TEXT: IRON STREET
  COMBAT
  A WORLD OF 
  ADVENTURE FOR
  JAMES MENDEZ HODES
  
  This adventure was made awesome thanks to our Patreon patrons at patreon.com/evilhat—thanks folks!
  INSIDERS
  Amelia Aronsohn
  Andrew Turbott
  Andy Arminio
  Arlo B Evans
  Bob Ross
  brian allred
  C.K. Lee
  Charles Albrecht
  Chris Angelini
  Chris Flipse
  Chris Jahn
  Christopher Cassino
  Christopher Hatty
  Christopher Vollick
  Clifford Crate
  Colin Mills
  D.C. Upton
  Daniel 
  Gutiérrez Martínez
  David Dorward
  David Hayes
  Declan Feeney
  Demian Buckle
  Denise Atwood
  Don Arnold
  Dustin Evermore
  Dylan Greene
  Edward MacGregor
  Eric Nething
  Frank
  Frédéri POCHARD
  Gavran
  George Harnish
  Graham Owens
  Graham Wills
  Griffin Mitchell
  Howard 
  M Thompson
  J Hunter
  J Quincy Sperber
  jal wu
  Jamie Smith
  Jan Heitger
  Jason Cotton
  Jeremy Tidwell
  Joakim Andersson
  Joe Trzos
  John Rogers
  John Rudd
  Jon-Pierre Gentil
  Joshua Forisha
  Joshua Lutz
  Justin Evans
  K T
  Ken Ditto
  Kris Herzog
  Kurt Blanco
  LilFluff
  Linda Larsson
  MAINGUET Francois
  Malc Arnold
  Marius
  Mark
  Marty Chodorek
  Matt 
  and 
  Nykki Boersma
  Matt Anderson
  Michael Bowman
  Mike C
  Mitchell Evans
  Morgan Ellis
  Nicolas Marjanovic
  Philippe Herve
  Remy Sanchez
  Rhel
  Richard 
  Bellingham
  Rick
  rlancel4
  Russell Hay
  Ryan Singer
  Sarah Vakos
  Scott Vesely
  Sean M. Dunstan
  Selene O'Rourke
  Stephen Rider
  Tara Zuber
  The Catholic Geeks
  The Roach
  Timothy Carroll
  Tristan Smith
  Troy Ray
  vargr1
  Will Goring
  William J. White
  William Lee
  Zach
  Zach H.
  Zach Hunt
  ADVENTURERS
  A Person
  Adam Gutschenritter
  Adam Rinehart
  Adrian Arias-Palomo
  Adrian Chaluppka
  AJ Real
  Al Billings
  Alan Phillips
  Alan Timothy Rogers
  Alan Twigg
  Alejandro
  Alessandro Gagliardi
  Alexander Gräfe
  Alloyed
  Amanda Valentine
  Amazing Rando
  Anders Jonsson
  Andrew
  Andrew Dacey
  Andrew Grant
  Andrew Horn
  Anthony Damiani
  Arthur Lace
  Ask Charly Leetham
  Backwards of 
  conduit, Sparkle.
  Barac Wiley
  Becca
  Ben
  Benj
  Benjamin Cush
  Benjamin Welke
  Björn Steffen
  Bo Madsen
  Bob Hiestand
  Brandon Wiley
  Brandt Bjornsen
  Brent Ritch
  Brett Taylor
  Brian
  Brian Colin
  Brian Paul
  Brian S. Holt
  Brook Freeman
  Bruce
  Bryan Botz
  Bryan Brake
  Bryan Gillispie
  Bryan Wiltgen
  Bryce Perry
  BurninChrome
  Carlos Martín
  Cerity
  Charles
  Charles  Evans
  Chip Dunning
  Chris King
  Chris Little
  Chris Newton
  Chris Nolen
  Christian
  Christian Ebel
  Christoph Thill
  Christopher Allen
  Christopher Dennis
  Christopher Mason
  Christopher W. Dolunt
  Chuck Dee
  Clemens Schmitz
  Clyde Clark
  Colin Matter
  Cparen
  Craig Maloney
  Craig Mason
  Creative Play and 
  Podcast Network
  Curt Meyer
  Curtis Hay
  Dain
  Damon Richard
  Daniel Chapman
  Daniel Ellingsen Lund
  Daniel Gallant
  Daniel Kraemer
  Daniel Ley
  Daniel Markwig
  Daniel Taylor
  Darin Henley
  Dave Joria
  David Bellinger
  David Goodwin
  David Maple
  David Morfin
  David Starner
  David Thornley
  Davide Orlandi
  Delos W
  Dennis Groome
  Dennis Malloy
  Derek Hiemforth
  Deus Ex Logica
  Dillard
  Dirk Methner
  Doug Blakeslee
  Doug Bolden
  Douglas Molineu
  Dr. Mitch
  Duane Cathey
  Duncan
  Dylan Green
  Ebenezer Arvigenius
  Edward Sturges
  Ehedei
  Eirch Mascariatu
  Elizabeth Creegan
  Elsa S. Henry
  Enrique Esturillo Cano
  eric
  Erik Ingersen
  Ernie Sawyer
  Fabrice Breau
  FelTK
  Fide
  Florian Greß
  Frank Beaver 
  Free Xenon
  gamedave
  Garrett
  Garrett Jones
  Genevieve
  Geoff
  Geoffrey Walter
  Gian Domenico 
  Facchini
  Giuseppe D'Aristotile
  Glynn Stewart
  Grant
  Greg Conant 
  Greg Matyola
  Gregg Workman
  Gregory Adams
  Guillermo Calvo
  Gustavo Campanelli
  Haakon Thunestvedt
  Hal J Neat
  Heather
  heckman@cfl.rr.com
  Herman Duyker
  Hourousha Mokujin
  Ian Charlton
  Indi Latrani
  Irene Strauss
  Ivan Begley
  Jack Gulick
  James Hoag
  James Husum
  James Marz
  James Mendez Hodes
  James Pacheco
  James Winfield
  Jamie Wheeler
  Jan Oetjen
  Janet Oblinger
  Jared Hunt
  Jarrett
  Jason Bean
  Jason Pasch
  Jason Penney
  Jason Weaver
  Jayna Pavlin
  Jeff Craig
  Jeff M
  Jeff Pitrman
  Jeff Vincent
  Jeff Xilon
  Jeffrey Boman
  Jeffrey Collyer
  Jennifer Steinhurst
  Jens Alfke
  Jere Austin
  Jeremiah McCoy
  Jeremy Hamaker
  JF Paradis
  Jim Hart
  Jim Nicholson
  Joanna
  Joe Mason
  Johannes Oppermann
  John
  John
  John Beynon
  John Fiala
  John Helmuth
  John Lake
  John Lambert
  John Portley
  John T
  John Taber
  John Tobin
  John William 
  McDonald
  Jon Mayo
  Jon Smejkal
  Jonathan
  Jonathan Finke
  Jonathan Korman
  Jonathan Perrine
  Jose A. 
  Joseph
  Joseph Formoso
  Josh Salyers
  Joshua Reubens
  Juan Francisco 
  Gutierrez
  Juan Trillo
  Julia
  Julianna Backer
  Kaarchin
  Karl Thiebolt
  Katherine Malloy
  Katie Baker
  Katie Berger Tremaine
  Keith R. Potempa
  Keith Stanley
  Kesh
  Kevin L. Nault
  Kevin Lindgren
  Kevin McDermott
  Kevin Payne
  Kielo Maja
  Klaas Bock
  KP
  Krzysztof Chyla
  Kyle
  Kym Malycha
  Landon
  Larry Hollis
  Laura
  Lester Ward
  Liam Martinez
  Lore Graham
  Loren
  Lp and Nick Daly
  Luca Agosto
  Maia S
  Manfred
  Marc Kevin Hall
  Marcel Lotz
  Marcel Wittram
  Marcus
  Mark Chu-Carroll
  Mark Tygart
  Markus Haberstock
  Markus Sauerbrey
  Martin Deppe
  Martin Terrier
  Marty Gentillon
  Matt Houck
  Matt Landis
  Matt Larson
  Matthew J. Hanson
  Max Kaehn
  Michael
  Michael Bradford
  Michael Brewer
  Michael Brown
  Michael D. Ranalli Jr.
  Michael Feldhusen
  Michael Friese
  Michael Hopcroft
  Michael Riabov
  Michael Thompson
  Mike Vermont
  Mirko Froehlich
  Mo
  Mook
  My Humble Assault
  myrandomscribblings
  Nat
  Nat
  Nathan Hare
  Nicholas Pilon
  Nick
  Nick Reale
  Nicola Urbinati
  Nicolas Decomble
  Nikkelitous
  Nos Doughty
  Olav Müller
  Olivier Nisole
  Owen Thompson
  Pablo Martínez Merino
  paolo castelli
  Paolo Jose Cruz
  Patrice Hédé
  Patrice Mermoud
  Patrick Chapman
  Patrick Ewing
  Patrick McElfresh
  Paul
  Paul Arezina
  Paul Maanen
  Paul Olson
  Paul Rivers
  Pawel Ngei
  Pete Curry
  Peter Bingham
  Peter James Burczyk
  Peter Kahle
  Phil Groff
  Philippe Marichal
  Philippe Saner
  Phillip James
  Phillip Webb
  Pint Wakefield
  Piper Thunstrom
  Porter
  R Roy
  Rachael Hixon
  Ralf Wagner
  Randall Orndorff
  Randall Wright
  Raun Sedlock
  Rebecca Harbison
  Rebecca Hubbard
  Renzo Crispieri
  Richard Greene
  Rick LaRue
  Riggah
  Rob Knop
  Rob Meyers
  Robb Neumann
  Robert Bersch
  Robert Carnel
  Robert Huss
  Robert Lally
  Robert Slaughter
  Ron Müller
  Ruben Smith-Zempel
  Ryan Junk
  Ryusui
  Sarah Williams
  Schubacca
  Scot Ryder
  Scott Acker
  Scott Beattie
  Scott Millward
  Scott Puckett
  Scott Velez
  Sean O'Dell
  Sean Smith
  Sean Walsh
  Sean West Money
  Serge Beaumont
  Seth Clayton
  Seth Hartley
  Shervyn von Hoerl
  Shijuro
  Shoshana Kessock
  Simon Brunning
  Simon White
  Stefan Feltmann
  Stefano Monachesi
  Stephan
  Stephanie Bryant 
  (Mortaine)
  Stephen Figgins
  Stephen Fleetwood
  Stephen Waugh
  Steve Discont
  Steve Kunec
  Steve Radabaugh
  Steven Code
  Steven D Warble
  Steven desJardins
  Steven K. Watkins
  Steven Markley
  Stu Adams
  Stuart Dollar
  Susanna Tallberg
  Svend Andersen
  Sławomir Wrzesień
  tcoustic
  Teppo Pennanen
  Teresa O
  Tevel Drinkwater
  The Older Avocado
  The Vampires of 
  San Francisco
  Thierry De Gagné
  Thomas
  Thomas
  Thomas Balls-Thies
  Thomas Maund
  Thomas Ryan
  Tim Davis
  Timothy Masamitsu
  Timothy Miller
  Todd Estabrook
  Todd Willey
  Tom Lommel
  Tony Ewing
  TR Merchen
  Travis Stodter
  Tsht
  Ty Volpo
  Tyson Monagle
  Tyson Streich
  Urs Blumentritt
  Veronica Hamilton
  Victor Allen
  Ville Lavonius
  Vladimir Filipović
  Volker Mantel
  waelcyrge
  William Hutton
  William Johnson
  William McDuff
  Zeb Walker
  
  IRON STREET 
  COMBAT
  A WORLD OF 
  ADVENTURE FOR
  WRITING & ADVENTURE DESIGN
  JAMES MENDEZ 
  HODES
  DEVELOPMENT
  ED TURNER  
  & ROB DONOGHUE
  EDITING
  JOSHUA YEARSLEY
  PROJECT MANAGEMENT
  SEAN NITTNER
  ART DIRECTION
  BRIAN PATTERSON
  LAYOUT
  FRED HICKS
  INTERIOR & COVER ARTWORK
  WILLIAM TEMPEST
  
  An Evil Hat Productions Publication
  www.evilhat.com • feedback@evilhat.com
  @EvilHatOfficial on Twitter
  facebook.com/EvilHatProductions
  Iron Street Combat
  Copyright ©2019 Evil Hat Productions, LLC and James Mendez Hodes.
  All rights reserved.
  First published in 2019 by Evil Hat Productions, LLC.
  10125 Colesville Rd #318, Silver Spring, MD 20901.
  Evil Hat Productions and the Evil Hat and Fate logos are trademarks
  owned by Evil Hat Productions, LLC. All rights reserved.
  No part of this publication may be reproduced, stored in a retrieval 
  system, or transmitted in any form or by any means, electronic, 
  mechanical, photocopying, recording, or otherwise, without the
  prior express permission of the publisher.
  That said, if you’re doing it for personal use, knock yourself out.
  That’s not only allowed, we encourage you to do it.
  For those working at a copy shop and not at all sure if this means
  the person standing at your counter can make copies of this thing, they can.
  This is “express permission.” Carry on.
  This is a game where people make up stories about wonderful, terrible, 
  impossible, glorious things. All the characters and events portrayed in this 
  work are fictional. Any resemblance to real people, secret societies, lucha 
  priests, globe-spanning conspiracies, Daoist rap groups, or other hidden 
  truths revealed to you at dire risk of retribution from the ones who are 
  really pulling the strings is purely coincidental, but kinda hilarious. 
  And terribly terribly dangerous... if true.
  Watch your back.
  
