling through. For elevated 
  or commuter trains this is a big city like New York, 
  Chicago, or Tokyo. For long-distance freight and 
  passenger trains the backdrop is a mix of small towns, 
  distant stations, and long stretches of wilderness. 
  Trains were very popular in the Past Juncture in 
  certain areas; expansion and building of railroads was 
  a major part of industrialization and development 
  across much of the civilized world.
  Moving Train
  Primary Juncture(s): Contemporary, Past     May Also Be Found In: Modern, Past
  Surroundings: Hundreds of tons of nigh unstoppable iron and steel hurtling forth on miles of track.
  Feng Shui Site?: Highly unlikely, though tracks laid in significant patterns  
  could shape the chi of an area in significant ways.
  17
  Moving Train
  
  Things That Can Happen 
  During The Fight
  • 
  A foe is thrown off the train through an open 
  door.
  • 
  A foe is knocked off the top of the train, either 
  catching themselves and holding on precariously 
  from the side or falling off.
  • 
  A random passenger exits their seat or room at 
  the wrong time, getting in between combatants.
  • 
  Damage to the tracks causes the train to shake 
  dangerously or even derail.
  • 
  Trains can be separated from the front section, 
  breaking loose to either eventually slow to a halt 
  (boring!) or to reverse down a steep incline to 
  crash into trains coming afterwards.
  • 
  The trains can get switched to another track, 
  probably one with an oncoming train or a dead 
  end ahead.
  • 
  Brakes get disabled or destroyed and now the 
  train can’t stop.
  • 
  Someone climbs on to the roof of the train 
  to bypass obstacles inside or surprise their 
  opponents.
  • 
  A train stops briefly and someone uses the 
  opportunity to escape before the train starts up 
  again. This is usually only possible on subways 
  and commuter trains, where it happens a lot.
  • 
  Two trains end up on parallel tracks with 
  combatants on both trains.
  • 
  Train attendant shows up to check tickets.
  • 
  Straps and restraints securing baggage break, 
  causing cargo to shift all over.
  • 
  Train stops or slows to a crawl waiting for clearance 
  ahead, making it easier to get on and off.
  Who You Might 
  Fight Here
  A private courier. The carry a valuable object or piece 
  of information and can’t or won’t travel by other means.
  Bandits. They’re robbing the train for money or to 
  seize some important cargo.
  Assassins. They’re out to kill an important passenger.
  Bodyguards. They’re protecting an important passenger.
  Psychotic arch-villain. They have a train fetish and 
  an army of mooks masquerading as train engineers, 
  porters, or hobos. 
  Last-minute passengers. Demons, cyborgs, gangsters, 
  or whoever else jumped aboard the train in a hurry 
  right before it left.
  Traveling band of monks. They can’t drive and are 
  unsettled by flying.
  Street gangs or criminals. They’re harassing passengers 
  on their daily commute.
  Daredevil killers. Anyone crazy enough to land on top 
  of the train and try and start a fight.
  Wasteland marauders. They’ve  turned an old locomotive 
  into a traveling deathwagon. (Future Juncture)
  Terrorists. They plan to  take over the train, plant a 
  bomb on it, and drive it into a populated area.
  The train itself. It could be possessed by an ancient 
  demon or driven by the brain of a mad cyborg.
  Kung Fu Hercule Poirot. Fear the little grey cells. 
  Tunnel creatures. Demons, monsters, or mutants who 
  have staked out the train tunnels as their territory.
  Circus animals. They’ve escaped from their pens, and 
  are hungry for fresh meat.
  Nearly anyone not riding a horse, ship, or coach to 
  travel long distances in the (Past Juncture).
  18
  Moving Train
  
  Description
  This museum is assumed to cover both natural and 
  human history in some way. Tweak the particular 
  exhibits and potential mayhem to fit a specific 
  museum type. If your fight is taking place in an art 
  museum, check out the sidebar on the following page. 
  A wide set of stone steps lead up to the multi-doored 
  main entrance to the museum. Depending on the 
  location (and juncture) a security check might lie 
  right inside the door, but most museums don’t see the 
  need for that. 
  Both museum staff and security guards (usually not 
  highly trained) move around the museum along with 
  crowds of tourists and schoolchildren gawking at the 
  objects on display. 
  The entrance opens into a large central atrium with a 
  vaulted ceiling and huge array of skylights lies at the 
  center, with several large balconies overlooking it.
  A large central platform is raised up about four feet 
  in the center of the atrium features a frequently-
  changed display of large artifacts related to the 
  current exhibitions—from model wooly mammoths 
  to historical military equipment to giant stone statues, 
  depending on when one visits.   
  A gift shop lies to the left, just full of an array of 
  books, posters, t-shirts, and other tchotchkes available 
  for visitors to purchase.  
  A small coffee shop lies to the right, serving a wide 
  variety of coffee drinks and pastries. It’s outfitted with 
  a full-sized espresso machine that it would really hurt 
  to get thrown into. 
  A sweeping stone staircase with a landing provides 
  access to the upper floors, with an elevator off to the 
  right by the coffee shop.
  Large hallways radiate out to the left and right from 
  the central atrium, one leading to the natural history 
  wing, the other to the human history wing. These 
  are also feature high vaulted ceilings, skylights, and 
  open balconies running the length of them. Galleries 
  containing the museum’s displays open off the central 
  hallway. 
  The natural history wing contains exhibits pertaining 
  to the history of the earth, science and nature. 
  Meteorites, aquariums, dinosaur skeletons, models 
  of animals from epochs passed, Ven Der Graf 
  generators, all are possible exhibits.
  The human history wing’s exhibits deal with the 
  history of human societies—the history that current 
  exists at least. ancient Egyptian or Chinese artifacts, 
  relics of the wars of the previous century…it all might 
  be here. 
  The basement of the building contains collection 
  storage (although most museums also have off-
  site storage), offices, and a research library. A cargo 
  elevator spans all three floors. 
  Things That Can Happen 
  During The Fight
  Improvised Weapons: Limbs broken off of 
  ancient statuary. Pottery. Trash cans. Benches. 
  Fire extinguishers. Improperly stowed janitorial 
  equipment. Stanchions and velvet ropes from rope 
  barriers. Taxidermied animals.  
  • 
  Display cases shatter as combatants are hurled 
  into them. 
  • 
  Museum gallery banners are torn down and used 
  to wrap up opponents. 
  • 
  The acrylic glass donation box near the entrance 
  shatters, scattering money which visitors scramble 
  to scoop up.  
  • 
  Climb up a dinosaur skeleton to reach opponents 
  on the second floor. 
  • 
  Dinosaur bones make great clubs. Just putting 
  that out there. 
  • 
  Someone gets thrown into a dinosaur skeleton, 
  which collapses, trapping them in the ribcage. 
  • 
  Hide inside a sarcophagus to surprise an 
  opponent. 
  • 
  Start up an old military vehicle and start driving 
  (as far as you can). 
  • 
  Tall display cases get shoved over in an attempt 
  to crush opponents. They might even knock over 
  other cases like giant dominoes. 
  • 
  Send an opponent flying into a just-opened 
  elevator. 
  Museum
  Primary Juncture(s): Contemporary    May Also Be Found In: Past, Future, Netherworld
  Surroundings: A bustling downtown block in the heart of a city,  
  a quiet university campus, the center of a tranquil public park area. 
  Feng Shui Site?: Possibly, depending on the age of the museum and the quality of its collection of artifacts.
  19
  Museum
  