  CONTENTS
  Iron Street Combat! ......................................................................... 2
  Opening Cinematic.....................................................................................3
  Loading: Making and Populating Your World ..............................4
  Setting Aspects .......................................................................................... 4
  Character Select: Faction and Champion ..........................................6
  Creating a Champion .................................................................................9
  Creating a Faction ..................................................................................... 11
  The Factions .....................................................................................13
  Their Champions .......................................................................................14
  Faction List .................................................................................................. 15
  Press Start: Playing and Running the Game ...............................29
  Politics ¢ Fisticuffs, Fisticuffs ¢ Politics .................................29
  Spectacle Over Consistency, Consistency Over Realism .........30
  Players and GMs .......................................................................................30
  Story Structure .........................................................................................33
  Running Combat ......................................................................................34
  Matches ............................................................................................ 35
  Running the Match .................................................................................. 35
  No Such Thing as a Fair Fight ............................................................. 35
  Match Breakdown ....................................................................................36
  Variants ........................................................................................................ 37
  Common Moves ........................................................................................38
  Fighting Styles ..........................................................................................39
  Tournament Structure ............................................................................43
  Appendix A: Faction Stat Blocks .................................................47
  Appendix B: Champion Stat Blocks ..............................................51
  
  2
  FATE: WORLDS OF ADVENTURE
  IRON STREET COMBAT!
  Five minutes into our past, shadow governments, crime syndicates, evil corpora-
  tions, and creepy cults pour incalculable resources into hiring some lady with 
  muscles to punch their enemies until they can take over the world.
  That lady is you.
  Iron Street Combat brings you the international backdrops, larger-than-life char-
  acters, and dynastic intrigue of Street Fighter, Tekken, and Mortal Kombat without 
  making you memorize button combos or complex combat mechanics. You’ll create 
  a stable of characters with connected backstories and distinctive fighting styles 
  as well as powerful, entangled factions for them to join or oppose—such as the 
  devil-helmed Naraka Conglomerate, the mysterious Iga Ninja, or the legendary 
  Wǔdāng Clan. With nothing but your fists and your hunger for victory between 
  you and the wrath of wicked dictators, ancient war gods, or invaders from another 
  dimension, you’ll create a battle fit for an unskippable cutscene.
  
  3
  IRON STREET COMBAT
  Opening Cinematic
  Yesterday, an explosion at a weapons research facility released a brigade of pro-
  totype humanoid combat drones, who attacked innocent people and damaged 
  millions of dollars’ worth of property. Last night, heavily armed demons tore open 
  a portal between this world and the next, kidnapping a congregation at Midnight 
  Mass in a cathedral and absconding with them to who knows where. Tomorrow, 
  a former Soviet satellite plans to test a nuclear device rumored not to be a bomb, 
  but a scientifically uplifted creature.
  Operating in the light, beholden to transparency and political expedience, 
  neither president nor pope can protect us. So what power keeps such outbreaks 
  from tearing humanity apart? To find out what holds back the shadows, we must 
  search the shadows.
  Hiding amidst whispers of subterranean civilizations, ancient astronauts, or 
  ravens with the faces of men, secret societies lurk and struggle: some for faith, 
  some for money, some for fame, but all for power. Their acolytes, employees, 
  and sycophants, sworn to secrecy, number in the thousands. The resources they 
  control—land, laboratories, technologies, and information—are of incalculable 
  value. But each has a few personnel more valuable than all others: their cham-
  pions, whose bodies and minds are the perfect weapons, paragons of the world’s 
  deadliest martial arts. Occasionally, their duels spill out of the shadows and into 
  the light, in tournaments and other confrontations made public. These are the 
  most spectacular clashes the world has ever seen.
  
  4
  FATE: WORLDS OF ADVENTURE
  LOADING: MAKING AND 
  POPULATING YOUR WORLD
  Iron Street Combat is a roleplaying game about a fighting game about secret societies 
  and the martial artists who represent them. Here, every improbable conspiracy 
  whispered by paranoiacs in the dark corners of the Internet is true. Gem-people 
  plot world domination in caverns beneath Denver International Airport. The 
  United States Army rehearses its inevitable takeover in Operation Jade Helm. 
  (The Protocols of the Elders of Zion is still bunk, though. We have some standards.)
  When characters do share one of these attributes—as members of the same 
  family, students of the same teacher, masters of the same weapon, or wearers of 
  the same outfit but in different colors—that rare similarity brews a great deal 
  of plot and conflict, as sibling turns on sibling in deadly battle, or as rivals for a 
  teacher’s favor set aside their differences to overcome a common foe.
  Setting Aspects
  Iron Street Combat’s setting aspects are Everything Rides on the Tournament 
  and Secrets Go All the Way to the Source.
  EvErything ridEs on thE tournamEnt
  The great powers of this world have a pathological fascination with victory. They’ll 
  risk everything they have—money, power, and especially secrecy—on winning 
  the Iron Street Tournament and seizing the prestige that comes with victory. 
  Popular acclaim for their champion gives a faction de facto free rein to do as it 
  pleases until the next tournament. Unaligned champions rob every faction of that 
  privilege—and thereby piss everyone off.
  sEcrEts go all thE Way to thE sourcE
  Not only is every conspiracy theory true in this world, but they’re all connected. 
  If you dig deeper into any given secret, you’ll find even more underneath. Sure, 
  the Knights Templar are fluoridating the water, but why? Did Big Tobacco's 
  operatives manipulate them into doing so? Is it a mere distraction from the 
  chemtrails redacted global warming redactedfor 
  serious jet fuel can’t melt steel beams? And what murky truth is 
  buried beneath that?
  
  5
  IRON STREET COMBAT
  CUSTOMIZING SETTING ASPECTS
  What distinguishes one fighting video game from another? 
  What is its concept? After all, martial artists competing 
  in tournaments for glory and prizes is merely the default. 
  Perhaps your game has a horror theme, featuring charac-
  ters who are vampires, werewolves, ghosts, and witches. 
  Perhaps your fighters are superheroes with impossible 
  gadgets and preternatural powers. Perhaps they’re animated 
  children’s toys.
  The world around your characters is also yours to shape 
  and mold. Think about the kinds of locations where you’d 
  like to see an epic battle, and what story and character 
  tropes would bring them into focus. If one player imagines 
  a blasted battlefield littered with the corpses of British and 
  Zulu warriors, while another imagines the bridge of a futuris-
  tic star cruiser, then time travel might be an important trope 
  for your game: do the characters have past, present, and 
  future versions of themselves that they can switch between?
  Alternatively, if everyone likes the idea of a classic anime 
  setup where fights take place at taiko drum performances 
  or in cat cafés, you might want to set your characters and 
  story in one high school or pattern your game after your 
  favorite visual novel. If your setting spans whole planets or 
  dimensions, then your characters’ high concepts will differ 
  wildly: you might have a clockwork automaton fighting a 
  space vampire fighting a karate master. If your game has a 
  focused setting, you’ll have to focus the character or aes-
  thetic differences: if everyone’s a spy, then the difference 
  between a Japanese ninja, a British MI6 agent, and a Navy 
  SEAL might be huge—whereas those three characters might 
  not give enough contrast in a roster that also includes were-
  moles and sentient game peripherals.
  When deciding how wide to cast your net, trope-wise, 
  think about whether you’re running this game for a long 
  time and whether your players are familiar with traditional 
  fighting video games. If the answer to either or both of those 
  questions is no, consider a tighter focus. Apply some genre 
  tropes that the unfamiliar players will know better, ideally 
  something with similar “same shape, different color” aes-
  thetics. Magical girl anime, vampire clans, or superheroics 
  follow that same principle, and might put the less familiar 
  player on a more even fictional ground.
  
  6
  FATE: WORLDS OF ADVENTURE
  Character Select: Faction and Champion
  In Iron Street Combat, each player will take on two roles: a mighty champion, 
  master of martial arts, and an influential faction, a secret society poised to take 
  over the world. Not every champion belongs to a faction, but every faction has 
  at least one champion.
  This game assumes each player will underwrite a champion and faction who don’t 
  have a strong relationship—positive or negative—with each other. This setup lets 
  each player separate the plans and priorities of their two charges. Playing a faction 
  and champion who are closely allied will probably feel redundant, although it 
  might suit a one-shot. Likewise, playing a faction and champion who hate one 
  another might feel like playing chess against yourself.
  Skills and Stunts
  In Iron Street Combat, both champions and factions use a new skill list. The stunts 
  from Fate Core are redistributed among these new skills, as described below.
  For a champion or similarly powerful individual, their skills represent aptitudes 
  at various professions that any secret society worth its secret handshake needs 
  to take over the world. For a faction, their skills represent access to high-quality 
  minions specializing in these professions.
  For example, a champion with Good (+3) Performer and Average (+1) Criminal 
  excels at stand-up comedy, acting, dance, or similar disciplines, and is also familiar 
  with the criminal underworld and has some connections therein. In contrast, a 
  faction with Good (+3) Performer and Average (+1) Criminal has a number of 
  prominent entertainment personalities on its board or high council, but also 
  employs some low-level pickpockets, thieves, or thugs.
  When a faction uses a skill, they deploy their staff, who will roll at their skill 
  rating for things within their purview, and at Mediocre (+0) for things that aren’t 
  their job. Those staff may use any stunts related to their skills that their faction has.
  Any of these skills can be used to overcome, create an advantage, attack, or 
  defend. For example, you might roll Scientist to unleash the killer robots you 
  designed on your enemies, rapidly synthesize a cure to an internal alchemist’s 
  breath-blocking strikes, technobabble at a guard until she believes you’re one of the 
  technicians here working on the doomsday device, or highlight a weakness in the 
  anatomy of the uplifted dromaeosaur which champions your hated enemy faction.
  That said, approaching the same problem using different skills may yield differ-
  ent results. Hotwiring a main battle tank will be easier for a Criminal or Soldier 
  than for Police or Student, even if you did go to one of those elite prep schools 
  that offers electives in modern military hardware. Magnates or Priests probably 
  couldn’t attempt this task at all.
  Numbers prefixed with “FC” are page references to Fate Core.
  
  7
  IRON STREET COMBAT
  CRIMINAL
  You spent time as a mobster, gang member, or jailbird. You understand the criminal 
  underworld and its laws.
  Stunts: Always a Way Out (FC99); Lies upon Lies (FC104); Face in the Crowd 
  (FC126)
  MAGNATE
  You comprehend the workings of big business, international finance, and even 
  political lobbying. Accounting and logistics are child’s play to you.
  Stunts: Best Foot Forward (FC121); Savvy Investor (FC123); Trust Fund Baby 
  (FC123)
  MONSTER
  You’re not human, in whole or in part: a demon, ghost, machine, or sentient 
  animal. How do you hide your true nature? Do you hide your true nature? Roll 
  with this skill when you perform feats or actions an ordinary human couldn’t do, 
  like lifting a car or hacking a computer with your mind.
  Stunts: Ramming Speed! (FC107); Tough as Nails (FC119); Indomitable (FC127)
  
  8
  FATE: WORLDS OF ADVENTURE
  PERFORMER
  All the world’s a stage to you. You probably specialize in theater, storytelling, dance, 
  comedy, or professional wrestling, but you dabble in it all.
  Stunts: Hardcore Parkour (FC98); Provoke Violence (FC120); Ninja Vanish 
  (FC126)
  POLICE
  You are the law. You might have been a beat cop, detective, SWAT team member, 
  or government spook.
  Stunts: Hard to Shake (FC107); the Power of Deduction (FC113); Okay, Fine! 
  (FC120)
  PRIEST
  You care for the people’s spiritual welfare with courage and wisdom. You might 
  wield supernatural powers derived from rootwork, miracles, or fell rituals.
  Stunts: Lie Whisperer (FC109); Psychologist (FC109); Demagogue (FC121)
  SCIENTIST
  You’re the source of some of the (probably unrealistically advanced) science at play 
  in your world: a designer of genetically enhanced creatures, starships, or computers.
  Stunts: Always Making Useful Things (FC103); Better than New! (FC103); 
  Specialist (FC115)
  SOLDIER
  You served in the uniformed military of a nation, or perhaps you belonged to a 
  paramilitary organization or private security company.
  Stunts: Surgical Strikes (FC103); Danger Sense (FC117); Hard Boiled (FC127)
  SPY
  You steal secrets for unscrupulous corporations, national intelligence, or the press.
  Stunts: Security Specialist (FC99); One Person, Many Faces (FC104); Eavesdropper 
  (FC113)
  STUDENT
  You’re young, fiery, and full of promise. You have a lot of connections in the aca-
  demic world. You’re probably a star on at least one of your school’s sports teams 
  as well. Does your family know what your “part-time job” is?
  Stunts: Sprinter (FC98); Rumormonger (FC101); I’ve Read about That! (FC115)
  WILD CARD?!
  A champion (not a faction) may write in one skill—but I’m not rewording all 
  your stunts for you…
  
  9
  IRON STREET COMBAT
  Creating a Champion
  Aspects
  Champions have a high concept, a trouble, and three aspects from the phase trio, 
  as in Fate Core (page 38). The phase trio supports the kind of messy, interwoven 
  mutual backstory that most fighting-game characters have by, say, the third 
  iteration of the series. Try to have at least one phase trio aspect involve another 
  champion and at least one involve a faction you don’t control.
  Be careful with aspects that talk about fighting and little else—remember that 
  everyone here is a martial artist and everyone here cares about fighting and win-
  ning. If you do make an aspect about your fighting style, though, talk with the 
  group to make sure they understand something about your strengths and weak-
  nesses. Otherwise, you’ll probably only get to invoke the aspect, not compel it.
  Skills
  A champion has many roles. They’re the public face of your organization, the 
  vanguard of your offense, and the last line of your defense. When trouble rears 
  its head—or trouble needs to be made—your champion takes the lead, whether 
  they choose to delegate the problem or fix it themself. Not every champion starts 
  out as a leader, but almost every champion winds up as one, for better or worse. 
  Recruiting a champion, therefore, can make or break a faction’s fortunes.
  Like factions, champions get one Good (+3) skill, two Fair (+2) skills, and three 
  Average (+1) skills; everything else is Mediocre (+0).
  Stunts
  A champion has three free stunts and three refresh. One stunt may be a fighting 
  style.
  FIGHTING STYLE
  While all champions are familiar with the most tried and true stances, techniques, 
  and maneuvers underlying hand-to-hand combat, many of them distinguish 
  themselves with mastery of a certain martial art.
  Champions and factions start with one fighting style and may later gain a 
  second style at a milestone, but cannot have more than two.
  A fighting style grants access to three special moves, which you can only execute 
  during a fighting-game-style throwdown called a match.
  The fighting styles are described starting on page 39.
  Stress
  Regardless of their skill ratings, your champion has one stress track for both 
  physical and mental stress, which has four boxes. They’re tough by definition. 
  They also have three consequence slots, as normal.
  
  10
  FATE: WORLDS OF ADVENTURE
  Style and Aesthetic
  At the end of this phase, you should feel the excitement of looking at the char-
  acter select screen of a new game. Perhaps you had your heart set on a faction 
  or champion when you made them, or perhaps you made a pool of them for 
  everyone to choose from. You’re choosing not only a champion, but also which 
  organizations that champion works with. Which do they trust? Which do they 
  hate? Which are they curious but unsure about?
  One aesthetic I recommend including in all Loading phases is the principle 
  of “same shape, different color.” Fighting games are full of characters and other 
  elements which occupy the same thematic and mechanical space, but which con-
  trast wildly with one another. Characters are the best example. Each champion is 
  roughly the same “shape”: they’re (approximately) one person of (approximately) 
  human size. But each champion has a different look, fighting style, country of 
  origin, et cetera.
  When champions do share one of these attributes—as members of the same 
  family, students of the same teacher, masters of the same weapon, or wearers of 
  the same outfit but in different colors—that rare similarity brews a great deal 
  of plot and conflict, as sibling turns on sibling in deadly battle, or as rivals for a 
  teacher’s favor set aside their differences to overcome a common foe.
  WHILE WE’RE HERE, WE SHOULD PROBABLY TALK ABOUT…
  Traditional fighting games are notoriously bad in their depictions of women, 
  especially their appearances. Women have an exaggerated, sometimes unhealthy-
  looking body type—and they’re all the same body type. Their clothes look like 
  they’re painted on rather than hanging like real athletic clothing. They don’t look 
  like real-world female martial artists. Meanwhile, men display a variety of body 
  types and outfits, at least some of them concealing, which hang normally on their 
  bodies. Characters who don’t fit into the “male” or “female” box, if there are any, 
  are played for shock value.
  Is the problem that they’re unrealistic? Of course not. This game, like all 
  fighting games, is unrealistic. The problem is the way they’re unrealistic. Men 
  are generally unrealistic in ways that emphasize their strength and ability, while 
  women are generally unrealistic in ways that emphasize their sexual attributes, 
  and there’s no one in between or off the scale…we’re implying men can’t be sexy, 
  women can’t be strong, and people who are neither men nor women deserve to 
  be exotified or scorned.
  On their own, within the context of a single game, these things might seem 
  like minor concerns; but when they’re part of a world full of toxic masculinity 
  and objectified femininity, they get really harmful really fast for the people most 
  vulnerable to such things. They might not bother you, but you’re not the only 
  one; and especially if you’re playing with new people or strangers, you might not 
  know what bothers them.
  
  11
  IRON STREET COMBAT
  This probably isn’t a major concern the way it would be if you were a game 
  studio with an art budget—but it’s still something to keep in mind as you make 
  characters, particularly if you want to make characters who are sexy. The simple 
  way to explain this concept is “if you’re doing something when you talk about 
  women, do the same thing about men,” but a few specifics might help…
  • Give male characters romantic storylines, especially ones that showcase 
  emotional vulnerability or expression. Strong, silent types are overdone, 
  anyway.
  • Be careful when you show a character winning another character’s heart 
  through feats of strength or skill. First off, this is Iron Street Combat: excel-
  lence, victory, and defeat are commonplace for everyone. Second, those 
  storylines tend to overrepresent men as the winners.
  • Try describing characters in their own voice, in first person, as if you were 
  describing yourself to someone over the phone, so they could pick you 
  out in a crowd.
  • Avoid character gimmicks like “is trans” or “cross-dresses.” Gender identity 
  and expression aren’t gimmicks.
  • Remember that the players’ safety and comfort matters more than whether 
  or not something makes sense in the world of the game.
  Creating a Faction
  You can use this guide to make up your own factions, though we provide plenty 
  of premade factions starting on page 13.
  Aspects
  A faction has five aspects. The first two are a high concept and a trouble, as in 
  Fate Core, along with an agenda, alliance, and rivalry.
  • The agenda is the faction’s endgame. How do they want to change the 
  world to suit their ideology and benefit their members? Do they want to 
  eliminate threats to a nation’s sovereignty, summon an elder god, or create 
  the ultimate martial art through fusion of other styles?
  • The alliance is a positive relationship or relationship element with another 
  faction. You don’t need to still get along, or always get along, but there’s 
  some mutually beneficial relationship that’s still important to both of you.
  • The rivalry is a negative relationship or relationship element with another 
  faction. Who’s been the thorn in the side of all your schemes? Who’s got 
  resources you covet? While you shouldn’t give a faction an alliance and a 
  rivalry with the same other faction—you want to spread the connections 
  around—you can definitely have a rivalry with someone who has an alli-
  ance with you, or vice versa. Just look at pro wrestling tag teams…
  
  12
  FATE: WORLDS OF ADVENTURE
  Skills
  Factions get one Good (+3) skill, two Fair (+2) skills, and three Average (+1) skills; 
  everything else is Mediocre (+0). Good help is hard to find.
  Stunts
  A faction has three free stunts and three refresh. One stunt may be a fighting 
  style (page 39). When a faction’s members or minions act on its behalf, they 
  may use its stunts.
  Conditions
  Unlike champions, factions don’t take stress or consequences. Instead they suffer 
  conditions, which originally appeared in the Fate System Toolkit (page 18). A 
  condition is like a consequence, except predefined.
  The conditions Distracted and Embarrassed can absorb 1 stress; they’re 
  fleeting, so they clear when the organization has a chance to refocus or cool off 
  its personnel.
  Bankrupt and Understaffed can absorb 2 stress each; they’re sticky, so they 
  remain filled until the organization gets an influx of cash or new recruits, probably 
  as a result of champions’ adventures.
  Corrupted and Exposed can each take 4 stress, but they’re lasting: they 
  always persist for least a whole session, and they require the faction (or someone 
  else acting in their benefit) to overcome an obstacle with a passive opposition of 
  at least Great (+4) before you can start to recover from them. The faction might 
  have to change its fundamental nature, purging its ranks of the corrupted, or 
  rename itself and establish new cover to throw off public notice. Lasting condi-
  tions have two stress boxes, and you mark them both when you take the condition. 
  When recovery begins, clear one box. Erase the second one, and recover from the 
  condition fully, after one more full session. You can take a lasting condition only 
  if both of its boxes are empty.
  
  13
  IRON STREET COMBAT
  THE FACTIONS
  An ancient military intelligence agency, turned to mercenary work to keep their 
  traditions alive. A modern military intelligence agency, in service to a state in 
  constant peril. A forgotten department of the Catholic Church, repurposed to 
  battle monsters. A corporation whose higher-ups come from the depths of Hell. 
  A brutal crime syndicate with political aspirations, forged in the heart of the 
  world’s worst prisons. An entertainment industry turning shadow conflicts into 
  blockbuster action films. These are the most prominent players in the most secret, 
  most important conflict in all of human history.
  
  14
  FATE: WORLDS OF ADVENTURE
  Their Champions
  When you must lurk in the shadows, but you want to get something done, what 
  do you do? Of course, you hire someone else to do it for you. But not just anyone. 
  You need someone smart, brave, confident, strong, and well trained. You need the 
  best in the world. You need a champion. And where do you go to get that cham-
  pion? You go to the world of underground hand-to-hand combat tournaments.
  It is a truth universally acknowledged that the competitors in underground 
  martial arts tournaments are the best in the world in their respective fields—
  which include punching, kicking, head-butting, grabbing, throwing, blocking, 
  parrying, and flinging fireballs. They also include every other professional field of 
  any import. In these tournaments, you’ll find ace defense lawyers, cutting-edge 
  robots and artificial intelligences, plumbers, snowmen, demons, half-demons, 
  humans with demonic ancestry they don’t know about yet but will discover by 
  the end of the tournament, gods, scientists, generals, dictators, bikers, rich white 
  men dressed as animals, actual animals, Japanese school kids, yogis, people from 
  England, stay-at-home parents, cavemen, sentient tanks piloted by policemen and 
  household pets, and other crucial resources for any secret society with designs 
  on world domination.
  But choosing your champion isn’t easy. They’ll be the public face of your 
  organization, the leader of your vanguard, the last line of defense, and all kinds 
  of things in between. You can’t just draft the winner of a tournament. First of all, 
  everyone else wants to hire the tournament winner too. Second, tournaments 
  tend to privilege angry young men from established fighting families, which 
  may or may not be what your secret society really needs. If you want to be sure 
  you’ve chosen the right fighter, you want to invest in a network of sneaky spies 
  who can stalk the champion for a long time, gathering information until you’re 
  sure this is the one. Try to choose spies you’re not that attached to, since eventu-
  ally the champion will notice and beat them senseless before asking them why 
  they’re tailing her.
  Then, once you’re sure this is the perfect individual to perform horrific experi-
  ments on until they hate you, put in charge of your entire paramilitary operation, 
  sacrifice all your cultists to, or make the new hiring manager, you’ll have to woo 
  them to your side with temptations or (if you’re really sure of yourself) threats. 
  If they say yes, then you’ll have to commit vast resources to keeping them at the 
  top of their game. They might need trainers, sparring partners, workout equip-
  ment, apocalyptic superweapons, a steady diet of human souls, a salary, and/or 
  benefits—this is a field where you don’t accept a job unless they offer you dental, 
  because you’re going to need dental, period. Now this hot-headed, eccentric 
  individual is yours to control. Have fun!
  
  15
  IRON STREET COMBAT
  Faction List
  The Naraka Conglomerate
  “Hell’s not just a place. It’s a state of mind.”
  Peak Skill: Magnate
  You might not realize it, but running a hell 
  isn’t a cushy job. It’s not all cackling wildly 
  as you jab people with a pitchfork and lazily 
  munching on treacherous cowards as you 
  survey your horrific realm. There’s loads of 
  paperwork for everything you do. There are 
  employees who need to be recruited, trained, 
  and set to tasks. There’s your supply chain 
  too: where are you getting all your fire? How 
  about brimstone? Who’s keeping the road to 
  your gates paved with good intentions? And 
  how are you dealing with the competition?
  Religions all over the world have their 
  own underworlds, each catering to their own 
  needs. Do you want the afterlife equivalent of 
  a Spartan mud run, with knives blowing in 
  the wind and mountains to cross? Mictlán’s 
  got you covered. Classic lake of fire? Head to 
  Jahannam. Well-appointed, well-organized 
  stopover on your way to reincarnation? There’s 
  probably a pātāla just for you.
  Fortunately, death hasn’t got any antitrust 
  laws. That’s where the Naraka Conglomerate 
  comes in. This modern approach to perdition 
  combines the physical plant and the hierar-
  chies of many religions’ different hells under 
  one umbrella, buying out the versions of hell 
  that are closest to their message. They also 
  have access to some of the most effective and 
  loyal staff: throwing someone a break from 
  eternal torment is a great way to secure their 
  long-term loyalty to your brand, and they 
  have their pick of all the best professionals 
  sin has to offer.
  