  • 
  Grab a weapon (or two) from a display and try to 
  wreak some mayhem with it.
  • 
  Opponents smash through skylights and jump, 
  rappel, or fly down into the atrium. 
  • 
  Pull an ancient tapestry down from a wall onto 
  an opponent.
  • 
  Throw one after another of the personal audio 
  tour devices at opponents.  
  • 
  Duel an opponent among a life-size diorama of 
  pre-historic times.    
  • 
  A punched opponent flies through the air and ends 
  up hanging from the tusks of a stuffed mastodon. 
  • 
  Protect a group of schoolchildren at the museum 
  on a field trip. 
  • 
  Kick someone into a drinking fountain that breaks 
  off the wall soaking their unconscious body.
  • 
  A triggered alarm seals all the doors and windows 
  of a gallery section. 
  • 
  Throw someone into a coffee kiosk, where they 
  smash the espresso machine. 
  • 
  Opponents smuggled inside the museum inside 
  packing crates burst out ready to kick butt. 
  Who You Might 
  Fight Here
  The usual reasons for a donnybrook in a museum are 
  going to involve someone trying to get  their hands 
  on something that the place contains. Some potential 
  fight opponents might include: 
  Jammers or New Simian Army members, looking to 
  recover items from today before they’re ruined in the 
  cataclysm to come. 
  Minions of the Lotus, looking to “liberate” mystic 
  artifacts and bring them back to the past…to destroy 
  the future! 
  Jade Wheel mooks or transformed animal agents 
  of the Ascended, trying to make sure what’s safely 
  stowed in the museum stays there. 
  Monks of the Guiding Hand, intent on repatriating 
  cultural artifacts stolen from the temples of China. 
  This is even more likely if the museum is foreign.   
  Any given triad, tong, or other criminal organization 
  looking to make some heavy cash through a major 
  theft. 
  But what about art?
  Is your throwdown taking place in a museum dedicated to 
  objects d’art rather than history, natural science and the like? A 
  lot of the same things apply, but there are some special aspects 
  that might liven up an art museum fight. To start with, security 
  is likely be much higher, given the more valuable nature of what 
  the museum contains. That means more and better trained 
  guards (no matter what juncture), and a more sophisticated 
  security system if in the Contemporary Juncture. Cue the laser 
  tripwires and motion sensors! Additionally, there are some 
  different things that could happen during a fight. 
  Improvised Weapons: Framed pictures. Plaster, bronze and 
  stone sculptures. Ceramics. Art-student’s easels. Chemicals 
  for restoration projects.
  • 
  Set up on top of a huge sculpture for an ideal position 
  for sniping. 
  • 
  Swing across an atrium on a massive mobile hanging 
  from the ceiling.  
  • 
  Fight someone in a small, dark theater while a film about 
  the artists in the exhibition plays automatically. 
  • 
  Smash a picture over someone’s head, trapping their arms 
  against their body with the frame. 
  20
  
  Description
  A stylish metal sign illuminated with neon hangs 
  above the main entrance to the nightclub. The heavy 
  double doors are staffed by a doorman holding a 
  clipboard and listening to a radio headset, flanked by 
  two huge bouncers. A velvet rope cordons off a line of 
  people waiting to get inside. 
  Luxury and sports cars regularly pull up to the front 
  door where a crew of uniformed valets park them for 
  the notable and the beautiful, each of whom breezes 
  up the few red carpeted stairs and past the crowded 
  lines with a simple nod to the doorman.
  Through the doors is a long, elegantly decorated 
  corridor that is lit with a mixture of neon and 
  ultraviolet lights. A coat room and an attendant wait 
  off to one side, while the corridor leads into the club 
  proper. The music and noise begin to grow louder and 
  well-dressed patrons begin to line the walls.
  The main hall of the nightclub has a high ceiling where 
  rows of lights, spotlights, lasers, strobes lights, and 
  several disco balls hang from metal catwalks and shine 
  down on the main dance with many different colors.
  At one end of the main dance floor is a raised stage 
  and a proscenium covered in neon lights. Some nights 
  on stage there is live entertainment, either a rock 
  band, or singers and back up dancers. To one side of 
  the stage is a raised DJ booth where a DJ spins out 
  the bass beats and deafening house music that blares 
  from huge powerful speakers surrounding the main 
  dance floor.
  The main dance floor is made of large square plastic 
  tiles illuminated from below, and barely visible 
  through the tightly packed dancers who grind and 
  move with the music.
  Large square columns surround the main dance floor 
  and support the second floor which looks down on 
  the main floor and stage. Three huge neon-lit bars 
  dominate the rest of the walls of the main floor. Rows 
  and rows of liquor bottles are displayed behind the 
  bars below long mirrors. Video screens and lights take 
  up any wall space that is left.
  Near the bars and the walls are high-top metal tables 
  and no chairs where people can set their drinks. In 
  between the bars and the main dance floor clusters of 
  low tables and long couches where patrons can lounge 
  and smaller dance floors where they can party. Raised 
  illuminated walkways run between these tables and 
  beautiful dancers use them show off their moves.
  The second floor has another bar and several smaller 
  dance floors with a railing and small tables that look 
  down on the main floor and roped-off private booths 
  along the wall. Several doors guarded by bouncers lead 
  off to private VIP rooms. Those rooms are opulent 
  suites and private club offices.
  Alleyways behind the club are where the private 
  entrances, back doors, and fire escapes leading to 
  higher doors and windows and other points of covert 
  entry can be found.
  Things That Can Happen 
  During The Fight
  Improvised Weapons: Bottles used as clubs at first, 
  then as knives when they break. Glasses. Drink trays. 
  Bar towels. Shotglasses. Ice picks. Corkscrews. Velvet 
  ropes and their stanchions. Guitars. Drumsticks. 
  Drums and cymbals. Tables. Chairs. Turntables.  
  Records. Speakers and amplifiers.
  • 
  Bottles behind the bar full of alcohol ready to 
  break, spilling flammable liquid all over, or they 
  can be turned into Molotov cocktails. 
  • 
  A shotgun, baseball bat, or other handy weapon 
  kept under the bar to discourage rowdy patrons 
  and potential robbers is brought out by the 
  bartender or club owner.
  • 
  Gunfire brings lights and disco balls crashing to 
  the main dance floor. 
  • 
  Giant speakers tipped over onto foes.
  • 
  Speakers turned into a deafening blast with a 
  microphone or access to the DJ booth.
  • 
  A glass tabletop is smashed into deadly daggers, 
  or picked up and used as a weapon.
  • 
  Foes are tossed from the second floor balcony 
  and onto tables below before crashing onto the 
  main floor.
  • 
  Foes are thrown into the edges of the walkways 
  or the stage.
  • 
  Stairs and railings can be climbed and spun on.
  Nightclub
  Primary Juncture(s): Contemporary    May Also Be Found In: Past (but it will be a Dance or Music Hall)
  Surroundings: Any urban locale. The club could be in a towering skyscraper, in the newest “hot” neighborhood, 
   in a well-known entertainment district, or in a converted building in the rough part of town.
  Feng Shui Site?: Probably not.
  21
  Nightclub
  
  • 
  Normally the nightclub is packed with partiers, but 
  it can also be empty usually during the off hours 
  of the day, or it might be a trap as the partiers are 
  suddenly replaced with a crowd of mooks.
  • 
  Diving over the bar for cover as mooks with 
  automatic weapons unload on the place.
  • 
  Space in the middle of the dance floor clears as a 
  group of foes prepares to face off.
  • 
  Sliding across the dance floor.
  • 
  Slam an opponent onto the bar and then push them 
  along it, smashing into bottles and glasses.
  • 
  Use columns as cover or convenient objects 
  to slam opponents into.
  • 
  A section of the bar is hinged and can be 
  lifted up or down as needed. Be sure 
  not to get your hand — or head — 
  slammed in it.
  • 
  The music is so loud, the light is so 
  dim, and the crowd is so into partying 
  that quick takedowns go unnoticed 
  for a time. But gunfire sends crowds 
  of people running and screaming
  • 
  Shouldering your way through the 
  crowd with mooks chasing heroes, 
  or, when the guns have come out 
  ,the panicked crowd can block 
  the hero’s shots.
  • 
  Foam or water sprayers 
  are a popular dance floor 
  feature in some clubs, 
  with machines spraying a 
  bubbly foam that blankets the 
  dance floor and the dancers or sprinklers 
  spraying water everywhere. 
  • 
  Back offices have glass windows looking 
  out on the club and are just waiting to be 
  smashed, sending mooks or glass crashing 
  to the dance floor below.
  • 
  Nightclub restrooms have all sorts of nefarious 
  activities happening in them, and they are great 
  places to start exciting fights; porcelain and metal 
  fixtures and mirrors all waiting to be broken, 
  water spraying out on tiled floors from broken 
  plumbing, and stall doors and walls for slamming 
  into.
  Who You Might 
  Fight Here
  Criminals. Nightclubs often act as fronts for 
  illegal enterprises. Drugs, booze, and many 
  other vices are usually available and so clubs 
  are popular hangouts for criminals to party 
  and to conduct business especially in private 
  back rooms.
  Cops. Where there are criminals there 
  are cops. Normally there are only a few 
  cops around, either undercover or a few 
  uniforms parked outside. The Ascended 
  might also organize a full-on tactical 
  police raid of a nightclub without too 
  much effort. 
  Bouncers. All nightclubs have bouncers, 
  big tough guys who specialize in 
  ending fights and tossing out rowdy 
  patrons. Some clubs have other 
  more 
  serious 
  armed 
  security 
  types as well, especially when 
  VIPs or criminal operations need 
  protection. Club security always has 
  a uniform of some type, whether it’s t-shirts with 
  logos, matching ties, or button-down shirts under 
  their suits. These uniforms make them distinctive 
  and easy to pick out during a fight.
  Lone killers. From dangerous hitmen to 
  supernatural creatures, the crowds, the noise, and 
  the dark corners make nightclubs the perfect 
  stalking grounds for those hunting human prey.
  22
  Nightclub
  