  16
  FATE: WORLDS OF ADVENTURE
  BOSS: PRINCE MAMMON
  As an angel in Heaven, Prince Mammon was criticized for his short-sightedness: 
  the only thing he could see of all the glories of Heaven was the golden street 
  under his feet. But this is exactly the kind of focus that’s made Mammon the 
  perfect chief executive officer for the new Naraka. Answering to a board of direc-
  tors featuring such dark luminaries as King Yama, Lucifer Morningstar, Lord 
  and Lady Mictlán, and Hel, Mammon has focused the Naraka Conglomerate 
  on accumulating physical and spiritual capital with alarming efficiency. But his 
  detractors say he cares more about gathering riches than their traditional goal of 
  providing bad customer service to the dead. It remains to be seen whether the 
  Naraka Conglomerate will focus on business as a way to do evil, or business as 
  a way to make money.
  STAGE: THE ROAD TO PERDITION
  Welcome to the fastest-moving and most dangerous speedway in all of history. 
  Here, the champions duke it out atop trucks, buses, coaches pulled by night-
  mares, futuristic hovercraft, and other vehicles from all throughout history. Hell’s 
  Angels weave in and out of traffic on their motorcycles, and damned souls claw 
  at your ankles from the windows of vehicles passing by as you leap back and 
  forth. Whatever you do, don’t get knocked to the road—because if you do, you’ll 
  become just another good intention.
  Situation Aspects: Paved with Good Intentions; Gridlock from Hell
  CHAMPION: OX HEAD
  This massive demon with the head of an ox guarded the Chinese underworld’s 
  gates on behalf of King Yama before the big merger with the Conglomerate. Now 
  he’s head of security for Naraka. He loves the parts of his job that allow him to 
  beat down and terrorize people—and help the dead find their just rewards!—but 
  he hates the bureaucracy and paperwork. A tournament would offer him just the 
  break from workplace frustration he needs…
  Ox Head’s stat block is on page 51.
  
  17
  IRON STREET COMBAT
  Cangaço
  “Order? Progress? They’re not even half our history.”
  Peak Skill: Criminal
  Ever since Captain Pedro Álvares Cabral began 
  Europe’s invasion of Brazil in 1500 CE, a complex 
  tension between freedom and authority has domi-
  nated Brazilian history. In Brazil, outlawry isn’t just 
  about lies, self-gratification, and vice—although 
  it’s also about that. Breaking the law is often an act 
  of revolution. In the early twentieth century, free-
  dom’s most controversial and captivating exponent 
  was the cangaçeiro: a leather-clad outlaw gunslinger 
  and knife-fighter who wandered the wilderness, 
  living off crime and grassroots support and sticking 
  it to the Man wherever they could. The cangaço 
  phenomenon seemed to die off in 1938 along with 
  Maria Bonita and Lampião, the most famous and 
  successful cangaçeiros; but in truth, their deaths 
  were only the beginning.
  Since then, the Cangaço has gone underground, 
  spreading across the world and linking together 
  criminal and countercultural movements into a 
  shadowy revolution. The Cangaço is strongest in 
  the Americas, West Africa, and Japan, but has ties 
  to organized crime outfits rooted in community 
  support as far away as Iran and Italy. Their goal is 
  worldwide revolution, the overthrow of colonial 
  forces, and freedom for all. What exactly that looks 
  like is more up in the air.
  An individual Cangaço cell generally focuses its 
  effort on a particular social or political issue. The 
  brutality and injustice of the prison system is of 
  perennial interest. Governmental and police cor-
  ruption, racism, and homophobia are hated targets 
  as well. To support their efforts, cangaçeiros rob the 
  rich and privileged, then distribute their ill-gotten 
  gains to the local populace to drum up support. 
  However, the lack of central Cangaço authority 
  means that selfish cangaçeiros who want to spend 
  their money on themselves usually get away with it.
  
  18
  FATE: WORLDS OF ADVENTURE
  BOSS: QUEEN YUMIKO
  Yumiko Pereira reigns as queen of one of Rio de Janeiro’s most prominent samba 
  schools and is one of the Cangaço’s only public leaders. She was a fixture of the 
  Brazilian Olympic jūdō team, using her position to call attention to social injustice 
  and to get other cangaçeiros out of trouble.
  STAGE: GAMBLING DEN
  In a smoky basement underneath a São Paulo favela, chips, cards, and dice fly 
  from the hands of gangsters and gamblers. Amidst the brawls, spilled liquor, and 
  hot tempers, fighters crash into one another in cramped quarters, showing off 
  their mastery at short-range combat as they try not to throw one another into a 
  mob boss’s poker game.
  Situation Aspects: The House Always Wins; Wretched Hive of Scum and 
  Villainy
  CHAMPION: MESTRE TRACUXINGA
  Lázaro de Bêtania Tupinambá, better known as Mestre Tracuxinga, is a priest of 
  candomblé, an Afro-Brazilian religion which conceals West and Central African 
  elements underneath a veneer of Catholicism. He’s been arrested and imprisoned 
  for banditry, playing capoeira (a crime in Brazil before 1940), and a thousand other 
  crimes, but he always manages to escape. His skills as a medic and herbalist have 
  saved the lives of many a cangaçeiro, although he also made many enemies—he 
  has not refused treatment to police and other government authorities, even if 
  they were his hated foes. He’s now well over a hundred years old, still teaching 
  capoeira and still competing against the toughest combatants in the world. He’s 
  becoming increasingly convinced he might be immortal.
  Mestre Tracuxinga’s stat block is on page 52.
  
  19
  IRON STREET COMBAT
  Iga Ninja Clan
  “The greatest trick the shinobi ever pulled 
  was convincing the world they didn’t 
  exist.”
  Peak Skill: Spy
  Hundreds of fakers and frauds through-
  out the centuries have claimed the lineage 
  of the Iga Ninja, the legendary clan of 
  spies and special operations experts who 
  served the Tokugawa Shōgunate until 
  Tokugawa Yoshimune dismissed them in 
  the eighteenth century. But like many other 
  powerful secret societies throughout the 
  ages, they didn’t die—they merely faded 
  into the shadows. In the centuries since, 
  their members have adopted new disguises, 
  from gardeners to salarymen, but each one 
  is an expert in the ancient arts of ninjutsu. 
  They may have swapped out their match-
  locks for suppressed 9mm pistols and their 
  daikyū for compound bows, but the Iga 
  Ninja are as committed to the arts of stealth 
  and espionage as they have ever been.
  The Igamono now hire themselves out, 
  singly or in small squads, to other secret 
  societies. In spite of their reputation as 
  ruthless and deadly assassins, they special-
  ize in intelligence-gathering and prefer to 
  avoid direct combat. They officially don’t 
  ask questions: they don’t want to know 
  why they’re doing something, they just do 
  it. Unofficially, though, every mission and 
  every moment is an opportunity to gather 
  information. Over years of trusted opera-
  tion on behalf of every other secret society 
  which could afford their elite spies, they 
  have accumulated a treasure trove of valu-
  able secrets. Eventually, one of two things 
  will happen: either they’ll boil over into 
  full-on information brokering, or someone 
  will uncover their secret and try to come 
  down on them before they can do anything 
  about it.
  
  20
  FATE: WORLDS OF ADVENTURE
  BOSS: HATTORI SAYAKA
  This Japanese matriarch guards ninja traditions and oversees the many opera-
  tions in which the Iga clan have interests. She rarely ventures into the field, since 
  administration and social obligations take up so much of her time, and she del-
  egates teaching duties to senior instructors. Nevertheless, she’s a common sight 
  at the wilderness training grounds which forge new ninja, offering input in a few 
  words here and there—“Line your right foot up with your left,” little things like 
  that—which quietly indicate that she’s one of the best in the world.
  STAGE: SHIBUYA WARD
  A shinobi’s best friend is a large, noisy, colorful mob of people such as one finds 
  in Shibuya, Tōkyō’s bustling shopping district. Here, shoppers from all around 
  the world crowd underneath glowing advertisements and glittering buildings. 
  Crowds part like seas around fighters as they clash, illuminated by storefronts 
  and streetlights.
  Situation Aspects: Bright Lights; Big City
  CHAMPION: PIT VIPER
  The problem with international tournaments is that there’s no escaping the public 
  eye—so Hattori Sayaka needed to choose a representative carefully, knowing that 
  their cover would be permanently blown. The young ninja codenamed Pit Viper 
  volunteered, becoming a living paradox: the public face of the Iga Ninja Clan. 
  The public only knows them as a ninja from an ancient clan, no more than that, 
  but they're a media darling, all over social networks and on television.
  Pit Viper’s stat block is on page 56.
  
  21
  IRON STREET COMBAT
  Military Intelligence Directorate
  “I’d tell you, but I’d have to kill you. Actually, 
  I have to kill you anyway, but I still won’t 
  tell you.”
  Peak Skill: Soldier
  The Military Intelligence Directorate, better 
  known as Aman, safeguards Israel from terrorist 
  threats and foreign aggression. Politics, emo-
  tion, and controversy surround the state and 
  its intelligence services, which have done more 
  successful investigation into the operation of the 
  world’s most dominant secret societies than any 
  other government organ has. Yet they keep their 
  discoveries secret, even from other segments of 
  the Israeli government, not knowing how deeply 
  other societies’ infiltrations have penetrated.
  Aman is waging a hard-fought public relations 
  campaign to let the world know they’re the good 
  guys…if they really are the good guys. It’s hard to 
  tell, since Israel’s legitimacy and aggressive poli-
  cies toward threats are a matter of heated debate 
  all over the world. Some important figures in the 
  Israeli government think that Aman is on a wild 
  goose chase for secret societies, that their valuable 
  resources would be better used to fight clearer 
  and more present threats to Israeli sovereignty. 
  But Director Mizrahi recognizes the presence 
  of the other secret societies in the operations of 
  international terrorism. The trouble is convinc-
  ing anyone else that these threats really exist.
  BOSS: DIRECTOR MAIMON MIZRAHI
  During his career in the Israeli Navy, Director 
  Mizrahi served with distinction in many covert 
  operations, eventually becoming commander of 
  the notorious Shayetet 13 before he left active 
  duty for military intelligence. He understands the 
  difficult choices and distasteful things required 
  to keep a nation safe, but he’s about stealth, not 
  public appearances. Several of his subordinate 
  officers whisper that he has gazed too long into 
  the abyss, that every order makes Aman less and 
  less committed to Israeli interests and more and 
  more like the secret societies they hunt.
  
  22
  FATE: WORLDS OF ADVENTURE
  STAGE: TEL AVIV BEACHFRONT
  The rich and famous cavort and relax on the sands and in the shallows of the 
  wine-dark Mediterranean. With towering luxury hotels, sexy beautiful people in 
  swimsuits, and families with screaming kids (look, it can’t all be pretty) in the 
  background, try not to get sand in your eyes.
  Situation Aspects: Rising Tides; Shifting Sands
  CHAMPION: MAJOR TZOFIYA LEVI
  We are contractually obligated to include one hard-bitten badass soldier in the 
  game, and Major Levi is it. The daughter of an Israeli mother and a Palestinian 
  father, Lev entered Shayetet 13 just as Director Mizrahi was finishing his tenure 
  as commander. She’s never disobeyed an order, but she’s sympathetic to many 
  Palestinian concerns, and finds it difficult to condone all the operations of the 
  Israeli Defense Force. No groin is safe from her krav maga expertise.
  Major Tzofiya Levi’s stat block is on page 54.
  USING THE MILITARY INTELLIGENCE DIRECTORATE
  American Special Forces soldiers are fighting game roster mainstays. While 
  Americans often laud their appearances, they represent something more 
  threatening—foreign aggression—in the context of some games’ Asian 
  origins and international scope. 
  As a biracial person with Jewish ancestry, the author included Major 
  Levi in ISC for very personal reasons. That said, this book comes out at a 
  delicate time for Jews—especially Jews of color—in public and political 
  life. Any mention of Israel in general and its military in particular may turn 
  an otherwise benign conversation into a briar patch of anti-Muslim and 
  anti-Semitic rhetoric. We therefore urge players to lean into “shadowy 
  government organization investigating weird fisticuff conspiracies” and 
  leave serious discussions of Middle East conflict for after the game. 
  Like many other world powers’ militaries and three-letter organizations, 
  the Military Intelligence Directorate is complicated and can bring forth both 
  heroic and villainous individuals. But moral complexity, serious issues, or the 
  fact that you want your villain to seem extra evil are no excuse for clichés 
  about Jewish greed or bloodthirst, or for denying Palestinian personhood. 
  If you have doubts about whether your table can converse respectfully 
  about this topic, omit the Military Intelligence Directorate from your game 
  for now; but please reflect on how you talk about these topics, because 
  they might come up again in a context where someone might get hurt.
  