  Shopping Mall
  Primary Juncture(s): Contemporary     May Also Be Found In: Netherworld, Future (albeit ruined)
  Surroundings: The heart of a downtown district, encircled by massive parking structures both above and below ground. 
  Alternatively, amidst a seemingly placid suburbia, surrounded by town homes and fast food joints.
  Feng Shui Site?: Possibly. As the chi flows, so does the money.
  Description
  The main entrance to the Mall (for there are many 
  ways in and out) lies at the end of an avenue paved in 
  gleaming marble, flanked by chrome lamps that shine 
  day and night. The entryway resembles a massive 
  ship’s prow, a galleon of stained glass and steel grilles.
  The shopping mall is three stories tall, filled with a 
  variety of small businesses and chain stores. Most 
  sell nearly the exact same goods, differing only by 
  brand name. Clothing, electronics, a few novelties, 
  some tchotchkes. If you’re lucky, one of the stores sells 
  bricks that lock together with other bricks.
  The floors of the shopping mal are gleaming white 
  tiles, smooth red tiles, and/or polished marble. 
  Whatever their make, they are all slick when wet.
  There is a security center of operations in a quiet 
  corner of the Mall. The mall cops are not armed with 
  guns. They do, however, carry pepper spray, tasers, and 
  occasionally boast a fair amount of martial arts training.
  Where the main branches of the mall cross there is a 
  rotunda, at the center of which is a massive fountain. 
  The fountain is a semi-abstract statue resembling an 
  archer partially embracing a woman who is grasping 
  at a sun or a moon. Water spills from the top of the 
  celestial body, splashing down into a large circular 
  pool below. The pool is full of wishing coins.
  Within the mall is a movie theater. It has eighteen 
  screens, though it likely only has twelve films playing 
  upon them. Its “food” is hideously overpriced.
  Flimsy kiosks are spread evenly throughout the Mall. 
  Some sell food, others beauty products. Many offer 
  cellular phones and contracts.
  There are several rows of automated massage chairs 
  that hum and ripple in an imitation of a massage if 
  fed money. There are several real masseuses with their 
  own chairs that provide actual massages if given far 
  more money. 
  The shopping mall has a children’s area. It is filled 
  with plastic-covered foam sea creatures to play on, 
  one of which (a sea dragon) forms a small slide.
  At one end of the shopping mall, there is a food court. 
  The court proper consists of a wide-open atrium 
  connected by escalators, sprawling across all three floors 
  of the mall. Each tier is filled with free standing and 
  fixed chairs, along with accompanying tables. There is a 
  wide variety of fare offered here, a lot of it fried. Whole 
  fights could manage to never leave the food court.
  Things That Can Happen 
  During The Fight
  Improvised Weapons: Big screen TVs. Clothing 
  racks, with or without clothes. Crowd control rope. 
  Mannequins and mannequin limbs. Potted plants. 
  Tables and chairs from the food court. Trash cans. 
  • 
  A crying child gets separated from their mother 
  and has to be rescued before being caught in the 
  crossfire.
  • 
  A duel is briefly shown across a dozen screens at 
  an electronics store.
  • 
  A particularly petty mook rubs salt from the 
  pretzel stand into a hero’s wounds.
  • 
  A sorcerous blast causes storefront mannequins to 
  smash through their display windows and attack.
  • 
  Bodily crash (or hurl) someone through a kiosk, 
  spilling cell phones across the floor.
  • 
  Fight up the down escalator or vice-versa.
  • 
  Glide along the blood-slick floor shooting/
  swinging wildly.
  • 
  Hurl someone head first into the automated massage 
  chairs which proceed to beat them mercilessly.
  • 
  Kick up a sheet of fountain water as a distraction.
  • 
  Martial types with the proper schticks promptly 
  leap from one floor of the shopping mall to 
  another, causing everyone lacking the proper 
  abilities to run to the stairs/escalators/elevator in 
  order to catch them.
  • 
  Mid-air duel over the archer fountain as foes leap 
  back and forth across the open rotunda.
  • 
  Mooks use a crowd of moviegoers flooding out of 
  the theater as cover and/or hostages.
  • 
  Pause to take a bite of a cinnamon roll, pretzel, or 
  cookie before attacking.
  • 
  Rapidly slide down a massive advertising banner 
  to change floors.
  23
  Shopping Mall
  
  • 
  Somebody catches a fistful of wishing coins to 
  the face either clutched in hand or thrown.
  • 
  Squads of mall cops wade into the fray, attempting 
  to arrest everyone in sight.
  • 
  Two maniacs briefly interrupt the fight by driving 
  a car through the mall.
  Who You Might 
  Fight Here
  Pledged operatives. They’re using the shopping mall 
  as a petri dish for an insidious series of “consumer 
  initiatives” that are designed to compel shoppers to 
  buy more of, well, everything. Do the Dragons set out 
  to merely stop their operation or perhaps appropriate 
  some of their equipment for more righteous uses…
  Triad goons or dirty cops. They’re shaking down the 
  shop owners for protection money in desperate need 
  of some schooling in two-fisted justice.
  Guiding Hand agents. They are determined to teach 
  some “valuable lessons” in avoiding attachments 
  to the corruption of material things. While these 
  lessons start peacefully enough, the monks, frustrated 
  by the rampant consumerism of the Contemporary 
  Juncture, may well start handing out buyer beat 
  downs.
  Lotus eunuch sorcerers.  They’re interested in why it is 
  so ridiculously easy to raise zombies in malls.
  Slum rooftops
  Primary Juncture(s): Contemporary     May Also Be Found In: Ancient, Past, Future
  Surroundings: On the outskirts of a teeming metropolis, bounded by high walls, both natural and manmade.  
  Either tall hills and mountains, or actual walls built to keep the slums separate from the rest of city.
  Feng Shui Site?: Possible, but unlikely.
  Description
  A cluttered mass of buildings and structures all jammed 
  together and constructed of any cheap materials that 
  can be found or scavenged like cinderblocks, wood, 
  or sheet metal.  And are built one on top of the other 
  with little regard for architecture or aesthetics and 
  even less regard for building codes.
  Some are little more than shacks, but others are more 
  substantial, especially the multistory dwellings. Roofs 
  are most often made from corrugated metal, but 
  occasionally slab concrete, cheap tile, wood, and other 
  more traditional materials are used.
  Electricity, clean water, and sanitation are scarce or 
  non-existent. Wiring and pipes are exposed and 
  drainage and leaks are a constant problem. Power 
  lines, phone cables, and clotheslines are strung 
  between buildings and trash and rotting garbage litter 
  the streets and hallways. Fire is always a threat and 
  local emergency services are nearly nonexistent.
  Some slums are collections of massive slab-like 
  tenement block towers of cheap apartment buildings 
  and neglected government housing. These are often 
  built right next to raised roadways, tall parking 
  structures, and pedestrian walkways creating a maze 
  of crumbling concrete. 
  24
  Slum rooftops
  