  23
  IRON STREET COMBAT
  The Spanish Inquisition
  Peak Skill: Police
  In the year 1820, the last Tribunal of the 
  Holy Office of the Inquisition—after a reign 
  of terror that lasted centuries, sending guilty 
  and innocent alike to a torturous death—was 
  abolished…or was it? In truth, the Spanish 
  Inquisition underwent a transformation. 
  Rebasing in Mexico, the organization which 
  had hunted down human heretics for so 
  long realized that the era of intolerance was 
  ending. In a historic meeting, the Spanish 
  Inquisition decided to follow a new path. 
  They would work in the shadows to protect 
  the faithful, not hunting heretical humans, 
  but going after the real threat: monsters, evil 
  wizards and witches, and the living dead.
  The Spanish Inquisition has expanded the 
  Malleus Maleficarum, a fifteenth-century 
  manual on witch-hunting, into a computer-
  ized database stored on a satellite, predictably 
  nicknamed “the Metatron.” Inquisitors can 
  access the Malleus via satellite uplinks, which 
  project information relevant to their hunts 
  onto their retinas or into their earpieces—or 
  directly into their consciousness via con-
  troversial cybernetic implants called Arcs. 
  Controversy currently rips through the 
  Inquisition over the question of whether to 
  work with witch hunters and monster hunt-
  ers of other religions, such as the Daoists 
  who work for the Wǔdāng Clan.
  BOSS: ABBESS ASCENCION CARTAGENA
  Officially, Abbess Cartagena heads an order 
  of religious sisters based out of Mexico City. 
  But her true duty is commanding the Spanish 
  Inquisition’s new forces. Her inquisitors train 
  in martial arts and detective work, sniffing 
  out any hints of the maleficent supernatural 
  and taking them out. She even has several 
  supernatural creatures in her employ, includ-
  ing nephilim and reformed vampires.
  
  24
  FATE: WORLDS OF ADVENTURE
  STAGE: THE SISTINE CHAPEL
  In this private papal chapel, underneath Michelangelo Buonarroti’s ceiling, every 
  impact of fist against face echoes through the chamber—and seriously weirds 
  out all the tourists and clergy going about their business in here. If you break 
  something, it’s probably a centuries-old artistic treasure, but hey, they have a lot 
  of those around here.
  Situation Aspects: Holy Ground; Priceless Artwork
  CHAMPION: EL INQUISIDOR GRIS
  The legendary Gray Inquisitor is getting on in years, but he’s nonetheless the 
  Inquisition’s most steadfast exponent in the war against monsters. His gray 
  mask, emblazoned with the holy cross, represents the secrecy which shrouds the 
  Inquisition. His cape represents the Inquisition’s mission to protect the faithful 
  under its banner. His finishing move is the Act of Faith, a tombstone piledriver 
  off the turnbuckle.
  El Inquisidor Gris’s stat block is on page 55.
  
  25
  IRON STREET COMBAT
  Nollywood
  Peak Skill: Performer
  Nollywood is the common name for the 
  Nigerian film industry. It isn’t so much a 
  secret society as just obscure and not that well 
  known. Everyone knows about Hollywood, 
  about the dance- and music-driven cinemas 
  of Mumbaī and Chennai, about the crime 
  and martial arts dramas of Japan and China 
  and the passion of Korean television. Even the 
  highbrow film festivals of Europe are famous. 
  But no one remembers that Nigeria has a 
  bustling film industry of its own, far more 
  prolific than Hollywood, with stars and series 
  beloved by all of Africa.
  The influential movie producer Ekundayo 
  is pushing Nigerian cinema into rich new 
  territory, inspired by such ventures as Vice 
  News. She seeks to document what’s going 
  on in the world of underground fisticuffs 
  through a series of blockbuster movies based 
  on real events. Jibo Sokoto, her big star, is a 
  classmate of hers, though they opted to attend 
  a Nigerian university instead of going with her 
  to Oxford. She intends to film Jibo’s matches 
  in the world of secret-society fistfights, then 
  base climactic action sequences on them. 
  After all, when the fighters really can throw 
  each other through concrete walls, you save 
  a lot of money on special effects.
  BOSS: PRINCESS EKUNDAYO
  The daughter of a prominent ọbà, or Yorùbá 
  king, Ekundayo has returned to Lagos after 
  studying at Oxford, to work as a movie pro-
  ducer. She’s a hard-driving executive who 
  will stop at nothing to see her films succeed, 
  but she’s getting increasingly frustrated that 
  no one takes her emails seriously anymore. 
  A talented boxer who competed in England, 
  she’s the favorite sparring partner of her hot-
  test young rising star, Jibo Sokoto.
  
  26
  FATE: WORLDS OF ADVENTURE
  STAGE: ACTION FILM SET
  Nollywood likes nothing better than to see combat go down on camera. Amidst 
  the chaos of motion capture, special effects, and directors yelling at everyone, 
  fighters duck and dodge, throwing expensive equipment at each other’s head and 
  slamming each other’s face into catering tables.
  Situation Aspects: The Crew’s Always in the Way; Emotional Pressure 
  Cooker
  CHAMPION: JIBO SOKOTO
  Nigerian cinema’s golden child, Jibirilu Sokoto was a breakout star in action films 
  such as Water No Get Enemy. They got their international big break in the spy 
  thriller Never Say Tomorrow, in which they played the villain’s deadliest henchman. 
  They are a renowned master of the Nigerian boxing style called dambe.
  Jibo Sokoto’s stat block is on page 53.
  
  27
  IRON STREET COMBAT
  The Wǔdāng Clan
  Peak Skill: Priest
  The Daoist temple complex atop Wǔdāng 
  Mountain dates back to the Táng Dynasty yet 
  remains just as prominent in the worlds of religion 
  and combat as it always has. Daoism combines 
  the philosophy of Lǎozǐ, Zhuāngzǐ, and Lièzǐ with 
  China’s diverse traditional religious practices, and it 
  extends into political theory, martial arts, medicine, 
  and even sorcery. Popular martial arts derived from 
  the Wǔdāng style include supreme ultimate boxing, 
  form-mind boxing, and eight-trigram palm.
  Of all the top secret societies, only the Naraka 
  Conglomerate is older than Wǔdāng—and the 
  Conglomerate’s current corporate form is far 
  younger. Thus, Wǔdāng enjoys philosophical and 
  social infrastructure exceeding all its rivals. They 
  were never particularly concerned with making 
  money, but fifteen centuries of casual investment 
  has made their financial services department truly 
  formidable. They have cultivated connections 
  among the fae of the Chinese wilderness, through-
  out East Asia’s martial arts world, and even in the 
  Chinese government—which now protects the 
  temple complex as a tourist destination, turning 
  a blind eye to what goes on in the caverns beneath.
  Wǔdāng priests delight in meddling in politics, 
  perfecting their meditative and martial practices, 
  and seeking immortality through internal alchemy. 
  Now they’re even cultivating connections in the 
  entertainment world, finding allies in the film and 
  music industries.
  BOSS: THE WHITE EYEBROW
  The Shàolín Monastery expelled this legendary 
  villain for his experiments in Daoist black magic, 
  but not before he discovered an alchemical for-
  mula for immortality. He betrayed Shàolín to its 
  enemies, resulting in one of the many burnings 
  of the Shàolín Temple. Since then, he’s been tied 
  to the White Lotus rebels and the Wǔdāng Clan, 
  of which he has recently seized control. He is the 
  founder and undisputed master of his eponymous 
  style, White Eyebrow Boxing, which resembles 
  Shàolín’s Tiger Style.
  
  28
  FATE: WORLDS OF ADVENTURE
  STAGE: TEMPLE ROOFTOPS
  Under the glow of the moon and stars, atop the Wǔdāng Temples’ ancient rooftops, 
  fighters must maintain perfect balance to avoid sliding down the sloped roofs to 
  an ignominious (if not fatal) fall. Just below are the bridges, gardens, and plazas 
  of the temple complex, where Wǔdāng swordsmen and acolytes train and duel.
  Situation Aspects: Darkness and Moonlight; Unstable Footing
  CHAMPION: DJ WINDFIRE
  The Wǔdāng Clan’s branch in Staten Island, New York, trained this sometime 
  underground DJ, sometime participant in tournaments and shadow combats. 
  Expert in Chén style tàijí, she sees no division between the flow of rhythm and 
  power present in music and in boxing.
  DJ Windfire’s stat block is on page 57.
  
  29
  IRON STREET COMBAT
  PRESS START: PLAYING AND 
  RUNNING THE GAME
  Let’s be honest: fighting-game storylines are a mess. Even more so than many 
  video games’ storylines, they exist simply to give context to a character fighting a 
  series of other characters. But this quality is part of the fun of Iron Street Combat. 
  If roleplaying or adventure games are like novels, fighting games are more like 
  poems. They’re weird, thoroughly structured, and full of internal inconsistencies, 
  but hyperfocused on a very specific feeling. Let’s look at some of the aesthetic 
  principles of fighting games.
  Politics ¢ Fisticuffs, Fisticuffs ¢ Politics
  “War is the continuation of politics by other means.”
  —Major-General Carl Philipp Gottfried von Clausewitz
  This trope is the central conceit of not only Iron Street Combat but every fighting 
  game in the world. Every conflict that matters is ultimately solved with hand-to-
  hand combat. When you think about problems and threats that a secret society 
  might throw at its enemies, give them human faces and shapes. When a hurricane 
  threatens a town, create a weather-witch with animated hair who slashes up her 
  enemies. When rampant foreclosure drives people out of a neighborhood, figure 
  out what scheming banker is hiring street toughs to threaten innocent people.
  This principle also goes the other way. Violence doesn’t solve any problems—at 
  least, not until the game’s finale. It just spawns new problems and changes the way 
  conflicts look. Losing a fight is a great opportunity to change your relationship 
  with the victor. Do you start a rivalry with them, or obsessively pursue them in the 
  hope that they’ll take you on as a student? Does it send you looking for whoever 
  trained them, or for the one champion they’ve ever lost to? Professional wrestling 
  is a great example of how to build storylines out of combat. You’d think that after 
  decades of making up wrestling storylines, they’d run out of stories to tell about 
  someone winning or losing a fight—and yet they’re still going.
  
  30
  FATE: WORLDS OF ADVENTURE
  Spectacle Over Consistency, 
  Consistency Over Realism
  This game’s aesthetic isn’t so much “fighting game” as “fighting game cinematic,” 
  lavish and dynamic. To this end, here’s a few details to think about that will keep 
  your visuals rich and diverse.
  • Give everyone a badass outfit. Every fighting-game character has at least 
  two cool costumes. Fighters who can kick ass while wearing something 
  wildly impractical gain extra acclaim in public matches.
  • No martial art is too impractical. Arguing over which fighting style is 
  most effective is inconclusive and unsatisfying even in the real world—
  leave it for your characters to do. Taekwondo? Professional wrestling? 
  Bullfighting? It’s all good.
  • Occasionally, zoom in on random and specific details. When you read 
  a character’s profile in an old fighting-game manual, you’ll find all kinds 
  of odd fields like “blood type,” “favorite food,” “likes/hates,” and “favorite 
  video game.” These little details reinforce the “same shape/different color” 
  aesthetic and can be great inspiration for aspects and stunts.
  Players and GMs
  During the course of play, you’ll find yourself swapping fluidly between playing 
  your champion and playing your faction. You might find it easier to have them 
  mostly show up in different scenes from one another, to cut down on your mental 
  workload and avoid feeling like you’re talking to yourself.
  Fate generally assumes one GM at the table with numerous players, but Iron 
  Street Combat lends itself to another option, where the role of GM rotates among 
  the players at the table. It should wind up feeling like you’re sitting in front of a 
  television with a console and a couple of controllers, handing them from person 
  to person in the room as matches end and begin.
  If you use this option, you’ll need more “cards on the table” than you might in 
  a normal game—no keeping plot secrets from your players for big reveals—but 
  you get to collaborate more aggressively on plot, which is fun. When you come 
  up with storylines, you’ll need to compare the factions’ agendas and find points 
  of intersection: where does my faction’s wants conflict with your faction’s wants? 
  Where might they find common ground, and against whom?
  Each person at the table, in this structure, will go between multiple roles: 
  champion player, faction player, and GM.
  