  The apartments inside the towers are cramped, and 
  can even feature cage homes where residents sleep 
  ten or more to a single room. Each tenant lives in an 
  individual human-sized cage (stacked on top of and 
  under many others) that serves as a bed, and a place to 
  lock up their possessions to prevent theft.
  The elevators rarely work and narrow hallways connect 
  cramped apartments. Stairs, balconies, fire escapes, and 
  walkways add to the maze-like interior of these huge 
  tenement buildings. The exterior is often crumbling 
  and damaged, with decorative ironwork rusting away 
  under flaking paint. 
  There are also slums built into huge abandoned 
  structures, extra territorial zones, and half-finished 
  building projects that attract squatters and form the 
  basis for squat cities. Businesses pop up in them as well 
  as dwellings. Such places are often still bare concrete 
  over steel frames and lack any sort of amenities like 
  water, power, or elevators until the locals improvise 
  them.
  Things That Can Happen 
  During The Fight
  Improvised Weapons: Cinderblocks and loose 
  bricks. Pots and pans,. Knives and other kitchen 
  implements.  Electric fans, TVs and other appliances. 
  Scraps of wood. Lose roof tiles. Broken bottles and 
  window glass. Hot plates.
  • 
  Unstable roofs built from cheap materials are 
  prone to collapse.
  • 
  Gaps in between roofs to jump. Unsuccessful 
  jumpers can end up hanging off the edges, landing 
  on fire escapes, or crashing through windows.
  • 
  A confusing flock of birds like pigeons or gulls 
  can get in the way.
  • 
  Use a support beam between two buildings as a 
  balance beam.
  • 
  Iron gates and chain link fences can block the way.
  • 
  Wires and clotheslines are there to slide across, or 
  to swing on if they get cut.
  • 
  Satellite dishes and TV antennas cluster on 
  rooftops even in the poorest slums. 
  • 
  Leap down the sides of buildings by jumping 
  from air conditioner to air conditioner and hope 
  they are safely secured to the walls.
  • 
  A pack of feral dogs in an alleyway joins the chase
  • 
  Skylights can be jumped through, or shot out if 
  anyone is standing on one.
  • 
  Once inside apartments, refrigerators can be used 
  as cover and their doors as weapons.
  • 
  Alleyways packed with trash and containers that 
  can be dumped out and thrown at pursuers.
  • 
  Strings of lights with bare bulbs that can be smashed 
  into cutting glass or exposed electrical sparks.
  • 
  Balconies and exterior ironwork and decorative 
  elements are great for climbing.
  • 
  Narrow hallways filled with mooks are perfect 
  places to display a hero’s fighting prowess or 
  parkour moves, especially if there are exposed 
  pipes near the ceiling to act as handholds.
  • 
  Large vehicles will have a hard time moving through 
  slums and getting up to rooftops, but motorcycles 
  and bikes can easily negotiate such tight spaces.
  • 
  Fights burst through doors, windows, and even 
  walls and into cluttered apartments. 
  • 
  Ladders, ropes, and walkways can be found or set 
  up ahead of time for escape routes.
  • 
  Stairs can be vaulted especially if there is a large gap 
  leading to a potentially very long fall between them.
  • 
  Leap onto the tops of moving buses or trains that 
  run through the slum on the few roads or railways.
  • 
  Bamboo or metal scaffolding surrounds the latest 
  building project, and is a perfect jungle gym of 
  carnage.
  25
  Slum rooftps
  
  • 
  Trucks or other large vehicles with drivers who care 
  little about the slum’s residents can simply drive 
  through multiple cheaply made slum dwellings 
  leaving a trail of destruction in their wake.
  • 
  Dead end alleys where heroes have to either stand 
  and fight or find a way over around or through 
  the dead end.
  • 
  Broken glass mortared into the tops of walls as an 
  improvised barbed wire.
  • 
  Cooking or warming fires in hibachis, BBQ 
  grills, or old oil drums.
  • 
  Drainpipes can be shimmied up or slid down. 
  They can also come loose from shoddy moorings 
  on the wall and bend out over the roofs and 
  streets below.
  • 
  Running across multiple levels of rooftops and 
  jumping down between the levels, farther and 
  farther each time.
  • 
  Turn a corner or burst through a door only to 
  disturb a gang of criminals engaged in some 
  illegal activity (drug factory, gambling den, chop 
  shop, arms deal, etc.). They are all heavily armed 
  and it’s their turf.
  Who You Might 
  Fight Here
  Local Gangs, Criminals are the main power in slums, 
  they’ve got the weapons and a steady supply of new 
  recruits eager to use them. They run the gamut from 
  small gangs to large organizations controlled by 
  kingpins with ties to organized crime families.
  Authorities, Cops, SWAT, or Spec Ops Teams may 
  pursue targets in slums. When they do head into slums 
  they come in force and armed for bear. They are also 
  likely bring things like Helicopter and Sniper support.
  Lone assassins; slums are a perfect location for a 
  deadly game of cat and mouse between trained killers.
  The Ascended, city officials, and national governments 
  the Ascended control often seek to clear out slums, 
  with lengthy eviction processes followed by razing the 
  slums to the ground. But if rehabilitation or relocation 
  proves too costly or too difficult high concrete walls 
  are built around the area and they are then mostly 
  forgotten about officially. 
  Jammers, Simians, and Eaters of the Lotus can all be 
  found operating out of hidden strongholds in slums. 
  Tea house
  Primary Juncture(s): Past, Ancient    May Also Be Found In: Contemporary
  Surroundings: Whether in a bustling city or at a lonely crossroads, the tea house is  
  at the center of social activity wherever you find it.
  Feng Shui Site?: Probably not.
  Description
  The tea house is a large multistory building with tiled 
  gabled roofs and carved wooden columns varnished 
  with red lacquer. It’s located on one corner of a busy 
  intersection. On the corner nearest the intersection, 
  below the wooden sign proclaiming the tea house’s 
  name and up several stairs, is the main door which 
  opens onto a large, main hall.
  The ground floor windows are floor to ceiling and 
  are usually left open, but can be closed with a set of 
  interlocking vertical wooden shutters. The main floor 
  is built above the street and is tiled in stone while a 
  railing runs along the outside of the building forming 
  an outdoor patio.
  The main floor of the tea house is spacious with large 
  columns support the upper floors. A large center 
  staircase leads up to the second floor. It runs along the 
  wall and leaves an open space surrounded by railings 
  and linked by walkways above the center of the main 
  floor. Sets of smaller stairs lead up to higher levels 
  where sliding walls conceal private rooms.
  Ornate wooden tables and chairs are set up on the 
  main floor and on the patio, and more tables are set 
  up on the second floor along the interior railings 
  and on the exterior balconies. Lanterns hang from 
  crossbeams above the tables, and from the ceiling 
  along the second floor.
  Along the back wall on the main floor of the tea house 
  is the display counter with shelves of tea reaching up 
  to the ceiling. The tea is displayed in jars with various 
  paper labels touting its type and provenance. A tall 
  ladder and long, hooked tools are used to retrieve the 
  different teas. On either side of the counter, round 
  open interior doorways lead back into the kitchen and 
  storage areas.
  In the kitchen there is a big stove with large fires 
  burning beneath several great cauldrons of hot water, 
  alongside smaller fires for heating up numerous 
  teapots. The raw tea is selected and then it is steeped 
  26
  tea house
  