  31
  IRON STREET COMBAT
  Scene Structure
  Every scene begins with designating a new GM. As the GM, you’ll frame the 
  scene, saying which champions and factions are there and what the conflict is 
  about. You’ll then guide play towards conflict, acting as part referee, part ring 
  announcer. You will also run NPCs as usual. Your faction and champion should 
  play only minor roles in this scene; if something happens that demands much of 
  their attention or input, you might hand them off to another player at the table, 
  or swap roles with someone else temporarily or until the scene ends.
  Your job here is twofold: create and highlight conflicts that push the characters 
  together, and make sure that every player gets spotlight time. As usual, you get a 
  pool of fate points based on the number of players at the table, but you can and 
  should compel both champions and factions aggressively to get them fighting 
  or interacting.
  When a scene comes to a close, you’ll pass the GM role off to someone else, 
  traditionally the player seated to your left.
  As a Champion
  As is traditional, you’ll describe the words and actions of your champion in this 
  world. You know what to do.
  As a Faction
  You’ll describe the words and actions of a secret society. This role is somewhere 
  between a traditional player’s and a traditional GM’s. During a scene, you might 
  talk about scientific breakthroughs by the dozens of technicians collaborating 
  in the company’s labs, or follow a spy as he sneaks into a rival’s training gym. 
  Buildings, armies, and vehicles become “your character” at this point.
  When you play as a faction, it’s your job to pursue your agenda, set plans in 
  motion, and entangle champions in your web. Factions don’t sit back and wait 
  for success to come to them; they hunt it like a wolf pack. You’d think a secret 
  society would be subtle and reticent, but secret societies in fighting games are 
  exactly the opposite. They’re bold, daring, and hubristic.
  If you’re ever unsure of what to do, you can go hunting for new actions for 
  your fighting style. As detailed in “Milestones and Advancement” (page 33), 
  losing a match against someone gives you the opportunity to learn a move that 
  they used against you in combat. Champions aren’t the only ones who can have 
  training montages…
  
  32
  FATE: WORLDS OF ADVENTURE
  Scheme Aspects
  With roles switching so often, it might be difficult to remember all of the plot 
  threads you have going. To help track them, you might use scheme aspects. 
  Scheme aspects are like situation aspects, but you attach them to a plotline, 
  mystery, or long-term plan. They stick around until the scheme comes to pass 
  or fails irreparably.
  When a scheme is set in motion, write its name at the head of a piece of paper 
  and the final step in bringing that scheme to fruition at the bottom. Then draw a 
  line down the middle to make two columns, and label them “For” and “Against.”
  Now, whenever the table makes an aspect that will help that scheme’s perpetrators 
  bring it about, write the aspect in the For column. Likewise, whenever an aspect 
  is made that works against the scheme, write them in the Against column. Those 
  propagating the scheme or working against it can use the aspects on the For and 
  Against side, respectively. This process creates a kind of bait for those who aren’t 
  yet entangled in the scheme: there are sweet, sweet free invocations waiting for 
  them, which they might even use for their own ends, if they just get involved!
  As the game progresses, you’ll wind up with a long, messy, far-fetched list of 
  scribbled notes about an international conspiracy of some kind, an out-of-game 
  reflection of an in-fiction conspiracy theorist’s records. Maybe you can pin it to a 
  corkboard with thumb tacks. And connect it to related scheme pages with red string.
  
  33
  IRON STREET COMBAT
  Story Structure
  The classic way to structure a game of Iron Street Combat is around a tournament. 
  Unless you’re running a one-shot, the tournament should have at least as many 
  brackets as there are players, such that each player starts out fighting a non-player 
  champion. The later battles will bring players in conflict with one another, but 
  those should be climaxes with lots of build-up.
  The bracket structure means you’ll need as many NPC champions as there are 
  players. Our pregenerated characters (page 51) should work well for this, but 
  for a larger group—or a game where the players themselves are using the pregens—
  you might want to come up with some extra champions. You can make an NPC 
  quickly by picking one of the ten skills, rating it as however much of a problem 
  you want it to be for players, and attaching the character to a faction, gaining 
  that faction’s stunts. Add a high concept and trouble and they’re ready to rumble.
  I recommend starting out with fair fights and then getting unfair as the tour-
  nament goes on. In the lead-up to a match, factions should push to get unfair 
  advantages for their champions—adding helpful aspects with free invokes to the 
  match stage before or during a fight, for example—then force their champions 
  to risk their necks to advance the faction’s agenda. Whenever a match goes down, 
  the GM (or whoever is tied up with the factions involved with that match) should 
  think about possible outcomes: how will the money, fame, and prestige associ-
  ated with success—or the infamy associated with failure—affect the international 
  struggle for power? Booking matches between sides with already-developed 
  relationships, positive or negative, will further develop those storylines. Booking 
  matches between previously unrelated sides will probably generate new conflicts. 
  Think about whether you already have enough on the table or whether you need 
  something new.
  Milestones and Advancement
  For the most part, advancement for both champions and factions functions as 
  laid out in Fate Core.
  At a minor milestone, there’s one new option: if your character lost a match, 
  you may add a move the victor used on you during that match to your character’s 
  move list. You may have only one such “hard lesson move” at a time, but you can 
  swap it out at a later milestone in the same way.
  Significant milestones occur at the end of a major tournament or the conclu-
  sion of a scheme. The tournament’s winner, however, gets a major milestone. A 
  character should consider retirement after two tournament wins—they’ve earned it.
  
  34
  FATE: WORLDS OF ADVENTURE
  Running Combat
  Iron Street Combat represents two kinds of combat. There are regular conflicts, 
  which encompass action and social scenes of various stripes. These follow the 
  normal rules in Fate Core, with a few changes to suit this world’s peculiarities.
  • Err toward larger zones. Match conflicts can take place over large areas 
  such as a stretch of rooftops above a temple complex, the length of a busy 
  highway, or a starship’s exterior, but the intensity of hand-to-hand combat 
  often focuses them in on a relatively short distance. Take the opportunity 
  to expand and explore the space available. In a crowded Chinatown 
  marketplace, one zone might be a city street, another the rooftops, and 
  another the market stalls. Remember that champions move fast, throw 
  hard enough to break through walls, and leap like fleas.
  • The GM names the skills used to determine initiative order, judging 
  what is best suited to the circumstances. If you’re in a neighborhood 
  controlled by the mafia where all the cops are corrupt, Criminal might 
  determine initiative, with Police breaking ties. If you’re at a high-school 
  pep rally, Student rules and Performer breaks ties.
  • You can conceivably attack or defend with any skill. As in Fate Core, if 
  you have a skill rated higher than Mediocre (+0), you’re assumed to have 
  all the basic equipment necessary to use it. Since zones are pretty large 
  fiction-wise, ranged attacks can hit any adjacent zone; viable ranged attack 
  skills include Criminal (tommy guns), Monster (fire breath), Police (sonic 
  riot cannon), Priest (praying to a deity to smite your foe), Scientist (experi-
  mental death ray), Soldier (any number of military-grade weapons), Spy 
  (suppressed 9mm), and Student (javelins you stole from the track team).
  
  35
  IRON STREET COMBAT
  MATCHES
  Nothing stops you from using Fate Core conflicts to resolve combat, but if you’re 
  interested in playing something that feels a little more like a video game, you 
  can use matches.
  In a match, two champions—or two tag teams of two champions each—duel 
  for supremacy until one is knocked out. To win a match, you must outfight your 
  opponent in two of the three (or occasionally more) rounds, dealing more damage 
  on them than they deal to you.
  Running the Match
  When the match begins, the champions start in the same zone, and each one 
  chooses to use either their own fighting style or the style of a faction they have 
  ties to, whether positive or negative. You don’t have to reveal this choice unless 
  your opponent also has access to this fighting style. If a champion has an aspect 
  related to a faction—again, positive or negative!—they can benefit from that 
  faction’s style by invoking the aspect when they enter a match. The faction may 
  also spend a fate point themselves to show their investment in that champion.
  Broadly, at the beginning of each round in the match, each champion will roll 
  four dice. Then, during each beat of the round, the champions can spend fate 
  points to change the faces of the dice they rolled, then spend the final dice faces 
  to perform moves. Basically, the +, -, and 0 you roll become the buttons 
  you mash to activate your character’s special attacks.
  All champions have can use the seven standard moves, starting on page 38. 
  Specialists in a fighting style have access to its three special moves. Don’t worry: 
  with cunning and luck, a champion without a fighting style can overcome an 
  enemy with one. This game’s about button-mashing, not elite e-sports.
  No Such Thing as a Fair Fight
  A match is a sportsmanlike duel between two pugilists of comparable skill—except 
  when it isn’t, which is most of the time in the treacherous circumstances of Iron 
  Street Combat. Champions and factions not participating in the match may still 
  interfere with the combat, tipping the scales in one or the other combatant’s favor.
  Before each round of combat, an exchange occurs during which anyone else 
  present in the environs of the match can take an action. These meddlers can attack 
  each other (but not the participants in the match—some things are sacred even 
  here), defend themselves, overcome obstacles, or—most importantly—create 
  advantages for themselves or the participants in the match to use. This conflict 
  on the sidelines might be anything from a physical brawl in the stands to furious 
  back-and-forth sniping over social media.
  
  36
  FATE: WORLDS OF ADVENTURE
  Match Breakdown
  Here’s an exact breakdown of a round from beginning to end.
  • Phase 1: Interference. Characters and factions not competing in the match 
  get one exchange of actions. These interlopers may not attack or defend 
  competitors in the match, but may create advantages for them.
  • Phase 2: Power up. Each competitor rolls four dice, keeping the results 
  hidden.
  • Phase 3: The first beat of combat.
  • Step a. Invocations. Each competitor may invoke aspects. Each 
  invocation allows the competitor to either reroll any number of their 
  dice or set one die to a new face. They do not have to reveal their dice.
  • Step b. Input commands. Each competitor selects a move from their 
  menu of moves. The competitors reveal their moves simultaneously 
  and expend the dice required to activate them.
  • Step c. Resolve what happens. Unless the move says otherwise, first 
  resolve things that use out-of-match rules—moving zones, attacking 
  random passersby, etc.—and then resolve in-match damage to the 
  competitors. If the competitors are in different zones, their moves 
  deal -1 damage to each other!
  You input Step, and I input Fireball. You move out of our zone first, 
  then we figure out how much damage you take.
  • Step d. Bonus. If a competitor played an offense move against a 
  maneuver, a maneuver against a defense, or a defense against an 
  offense, they may pick up one die they spent on their move and roll 
  it back into their dice pool for use in future beats. Other dice are lost 
  until the round begins again.
  • Phase 4. The second beat of combat, third, etc. As the step above. Play 
  out beats until both competitors have spent all their dice.
  • Phase 5. Scoring. Whoever took less damage wins the round. Ties can 
  happen.
  Once the round ends, take it from the top. After three rounds, the match ends, 
  and whoever won more rounds is the winner. If you have multiple matches going 
  simultaneously, cut between them at round breaks to keep tension high.
  In the case of three ties, play sudden death rounds until one competitor wins 
  or concedes. Once all three rounds are finished, each competitor immediately 
  takes a hit with shifts equal to the number of rounds their enemy won or tied. 
  It’s not uncommon for a champion to fight until the very end of a match, only to 
  collapse as soon as the victor is declared, especially in matches that go to sudden 
  death (pun intended).
  
  37
  IRON STREET COMBAT
  Variants
  Tag team matches are particularly popular in Iron Street Combat. In this vari-
  ant, each competitor is actually a team of two champions, though only one of 
  them fights at a time. During phase 1, the champions may swap in for the other 
  if they choose. During phase 2, all champions on both sides roll four dice and 
  hold on to their results. During the invocation step of a beat, the champion not 
  currently in the ring may, with their teammate’s permission, invoke a situation 
  or scheme aspect to swap in for their teammate and act during that beat. To see 
  who won the round, add up the damage that both champions took and compare 
  it to the other team’s.
  Survival mode is another fun variant. In this mode, two teams of three or 
  more champions face off against one another. Each team fields one champion at 
  first, who fights until they lose or tie a round, at which time they are eliminated 
  and the next champion takes their place for the next round. This grueling match 
  proceeds until there’s only one team left standing!
  
  38
  FATE: WORLDS OF ADVENTURE
  Common Moves
  All combatants can use these seven moves.
  PASS
  Exhausted, you struggle to roll with the punches as you plan your next move.
  TYPE 
  + 
  - 
  0
  None 
  0 
  0 
  0
  EFFECT: Reroll one die.
  STRIKE
  You beat on your foe.
  TYPE 
  + 
  - 
  0
  Offense 
  1 
  0 
  0
  EFFECT: Deal 2 damage.
  SMASH
  You focus breath, muscle, and balance into a perfect attack.
  TYPE 
  + 
  - 
  0
  Offense 
  2 
  0 
  0
  EFFECT: Deal 3 damage.
  BLOCK
  You ward off your foe’s attack.
  TYPE 
  + 
  - 
  0
  Defense 
  0 
  1 
  0
  EFFECT: Take -2 damage this beat.
  COUNTER
  You turn your enemy’s strength against them.
  TYPE 
  + 
  - 
  0
  Defense 
  0 
  2 
  0
  EFFECT: Reflect any damage your opponent deals this beat back at them.
  JUMP
  You reposition for tactical effect.
  TYPE 
  + 
  - 
  0
  Maneuver 0 
  0 
  1
  EFFECT: Move to an adjacent zone.
  FOCUS
  You extend your awareness to find details to exploit in your surroundings.
  TYPE 
  + 
  - 
  0
  Maneuver 0 
  0 
  2
  EFFECT: Place a situation aspect with a free invoke on your zone.
  
  39
  IRON STREET COMBAT
  Fighting Styles
  Style: Hellfire
  Devils imbued with the flames of the pit learn to tailor them into a deadly 
  martial art.
  FIREBALL
  You hurl a diabolical projectile at your enemy.
  TYPE 
  + 
  - 
  0
  Offense 
  1 
  0 
  0
  EFFECT: If your enemy is one zone away, deal 3 damage. If your enemy is in 
  your zone, deal 1 damage.
  SELF-IMMOLATION
  You engulf your body in searing flames.
  TYPE 
  + 
  - 
  0
  Defense 
  1 
  1 
  0
  EFFECT: Deal 1 damage to yourself. If your enemy used an offense move, they 
  take 1 damage each beat until the end of the round.
  SOLD SOUL
  You promise yourself to diabolical powers in order to strike down your enemy.
  TYPE 
  + 
  - 
  0
  Maneuver 0 
  0 
  1
  EFFECT: The Naraka Conglomerate attacks you with Monster. If you take stress 
  or a consequence from this attack, you take 1 damage and deal 3 damage.
  
  40
  FATE: WORLDS OF ADVENTURE
  Style: Dambe
  Hausa butchers invented this boxing style.
  SPEAR FIST
  You punch your opponent with a fist wrapped in cloth and cord.
  TYPE 
  + 
  - 
  0
  Offense 
  1 
  1 
  0
  EFFECT: Deal 2 damage. Take -1 damage this beat.
  SHIELD HAND
  You guard with your unwrapped, open hand until you’re in place for a devastating riposte.
  TYPE 
  + 
  - 
  0
  Defense 
  0 
  1 
  0
  EFFECT: If your opponent deals you damage this beat, take 1 damage and 
  reflect the rest at your opponent.
  TAUNT
  You and the spectators make tempers run hot with performative trash talk.
  TYPE 
  + 
  - 
  0
  Maneuver 
  1 
  0 
  1
  EFFECT: Until the end of the round, you and your opponent deal +1 damage 
  whenever you deal damage.
  Style: Capoeira Angola
  This Afro-Brazilian martial dance relies on kicks, sweeps, and trickery.
  SWEEP
  You swing your leg to take your foe’s feet out from under them.
  TYPE 
  + 
  - 
  0
  Offense 
  2 
  0 
  0
  EFFECT: Deal 1 damage. The next time your opponent would deal damage to 
  you, they deal no damage.
  DODGE
  You dive to the ground, your low acrobatic motions making you impossible to target.
  TYPE 
  + 
  - 
  0
  Defense 
  0 
  1 
  1
  EFFECT: Take no damage this beat.
  MANDINGA
  In a low, rhythmic stance that connects you to the earth, you call the universe’s breath into 
  your body.
  TYPE 
  + 
  - 
  0
  Maneuver 0 
  0 
  1
  EFFECT: Take 1 damage. The next time you deal damage, double your damage 
  after applying other modifiers.
  
  41
  IRON STREET COMBAT
  Style: Supreme Ultimate Boxing
  This brutal northern Chinese style relies primarily on grappling maneuvers.
  CANNON FIST
  You strike into your foe’s momentum, stopping them dead in their tracks.
  TYPE 
  + 
  - 
  0
  Offense 
  1 
  0 
  0
  EFFECT: If your foe used an offense move this beat, deal 3 damage. Otherwise, 
  deal 1 damage.
  NO, YOU MOVE
  You bait your foe into an attack, then use their momentum to throw them hard.
  TYPE 
  + 
  - 
  0
  Defense 
  0 
  1 
  1
  EFFECT: Take -1 damage this beat. Deal 1 damage. Move your enemy into a 
  zone adjacent to theirs.
  PUSH HANDS
  Your sensitivity to energy and balance lets you feel your enemy’s movements before they 
  happen.
  TYPE 
  + 
  - 
  0
  Maneuver 
  1 
  0 
  1
  EFFECT: Until the end of the round, you may look at your enemy’s dice.
  Style: Krav Maga
  A Czech street fighter developed this deadly style for the Israeli military.
  EXCESSIVE FORCE
  Your foe must choose between losing the match and lasting injury.
  TYPE 
  + 
  - 
  0
  Offense 
  1 
  0 
  1
  EFFECT: Attack your opponent using the standard Fate attack action. They may 
  only defend against it if they forgo their next move in the match. Otherwise, 
  their defense is Mediocre (+0).
  DANGER ZONE
  Your aggression and quick reactions when cornered make closing with you risky.
  TYPE 
  + 
  - 
  0
  Defense 
  0 
  1 
  0
  EFFECT: Take -1 damage this beat, and deal 1 damage.
  HUMAN SHIELD
  They can’t hit you if you’re not first in line.
  TYPE 
  + 
  - 
  0
  Maneuver 0 
  1 
  1
  EFFECT: Your opponent must attack someone outside the ring but in the same 
  zone using the standard Fate attack action. If it succeeds, you take no damage.
  
  42
  FATE: WORLDS OF ADVENTURE
  Style: Lucha Libre
  This acrobatic Mexican wrestling style is dynamic and crowd-pleasing.
  FINISHING MOVE
  Hit your finisher right, and it’s all over.
  TYPE 
  + 
  - 
  0
  Offense 
  1 
  0 
  1
  EFFECT: Deal 4 damage. You cannot deal more damage until the end of this 
  round.
  ACROBATICS
  Your nimble leaps and tumbles keep you out of harm’s way.
  TYPE 
  + 
  - 
  0
  Defense 
  0 
  1 
  0
  EFFECT: Take half damage this beat. Move to an adjacent zone.
  WORK THE CROWD
  The voice of the people is the strength in your arm.
  TYPE 
  + 
  - 
  0
  Maneuver 0 
  0 
  1
  EFFECT: Gain a fate point. At the end of the match, you lose a fate point. If you 
  have none to lose, add 1 to the damage you take.
  Style: Ninpō Taijutsu
  The fighting style of the ninja focuses on evasion and confusion over lethality.
  BREAK STRUCTURE
  Your attacks are less about damage, more about weakening your foe’s position.
  TYPE 
  + 
  - 
  0
  Offense 
  1 
  0 
  0
  EFFECT: Deal 1 damage. Halve your opponent’s next damage, rounding up.
  FIGURE-ONE STANCE
  You assume a defensive stance that places you in an ideal position to counter-strike.
  TYPE 
  + 
  - 
  0
  Defense 
  0 
  1 
  0
  EFFECT: Take -1 damage this beat. Deal +1 damage next time you do damage.
  METSUBUSHI
  You attack your foe’s vision, perhaps with a pocketful of sand or a misdirecting movement.
  TYPE 
  + 
  - 
  0
  Maneuver 0 
  0 
  1
  EFFECT: Your opponent’s next move cannot be an offense move.
  
  IRON STREET
  TOURNAMENT
  DJ Windfire
  Coimbatore
  J.Stav
  Tracuxinga
  Shield Maiden
  Ox Head
  Gancho
  Pit Viper
  DJ Windfire
  Tracuxinga
  Ox Head
  Pit Viper
  DJ Windfire
  Pit Viper
  Major Levi
  Jibo Sokoto
  JIBO 
  SOKOTO
  PIT 
  VIPER
  Major Levi
  El Inquisidor
  Cassowary
  Jibo Sokoto
  Major Levi
  Mozzball
  El Inquisidor
  Ulysses Blair
  Cassowary
  A.Stereotype
  Mitsukurina
  Jibo Sokoto
  VS
  FIGHT!
  FINAL BOUT
  43
  IRON STREET COMBAT
  Tournament Structure
  Let’s talk about competitions in fighting games.
  Traditional Tournaments
  Traditionally, each iteration of a fighting-game series represents one instance of 
  a periodic martial arts tournament, whether that’s an ordinary commercial fight 
  promotion or an interdimensional throwdown to decide the fate of multiple 
  worlds. A player in the single-player campaign advances from bracket to bracket 
  of a tree of matches. If you haven’t seen one of these before: Suppose you have 
  sixteen fighters. Write the names of eight of them down the left side of a piece of 
  paper, the other eight on the right. The first round of the tournament sees A fight 
  B, C fight D, E fight F, etc. The losers of these matches are eliminated from the 
  tournament—or, in certain cases, from the realm of the living—while the win-
  ners go on to face one another in the next round of matches, until there is only 
  one. If you have an odd number of fighters in any round, someone is randomly 
  determined to get a bye: they can skip past one round for free.
  
  44
  FATE: WORLDS OF ADVENTURE
  You can try to do this in a multiplayer Iron Street Combat campaign, but it has 
  some shortcomings:
  • Only two champions are active at any given time. You can mitigate 
  this problem by…
  • drafting players to run non-player champions
  • getting factions and champions peripheral to the match involved as 
  cornermen and meddlers
  • encouraging cheating (in-character, not out-of-character)
  • running tag team matches
  • cutting from matches to flashbacks or ringside scenes between rounds 
  of combat
  • PCs can easily get eliminated in the early rounds of competition. In an 
  ideal world, all PCs would make it to the final rounds, but one or more 
  of them will probably get eliminated fair and square. You can mitigate 
  this problem by…
  • Adopting a “funnel” approach to champions. A funnel is a term 
  from dungeon-crawl roleplaying games, where each player comes to 
  the table with a few characters, expecting to end up playing whichever 
  one happens to survive the longest in the dungeon.
  • Matching PCs up with weaker or less tactically minded oppo-
  nents in the early rounds. This approach is still unreliable—this is 
  a dice game, and you can always get unlucky—but if your players 
  are excited for the prospect of a fair fight—and equally excited about 
  the prospect of focusing on their faction or another non-competitor 
  if they get a whole bunch of bad rolls against a scrub—this trope is 
  a staple of fighting fiction.
  • Declaring that PCs automatically beat NPCs in early tournament 
  rounds. If you have the time and inclination, reduce the match to one 
  roll or roll-off to see if the second-string champion they inevitably 
  beat down can inflict some injury before the PC crushes them. Have 
  fun describing your awesome victory!
  
  45
  IRON STREET COMBAT
  Group System
  A group system, such as that used in early World Cup rounds, gives a little more 
  randomness and opportunity for champions to fight more matches before find-
  ing out whether they advance or not. In this system, champions are divided into 
  groups of four—or more, or fewer, depending on how many you have on the 
  board—and fight one another. Winning a match awards three points, tying a 
  match awards one, and losing awards zero. Once everyone has fought everyone 
  else, points are tallied and the top two from each group advance to the next stage 
  of the tournament (which might be a regular bracket, as detailed above), while 
  the rest are eliminated.
  If you want to get a little weird and tempt champions and factions with ill-advised 
  power, you might even allow exchanges of group qualification points and fate 
  points! Perhaps through some forbidden ritual, deal with a higher power such as 
  the tournament commission, or similar plot device, you can cash in a qualification 
  point for three fate points which you won’t lose at the end of a session, represent-
  ing a mysterious reserve of power (or, y’know, performance-enhancing drugs).
  Starting off with a group stage can be a good way to get more matches going 
  in different directions than with the ordinary tournament, but it still has some 
  shortcomings.
  • More bookkeeping. You have to plan out who’s fighting whom and track 
  results for each match, which might feel like homework or involve a spread-
  sheet. You can mitigate this problem by making a big, colorful poster to 
  track the results on the wall of your game room, and then overanalyzing 
  the results of each match like you’re on a sports commentary show.
  • It takes longer. No way around this problem.
  • If someone commands a big enough early lead, later matches in the 
  group stage can be kind of pointless. If they’re NPCs, sometimes you 
  can just skip past them, but PCs stuck in these kinds of matches may feel 
  frustrated. You can apply some of the mitigation options from the early 
  elimination point above.
  But remember that this is Fate, and the players may not care one way or another 
  about fair fights. Taking inspiration from professional wrestling—very often a 
  wise choice in Iron Street Combat—you could institute a title belt system. In this 
  system, there’s a championship belt that sometimes goes on the line in formal 
  tournaments like those described above, but more often remains in the hands of 
  a single champion who has to defend it in “title fights.”
  
  46
  FATE: WORLDS OF ADVENTURE
  What constitutes a title fight is up to the fight promoters and creatives who 
  occupy a role analogous to the GM’s. This system is far more chaotic, but allows 
  the group to create storylines and situations that point the competition toward 
  the characters. There’s nothing stopping you from saying that a non-player cham-
  pion took the belt from a champion you’re no longer interested in from a plot 
  perspective, and then redirecting your players’ efforts toward that new antagonist. 
  You can also make champions fight over the right to compete in a title match, or 
  have strange events (unexpected long-term injuries, mysterious disappearances, 
  etc.) place a long-held championship suddenly up for grabs. The main drawback 
  of this system is that it’s far more chaotic, but that’s also its main draw.
  Regardless of the competition type, though, the players and GMs will have to 
  decide on some common things. How are you going to make the tournament, 
  its conduct, and its outcome the most important thing in the world to those 
  involved? What kinds of non-combat sequences will the competition engender? 
  The answers to these questions are important not only because they structure 
  the narrative, but also because they feed compels. One of the most challenging 
  things about learning to GM Fate is consistently and evocatively compelling 
  the characters (and factions) into engaging with the story. The higher and more 
  personal the stakes are, the more diversity you’ll see in the kinds of people and 
  things involved in the tournament, and the more fluid those compels (and thus 
  the whole fate point economy) will be.
  