  in the teapots, and then brought to waiting customers 
  on trays along with cups.
  Many carved wooden screens and partitions are 
  used to create the illusion of interior walls and offer 
  patrons some privacy. Hanging birdcages are another 
  common sight in tea houses as people bring their 
  birds with them as they chat with others over tea. In 
  addition to tea, dim sum is served in traditional round 
  bamboo steamers. For more substantial meals, orders 
  need to be placed at nearby restaurants.
  Things That Can Happen 
  During The Fight
  Improvised Weapons: Teacups. Heavy teapots filled 
  with hot water. Dim sum dishes. Jars of tea. Tea 
  trays. Chopsticks. Chairs. Benches. Tables. Wooden 
  window shutters. Ladders. Hooked poles.
  • 
  Leap from column to column, or use them to 
  climb to the upper floors of the tea house.
  • 
  Knock an opponent over or through the railings 
  and send them crashing onto a table below.
  • 
  A blind musician wanders through the fray, or 
  is asked by the honorable opponents to play one 
  more tune.
  • 
  Windows, interior screens, fences, and columns 
  are smashed by powerful kung fu.
  • 
  Skirmish up and down the main stairs.
  • 
  It’s real quiet all of a sudden, as all the patrons 
  have cleared out, meanwhile mooks surround 
  the tea house and start flooding in from every 
  conceivable entrance; doors, windows, up and 
  down the stairs in an endless supply.
  • 
  Tables get flipped over or smashed sending their 
  contents crashing to the ground.
  • 
  Standing and balancing on a large table, using 
  it as a fighting platform to take on all serious 
  opponents one-on-one.
  • 
  Slide down railings taking out mooks as you go. 
  • 
  Stairs or walkways get destroyed and fall down 
  with a huge CRASH!
  • 
  Birdcages get smashed releasing distracting birds 
  and potentially weapons hidden in false bottoms.
  Not Just A Tea house
  Tea houses are places to mingle and share ideas and news as well 
  as tea, and all levels of society come together to share a drink 
  and discourse. The layout of a tea house also works as a good 
  model for many other busy locations with lots of customers and 
  servers in the Past and Ancient Junctures. All you need to do is 
  change some décor and the focus away from the tea.
  • 
  Restaurants: Keep some of the tea, but add a bigger 
  kitchen and focus on the food. Both on its preparation 
  in big, hot woks and bubbling pots, and on its service 
  on fine porcelain dishes and bowls. Banquets, feasts, and 
  celebrations are common.
  • 
  Bars and Wine Shops: Take out the tea and put in a bar, 
  and stack the shelves with bottles and big ceramic jars 
  and pots of different alcohols and liquors. Pack in a lot 
  of shadier customers and drunks who can get rowdy with 
  only the slightest provocation.
  • 
  Inns: Will often feature small restaurants, bars, or tea houses 
  on their ground floor, but their other floors will be taken up 
  with individual rooms where customers can spend the night. 
  • 
  Theaters: Entertainment will be the main attraction and 
  the main stage where music, dance, opera, and all sorts of 
  shows are performed will replace the tea counter.
  • 
  Gaming Halls: Are also usually bars but they tend to 
  have smoky back rooms where tables are set up with 
  games of chance. 
  • 
  Brothels: Combine many features of inns, gambling halls, 
  and bars, as they want to make sure to show their customers 
  a good time for the evening. At the larger and higher priced 
  establishments theatrical entertainment is also available, but 
  their main focus is always on selling sex. 
  27
  
  • 
  Stone floor tiles are smashed, which now leaves 
  them loose to use as missile weapons.
  • 
  Tea houses are sometimes built on stilts out 
  over rivers and lakes, which can change up the 
  fighting environment especially if too much of 
  the structure becomes unstable.
  Who You Might 
  Fight Here
  Members of the Giang Hu. Often two or more powerful 
  fighters will meet in a tea house. The subsequent 
  destruction depends on how legendary the fighters are.
  Imperial officials. Whether sent on orders from the 
  Lotus, or from the Empress herself, or they just 
  happen to be enjoying a nice cup of tea. They are chi 
  masters, or powerful sorcerers, or both!
  Local Magistrates. Local authorities on the look out 
  for troublesome heroes know to keep an eye on the 
  comings and goings at the local tea houses.
  Triad Criminals. Local gangs and organized 
  criminals often use tea houses for making deals and 
  connections. And they are even likely to own or at 
  least lay claim to wine shops, gambling halls, and 
  brothels. In the Contemporary Juncture, this option 
  is the most likely. 
  The Docks
  Primary Juncture(s): Contemporary, Past    
  May Also Be Found In: Ancient, Netherworld (by the shores of a blood-red sea)
  Surroundings: A seemingly endless line of piers, with moored ships in a wide array of sizes,  
  encircled by mountains of cargo containers. Found near the edge of the seaward-rim of any big port city,  
  such as Shanghai, Hong Kong, Singapore, or Los Angeles.
  Feng Shui Site?: Unlikely, though there may be some fortuitous warehouses or sites that the docks are connected to.
  Description
  Wide concrete quays border the sea, lined with 
  steel rails that act as tie off points for ship 
  mooring. Long piers stretch out over the water. 
  Many are made of reinforced wood, 
  lacquered and salt-stained. 
  Some of the piers are 
  only for mooring boats. 
  Others are part of large 
  commercial wharfs, with 
  charter businesses, tourist shops, 
  and the freshest of fresh fish 
  markets. In the early morning hours, 
  restaurant agents haggle with fishermen 
  over their day’s catch.
  Seagulls wheel to and fro, their mournful 
  cries echoing over the water.
  Ships are moored along many of the quays. 
  The majority are cargo haulers, ships with 
  wide open decks to hold as many shipping 
  containers as possible. Private ships, yachts, 
  houseboats, junks, and various other sea-
  going vessels are moored in their own 
  harbors nearby (which technically have 
  their own docks).
  Steel framework towers with loading 
  arms called derricks rise 
  at intervals from the 
  edge of the quays. They load fleets of flatbed trucks 
  with shipping containers.
  Along the quays there are shipping containers in 
  many colors, favoring red and 
  blue. Many of the containers 
  are eight feet tall and forty feet 
  long, stamped with logos from 
  numerous global shipping lines. 
  In some areas, unused containers 
  may be stacked up to seven high, 
  and placed in strange patterns 
  that create artificial mazes of 
  steel. In junctures other than the 
  Contemporary, the huge steel 
  containers are generally replaced 
  by twice as many wooden crates 
  and barrels.
  All of the shipping containers 
  in 
  use 
  are 
  filled 
  with 
  seemingly endless amounts of 
  unidentifiable cargo, the identity 
  of which can only be discerned 
  with a proper shipping manifest.
  Some docks, especially in the 
  Ancient and Past Junctures, 
  will have seaside taverns where 
  sailors, 
  fishermen, 
  pirates, 
  merchants, prostitutes, and 
  a wide variety of sea-going 
  28
  The Docks
  
  folk gather. In the Contemporary Juncture, these are 
  often trendy places filled with far less interesting 
  clientele.
  A block away from the quays are the beginnings of the 
  long lines of warehouses that surround a busy port. 
  Some are old, constructed from crumbling bricks or 
  rotting wood. Others are pristine, with endless bays 
  for trucks and polished metal exteriors.
  Warehouses along the docks are generally filled with the 
  cargo that has issued from shipping containers. Some are 
  immaculate, filled with carefully labeled crates. Others 
  are a riot of containers, loaded pallets, drums, barrels, 
  and dubiously labeled crates. Warehouses with valuable 
  cargo always have some kind of security present.
  Things That Can Happen 
  During The Fight
  Improvised Weapons: Big fish. Telescoping brass 
  spyglass. Spiky pieces of coral. Crowbars. Lots and 
  lots of rope. Small anchor (or massive anchor, for 
  someone like a Big Bruiser). 
  • 
  A shipping container gets dropped from a derrick 
  onto someone. Treat just like an explosion.
  • 
  A voracious creature leaps from the water along 
  the edge of a pier and bites an unfortunate target 
  in half.
  • 
  After an attack nets a sucessful boxcars result, a 
  group of sailors start singing a sea shanty that 
  seems oddly appropriate to the fight at hand, 
  causing a small bonus for heroes that can fight 
  to the cadence.
  • 
  Bread, a bowlful of chowder, or some other tasty 
  morsels get hurled onto a mook, causing them to 
  be utterly swarmed by seagulls.
  • 
  Control a derrick arm to swing a shipping 
  container like a wrecking ball.
  • 
  Dive off a pier to avoid a dangerous adversary.
  • 
  Duel with swordfish till someone gets skewered.
  • 
  Dunk a head into a tank where a surly octopus 
  gets a good grip on a face blinding/distracting 
  somebody.
  • 
  Fight atop a moving flatbed truck.
  • 
  Fight to the top of a pyramid of shipping 
  containers. Certain Jammers or Simians may 
  wish to start hurling barrels therefrom.
  • 
  Grab likely looking guns from a crate, only to 
  realize that they are all props/fake when the time 
  comes to shoot somebody with one. 
  • 
  Jump out of an empty high-stacked shipping 
  container onto a passing foe.
  • 
  Keep one’s balance while fighting on the mooring 
  lines of a big ship, as enemies come from either 
  side.
  • 
  Knock over a fish stand, spilling a slippery 
  obstacle across the dock.
  • 
  Leap between the riggings of a derrick.
  • 
  Mook sailors join the fight with whatever side 
  appeals to their sensibilities the most.
  • 
  Pick up someone with a cargo arm.
  • 
  Pluck starfish off a pier support and throw them 
  like shuriken. 
  • 
  Scoop up a live squid/octopus and squirt ink in 
  a foe’s face.
  • 
  Slug the wrong target in a dockside watering 
  hole, setting off a general bar brawl.
  • 
  Surprise an opponent by leaping out of a box of 
  innocuous cargo, e.g., counterfeit baseball team 
  jerseys.
  • 
  Use a forklift to trap and/or impale an unwary 
  mook.
  29
  The Docks
  
  Who You Might 
  Fight Here
  Triads or other criminal groups. These groups use 
  the docks to move their illicit wares, anything from 
  smuggled knockoff toys, to drug runners slipping in 
  their latest haul for distribution,  to scum who traffic 
  in human lives. Would-be heroes can bust up dockside 
  meetings or prevent valuable cargo from ever reaching 
  its destination, but you never know how somebody 
  may be connected…
  …since the Ascended do their level best to control the 
  flow of all goods, legal and otherwise, through many 
  ports. Pledged dockworkers and sailor toughs are 
  always up for a scrap. Far more dangerously, there are 
  frequently some fearsome Lodge members that “just 
  happen” to be more comfortable around the sea.
  Pirates!
  Lotus sorcerers. They’ve taken over a warehouse on 
  the edge of the sea to enact their foul rituals. They are 
  trying to make contact with something that dwells far 
  beneath the ocean, dreaming…
  Train Station
  Primary Juncture(s): Contemporary    May Also Be Found In: Past, Future
  Surroundings: In the middle of a city, surrounded by tall buildings, busy streets, and crowds of people.
  Feng Shui Site?: Probably not.
  Description
  In front of the main entrance, with its steps, brightly 
  colored signs, and statues, is the bus stop and taxi 
  stand. Pedestrian traffic is heavy, and police officers 
  keep things moving.
  Inside, the ticket lobby features a high, vaulted ceiling, 
  the arrivals/departures board, and ticket windows on 
  one edge of the open space. Perspex stands hold posters 
  and advertisements, and warnings about pickpockets, 
  riding without a ticket, and other dangers.
  Shops and stands sell snacks, coffee, newspapers, and 
  magazines. A few tables and benches provide space for 
  passengers to sit and watch the TV screens hanging 
  from a framework of aluminum tubes suspended at 
  normal ceiling height.
  The dining room opens off one end of the ticket lobby, 
  and features rows of plain institutional tables and chairs. 
  A cafeteria buffet lines one wall, with stacks of trays, bins 
  of cutlery and condiments, steam trays to keep the food 
  hot, and and refrigerators holding cold drinks.
  Late at night, most of the shops and the dining room 
  are closed, and visitors have to make do with a bank 
  of vending machines in one corner of the ticket lobby.
  The platforms are past the turnstiles, and are crowded 
  with luggage carts, confused tourists, the occasional 
  porter, and rushing commuters. Large arrival/
  departure signs direct people to the various trains. 
  Empty platforms expose the tracks.
  If the action moves onto a train, jump to the Moving 
  Train fight location.
  Behind all the public areas wind a maze of service 
  corridors, connecting the employee break room, the 
  dining room kitchen, the lost luggage room, and the 
  security office. The latter area contains all the camera 
  feeds for the entire station, as well as the PA system 
  and control panels.
  Outside the station, away from the main entrance, is 
  the parking lot, usually filled with cars and monitored 
  by cameras and a bored parking attendant.
  If the train station is a subway station, most of these 
  features still exist, spread over a tangle of halls, stairs, and 
  escalators. The quarters are much tighter, the ceilings 
  much lower, and you can’t forget about that third rail.
  In the Future Juncture, the tech for the train station or 
  the subway station is more advanced, but the location 
  may also be ruined, with all the collapsed sections, 
  rubbish, and malfunctioning machines that entails.
  Things That Can Happen 
  During The Fight
  Improvised Weapons: Suitcase, briefcases and other 
  luggage. Potted plants. Pots of hot coffee. Cafeteria 
  trays. Fire extinguishers. Trash bins. Umbrellas.
  • 
  Crowds stampede into and out of the line of fire.
  • 
  A security guard, out of his depth, draws down 
  on a hero.
  • 
  Duel atop the aluminum framework supporting 
  the video screens and security cameras.
  • 
  Someone falls on the tracks. In the subway, they 
  may hit the third rail.
  • 
  Mooks dogpile someone, and the whole mass 
  falls on the tracks.
  • 
  Shoot out the security cameras.
  30
  Train Station
  1
  