  47
  IRON STREET COMBAT
  APPENDIX A: FACTION STAT BLOCKS
  The Naraka 
  Conglomerate
  ASPECTS
  High Concept:  
  Diabolical Megacorporation
  Trouble:  
  Bloated Bureaucracy
  Agenda:  
  Hostile Takeover of an 
  Unsuspecting Nation
  Alliance:  
  We Can Corrupt Those 
  Desperate Bandits (Cangaço)
  Rivalry:  
  The Power of Christ 
  Inconveniences Us 
  (Inquisition)
  SKILLS
  Good (+3): Magnate
  Fair (+2): Monster, Priest
  Average (+1): Criminal, Scientist, 
  Spy
  STUNTS
  Hellfire (fighting style); 
  Indomitable (FC127); Savvy 
  Investor (FC123)
  CONDITIONS
  [1] Distracted (fleeting)
  [1] Embarrassed (fleeting)
  [2] Bankrupt (sticky)
  [2] Understaffed (sticky)
  [4][4] Corrupted (lasting)
  [4][4] Exposed (lasting)
  Cangaço
  ASPECTS
  High Concept:  
  Brazilian Outlaw 
  Revolutionaries
  Trouble:  
  Once a Crook, Always a 
  Crook
  Agenda:  
  Decriminalize the Poor, 
  Abolish Prison
  Alliance:  
  Wǔdāng Are Our Role 
  Models
  Rivalry:  
  The 1% Are Satan’s Tools 
  (Naraka)
  SKILLS
  Good (+3): Criminal
  Fair (+2): Spy, Student
  Average (+1): Magnate, Performer, 
  Priest
  STUNTS
  Capoeira Angola (fighting style); 
  Always a Way Out (FC99); Okay, 
  Fine! (FC120)
  CONDITIONS
  [1] Distracted (fleeting)
  [1] Embarrassed (fleeting)
  [2] Bankrupt (sticky)
  [2] Understaffed (sticky)
  [4][4] Corrupted (lasting)
  [4][4] Exposed (lasting)
  
  48
  FATE: WORLDS OF ADVENTURE
  Iga Ninja Clan
  ASPECTS
  High Concept:  
  Secret Agents for Hire
  Trouble:  
  Traditions Mired in the Past
  Agenda:  
  Accumulate All the Secrets
  Alliance:  
  Making It Up to the 
  Kirishitans (Inquisition)
  Rivalry:  
  Nollywood Keeps Making 
  Stupid Movies About Us
  SKILLS
  Good (+3): Spy
  Fair (+2): Soldier, Student
  Average (+1): Criminal, Monster, 
  Performer
  STUNTS
  Ninpō Taijutsu (fighting style); 
  Ninja Vanish (FC126); One 
  Person, Many Faces (FC104)
  CONDITIONS
  [1] Distracted (fleeting)
  [1] Embarrassed (fleeting)
  [2] Bankrupt (sticky)
  [2] Understaffed (sticky)
  [4][4] Corrupted (lasting)
  [4][4] Exposed (lasting)
  The Spanish Inquisition
  ASPECTS
  High Concept:  
  Malleus Maleficarum
  Trouble:  
  Everyone Expects Us by Now
  Agenda:  
  Destroy All Monsters
  Alliance:  
  Aman Protects the Holy 
  Land
  Rivalry:  
  Wǔdāng’s Heresy Divides 
  Our Ranks
  SKILLS
  Good (+3): Police
  Fair (+2): Priest, Spy
  Average (+1): Magnate, Performer, 
  Student
  STUNTS
  Lucha Libre (fighting style); 
  Hardcore Parkour (FC98); The 
  Power of Deduction (FC113)
  CONDITIONS
  [1] Distracted (fleeting)
  [1] Embarrassed (fleeting)
  [2] Bankrupt (sticky)
  [2] Understaffed (sticky)
  [4][4] Corrupted (lasting)
  [4][4] Exposed (lasting)
  
  49
  IRON STREET COMBAT
  Nollywood
  ASPECTS
  High Concept:  
  Nigerian Film Industry
  Trouble:  
  Playing Catch-Up to India 
  and America
  Agenda:  
  Make the Most Badass 
  Action Film Ever
  Alliance:  
  Crime Pays Us (Cangaço)
  Rivalry:  
  Aman Doesn’t Trust Us
  SKILLS
  Good (+3): Performer
  Fair (+2): Magnate, Scientist
  Average (+1): Police, Priest, Student
  STUNTS
  Dambe (fighting style); Provoke 
  Violence (FC120); Trust Fund 
  Baby (FC123)
  CONDITIONS
  [1] Distracted (fleeting)
  [1] Embarrassed (fleeting)
  [2] Bankrupt (sticky)
  [2] Understaffed (sticky)
  [4][4] Corrupted (lasting)
  [4][4] Exposed (lasting)
  Military Intelligence 
  Directorate
  ASPECTS
  High Concept:  
  Israeli Intelligence 
  Organization
  Trouble:  
  Everything We Do Is 
  Controversial
  Agenda:  
  Expose the Villainous 
  Factions
  Alliance:  
  Informants in the 
  Entertainment Industry 
  (Nollywood)
  Rivalry:  
  We Must Keep Criminal 
  Organizations in Check 
  (Cangaço)
  SKILLS
  Good (+3): Soldier
  Fair (+2): Police, Spy
  Average (+1): Magnate, Scientist, 
  Student
  STUNTS
  Krav Maga (fighting style); Security 
  Specialist (FC99); Surgical Strikes 
  (FC103)
  CONDITIONS
  [1] Distracted (fleeting)
  [1] Embarrassed (fleeting)
  [2] Bankrupt (sticky)
  [2] Understaffed (sticky)
  [4][4] Corrupted (lasting)
  [4][4] Exposed (lasting)
  
  50
  FATE: WORLDS OF ADVENTURE
  The Wǔdāng Clan
  ASPECTS
  High Concept:  
  Daoist Mystic Cult
  Trouble:  
  Fingers in Too Many Pies
  Agenda:  
  Place Moles in Every Single World Government
  Alliance:  
  Devils Aren’t So Bad Once You Get to Know Them (Naraka)
  Rivalry:  
  Iga Stole Our Techniques
  SKILLS
  Good (+3): Priest
  Fair (+2): Performer, Student
  Average (+1): Criminal, Monster, Scientist
  STUNTS
  Tàijí Boxing (fighting style); Psychologist (FC109); Sprinter (FC98)
  CONDITIONS
  [1] Distracted (fleeting)
  [1] Embarrassed (fleeting)
  [2] Bankrupt (sticky)
  [2] Understaffed (sticky)
  [4][4] Corrupted (lasting)
  [4][4] Exposed (lasting)
  
  51
  IRON STREET COMBAT
  APPENDIX B: CHAMPION STAT BLOCKS
  Ox Head
  ASPECTS
  High Concept: 
  Underworld Guardian
  Trouble: 
  A Face Only a Devil Could Love
  Your Adventure: 
  Naraka Always Passes Me Over 
  for Promotion
  Crossing Paths…: 
  Tracuxinga Owes Me His 
  Immortality
  …Again: 
  El Inquisidor Gris Is On My Tail
  SKILLS
  Good (+3): Monster
  Fair (+2): Police, Priest
  Average (+1): Criminal, Soldier, Student
  STUNTS
  Hellfire (fighting style);  
  Ramming Speed! (FC107);  
  Sprinter (FC98)
  STRESS [1][2][3][4]
  CONSEQUENCES
  [2] Mild:
  [4] Moderate:
  [6] Severe:
  
  52
  FATE: WORLDS OF ADVENTURE
  Mestre Tracuxinga
  ASPECTS
  High Concept: 
  Immortal Angoleiro
  Trouble: 
  One Hundred Years of Enemies
  Your Adventure: 
  Healer to Police and Thieves 
  Alike
  Crossing Paths…: 
  Ox Head Erased My Name from 
  Hell’s Roster
  …Again: 
  Windfire’s Beats Make Me Wanna 
  Get Down
  SKILLS
  Good (+3): Priest
  Fair (+2): Performer, Scientist
  Average (+1): Criminal, Monster, Student
  STUNTS
  Capoeira Angola (fighting style); 
  Always Making Useful Things (FC103); 
  Lies upon Lies (FC104)
  STRESS [1][2][3][4]
  CONSEQUENCES
  [2] Mild:
  [4] Moderate:
  [6] Severe:
  
  53
  IRON STREET COMBAT
  Jibo Sokoto
  ASPECTS
  High Concept: 
  Action Film Star
  Trouble: 
  Prima Donna
  Your Adventure: 
  Every Job a Blockbuster
  Crossing Paths…: 
  Windfire’s Connections Will Get 
  Me to Hollywood
  …Again: 
  I Owe Naraka Money
  SKILLS
  Good (+3): Performer
  Fair (+2): Magnate, Student
  Average (+1): Criminal, Scientist, Spy
  STUNTS
  Dambe (fighting style);  
  Best Foot Forward (FC121);  
  Trust Fund Baby (FC123)
  STRESS [1][2][3][4]
  CONSEQUENCES
  [2] Mild:
  [4] Moderate:
  [6] Severe:
  
  54
  FATE: WORLDS OF ADVENTURE
  Major Tzofiya Levi
  ASPECTS
  High Concept: 
  Counterterrorist Operative
  Trouble: 
  Divided Loyalties
  Your Adventure: 
  Shayetet 13 Veteran
  Crossing Paths…: 
  Secret Crush on Jibo
  …Again: 
  I Could Learn from el 
  Inquisidor’s Wisdom
  SKILLS
  Good (+3): Soldier
  Fair (+2): Student, Spy
  Average (+1): Performer, Police, Priest
  STUNTS
  Krav Maga (fighting style);  
  Hard Boiled (FC127);  
  One Person, Many Faces (FC104)
  STRESS [1][2][3][4]
  CONSEQUENCES
  [2] Mild:
  [4] Moderate:
  [6] Severe:
  
  55
  IRON STREET COMBAT
  El Inquisidor Gris
  ASPECTS
  High Concept: 
  Priest of Lucha Libre
  Trouble: 
  Age Catching Up to Me
  Your Adventure: 
  Heavyweight Monster-Hunting 
  Titleist
  Crossing Paths…: 
  Talking Theology with Major 
  Levi
  …Again: 
  I Must Save the Mestre’s 
  Immortal Soul
  SKILLS
  Good (+3): Priest
  Fair (+2): Performer, Spy
  Average (+1): Magnate, Police, Student
  STUNTS
  Lucha Libre (fighting style); 
  Demagogue (FC121);  
  Hardcore Parkour (FC98)
  STRESS [1][2][3][4]
  CONSEQUENCES
  [2] Mild:
  [4] Moderate:
  [6] Severe:
  
  56
  FATE: WORLDS OF ADVENTURE
  Pit Viper
  ASPECTS
  High Concept: 
  The World’s Favorite Shinobi
  Trouble: 
  Always in the Spotlight
  Your Adventure: 
  Winner of the First Iron Street 
  Tournament
  Crossing Paths…: 
  Ox Head Would Make a Perfect 
  Bodyguard
  …Again: 
  You’re Not My Dad, Inquisidor
  SKILLS
  Good (+3): Student
  Fair (+2): Performer, Spy
  Average (+1): Priest, Scientist, Soldier
  STUNTS
  Ninpō Taijutsu (fighting style);  
  Ninja Vanish (FC126);  
  Rumormonger (FC101)
  STRESS [1][2][3][4]
  CONSEQUENCES
  [2] Mild:
  [4] Moderate:
  [6] Severe:
  
  57
  IRON STREET COMBAT
  DJ Windfire
  ASPECTS
  High Concept: 
  Wǔdāng Disc Jockey
  Trouble: 
  The White Eyebrow’s Protégée
  Your Adventure: 
  Torrid Affairs with Mythological 
  Figures
  Crossing Paths…: 
  Major Levi’s Militarism Will Blow 
  Our Cover
  …Again: 
  The Inquisition Threatens Our 
  Religious Freedom
  SKILLS
  Good (+3): Scientist
  Fair (+2): Performer, Student
  Average (+1): Criminal, Magnate, Priest
  STUNTS
  Supreme Ultimate Boxing (fighting style); 
  Best Foot Forward (FC121);  
  Better than New! (FC103)
  STRESS [1][2][3][4]
  CONSEQUENCES
  [2] Mild:
  [4] Moderate:
  [6] Severe:
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/World of Adventure/WOD 43 - Iron Street Combat.pdf