  • 
  Throw a foe through a Perspex poster holder.
  • 
  Smash through a coffee stand.
  • 
  Commandeer the security office to watch the 
  security camera feeds.
  • 
  Chase through a train.
  • 
  Luggage carts. They can be leapt over, hidden 
  behind, fired over, slammed into someone, ridden 
  across the floor, or set rolling freely. 
  • 
  Security alarms go off at a deafening volume, 
  calling in more guards and, eventually, the police.
  • 
  Crazy dash in front of a moving train. In the 
  subway, they may hit the third rail.
  • 
  Someone grabs a hostage.
  • 
  A stroller with an infant slips free and starts 
  rolling into danger — the stairs, the tracks, into 
  the field of fire, etc.
  • 
  Cabs arrive, disgorging mooks to reinforce the 
  bad guys.
  • 
  Struggle through the panicked crowd to reach an 
  enemy or objective.
  • 
  Run across the heads of the crowd.
  • 
  Slide along the floor between the trampling legs.
  • 
  Dash across the floor and dive into a knee-slide, 
  firing guns in both directions at the rows of enemies.
  • 
  Trigger the sprinkler system to make the floors 
  slick.
  • 
  Fight a holding action at the door of a train to 
  give it time to pull out of the station.
  • 
  Leap up and grab a TV screen to smash down on 
  someone’s head.
  • 
  Sever the bolts holding up the arrival/departure 
  board to drop it on someone, arcing and sparking 
  as it falls.
  • 
  Lure someone into the close quarters of the 
  maintenance halls.
  • 
  Dive through the ticket counter window for cover.
  • 
  In the subway, topple down the escalators.
  • 
  Duel with someone at the turnstiles, rolling back 
  and forth to keep the turnstile between you.
  • 
  Someone’s head smashed through the plastic 
  over the steam tables in the cafeteria line-up.
  • 
  A vending machine topples on someone.
  • 
  Chi-irradiated monstrosities rise from the rubble 
  to attack. (Future Juncture.)
  Who You Might 
  Fight Here
  Train stations are story hubs. Lots of things move 
  through them, and that makes them good places for good 
  guys to catch up with bad guys, or vice versa. If there’s a 
  MacGuffin involved, having it transported through the 
  train station is a good way to make sure the chasing team 
  knows where it’s going to be. Ambush time!
  Criminals. Members of the mob like traveling by 
  train, because there’s less security than at the airports. 
  If you’re after some gangsters — or they’re after you 
  — you’ll probably run into them at the train station.
  Jammers. A disguised squad of them, traveling under 
  the radar to a feng shui site.
  The Ascended. A cadre of the Pledged, guarding a 
  train from the Netherworld, to prevent invaders from 
  escaping into the city.
  Morlocks. In the subway, underground dwellers who don’t 
  like anyone wandering away from the light an on to their 
  turf.
  Simians or mutants. New Simian Army members 
  or those warped by the Chi Bomb try to protect — 
  or steal — the AI transit computers left in the old 
  stations. (Future Juncture)
  The Guiding Hand.  Activists try to destroy the railway, 
  to weaken the British opium trade. (Past Juncture)
  31
  Train Station
  
  Conceal the secrets of the Chi Wars from the prying eyes of your players 
  behind a wall of mystery and knowledge! This heavy-duty, three-panel screen 
  also contains the most important reference material from the Feng Shui 2 core 
  book, to keep your game running smoothly.
  Included with the GM Screen is A Fistful of Fight Scenes. This 32-page 
  booklet presents 15 locations in which to set dazzling battles between your 
  players and the nefarious factions of the Chi War. Thrill to such cinematic 
  classics as Nightclub, Ancient Temple, Moving Train, Bamboo Forest, Tea 
  House, Factory Floor, and Shopping Mall! Each location is packed with 
  ideas for things to explode violently while the heroes show off their action 
  movie moves.
  Written by Robin D. Laws, Morgan Ellis, T.S. Luikart, Hal Mangold, Rick Neal, and Jack Norris
  Editing and Development by Cam Banks     Graphic Design and Art Direction by Hal Mangold
  Art by Storn Cook, Conceptopolis, Victor Corbella, Miguel Coronado,  Mikhail Grueli, and Alex Pascenko
  Feng Shui is © 1996, 1999, 2011, 2015 Robin D. Laws, published 
  under license by Trident Inc., d/b/a Atlas Games. Feng Shui is a 
  trademark of Robin D. Laws, used under license. All rights reserved. 
  Reproduction of this work by any means without written permission 
  from the publisher, except short excerpts for the purpose of reviews, 
  is expressly prohibited. Respecting the intellectual property rights 
  of this game’s creators and publishers will allow them to bring you 
  more fantastic games.
  AG4021PDF
  
SOURCE: textdata/thevault/Feng Shui/Feng Shui [2nd ed]/FS 2e - A Fistful of Fight Scenes {AG4021}.pdf