Professional Documents
Culture Documents
King of Fighters
King of Fighters
Credits:
Written by: Eric “Musashi” Souza and Odmir Fortes
With Contributions by: Edson Golem, Gilvan Gouvea, Thiago Rosa “Shinken”, & Guilherme
Rabelo Alves
Editing and Layout: Eric “Musashi” Souza.
www.sfrpg.com.br/shotokan
Storyteller RPG is a Rules System for RPGs Created by White Wolf written by Bill Bridges, Phil Brucato, Brian
Campbell, Sean Lang, Mike Tinney and Stephan Wieck.
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Index
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4
INTRODUCTION: South town
Prologue: environment used to be the stage for many bar
fights, and later became the meeting place for
South Town is a city located on the southern coast many fighters after the tournaments.
of the USA in the state of Florida. South Town is
based on Miami. Over time, it also attracted the
Italian and Chinese mafia due to its profitable
black market location. Sometime in the 1960s, the
mafia mysteriously disappeared and peace
returned to the streets. In reality, they were slowly
conquered by the pseudo police agency, Howard
Connection. Mr. Big and his mob are currently one
of the biggest gangs opposing it.
This is an annual tournament, which initially took Howard Arena: Geese has a building in the heart
place in a stadium on the American coast, of South Town from where he can observe the city
organized by Geese Howard. Later the and organize his criminal operations. The building
competition grew to an international level, so that is used a lot by Geese, and on the top floor there
fighters from all over the world were able to is a large room with a Japanese theme and
participate. screens with paintings of the crime boss. Geese
often shoots his victims at the top of the building.
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South Town Park: It is a year-round amusement
park in South Town. It has many stalls, a Ferris Airport: This is the South Town airport, which is
wheel, and a roller coaster. King works here on close to the air base. There are rarely fights here,
weekends. She is a waiter in a bar owned by Mr. since the police have great control around here.
Big. She doesn't take any shit home, and John Crawly usually hosts his fights at an air base
sometimes she knocks out some fighters. She located next to the civilian airport.
fights in front of a fortune teller girl who has a
crystal ball.
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Adventures in South Town
Adventures in the world of South Town are like adventures in our real world. Of course, the differences
start with the use of powers and the existence of North Town. The fighters will compete in cool tournaments
of their styles, and the ultimate tournament is the King of Fighters, a gritty mixed-style tournament held in
South Town, but one that can yield a lot of glory and fame.
South Town is not one of the largest cities in the world, but it is not a village either, nor is it a place that
justifies major fight by organized crime to control. The power of Geese Howard's criminal group is law in the
back alleys and in the underworld, authorities are manipulated by their bosses.
Nevertheless, South Town has heroes. And many. But few of them are able to overcome all the
challenges and get to face Geese and Big. Fewer still are the ones who have the potential to beat them.
They must either enter the King of Fighters tournament and work their way through the stages, or else
venture out into the streets and bars to face their henchmen and demand the right to a fight against the
heads of the organization.
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CHAPTER 1:
This city's past is filled with the actions of mysteriously kidnapped by a gang of criminals,
organized crime and the cliched heroes who fight and her brother Ryo Sakazaki, along with his
against them in search of justice. The city is being friend Robert Garcia, set out to rescue her.
run by Gesse Howard, still in his early years as a Through several fights against all kinds of
boss of organized crime, which makes Mr. Big opponents, they manage to find the clues to Yuri's
assume the most prominent role as his right-hand whereabouts.
man and the face of his association. Ryo and Robert then confront Mr. Big, until
Among the many great battles that took place then the crime lord of South Town, and defeat him,
in the city, the most famous saga of all, known as thus managing to recover Yuri from the clutches of
the Art of Fighting, was responsible for radical the criminal. However, the adventure was not over
changes in the city, such as the fall of Mr. Big and yet, and Ryo comes across a mysterious figure
the reorganization of the Sakazaki Dojo, and that wearing a Tengu (Japanese demon) mask, calling
is what we will tell here. himself Mr. Karate.
For years the Sakazaki Dojo had been losing It is then revealed that Takuma discovered that
prestige, especially since Takuma, its current his wife's accident was orchestrated by a criminal
representative, mysteriously disappeared, leaving organization, and to protect his family, he decided
his pupils Ryo and Robert with the mission of to leave home, only to have the opposite affect
taking care of the Dojo. Although they had their and Mr. Big started blackmailing Takuma to do
own motivations, they performed this role, together criminal acts, and Takuma complied.
with the youngest of the Sakazaki clan.
However, Takuma carried out the orders in his
However, in the year 1978, Yuri Sakazaki was own way, almost always different from the
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original plan, and one day, when he was ordered After these events, much has happened. The
to assassinate Jeff Bogard, he had enough and Sakazaki's created a famous restaurant in South
refused. This is why Mr. Big's gang kidnapped Town, which was run by Takuma, now retired, and
Yuri, as a way to control Takuma. And everything later by Yuri and Robert. After some time, Ryo
was heading towards that, until Ryo and Robert disappeared from the city, deciding to travel the
managed to save her. world under the name of Mr. Karate, to prove his
After these events, the family was finally strength and pass on his family's fighting style.
reunited, but not before facing Mr. Big once again. This is how he met his future disciple, the Brazilian
In 1979, Geese Howard opens the first King of Carlos (who will be described in Garou: Mark of
Fighters, and invites South Town fighters to the Wolves).
participate. His goal is to locate worthy fighters During his travels, the events of Fatal Fury
from the town, and recruit them into his army, or took place, which explains his absence from the
kill them if they refuse. Thus, our heroes embark tournaments at that time. After these events, Ryo's
once again on a frenetic struggle, each with their whereabouts became unknown and open to new
own objectives that result in a final confrontation legends of the Art of Fighter.
with Mr. Big and soon after against Geese Howard
with his 26 years.
Some years later, Robert, already dating Yuri,
receives a call from a childhood friend, Freia
Larwence, who is being pursued by an
organization. He quickly goes to her rescue,
calling Ryo to help him. And so a new journey
begins, this time in Mexico. In the end, they
discover that Tom Wyler was after Freia to
complete his formula.
Wyler hires Cole and his organization to go
after the girl, but Robert and Ryo refuse. They told
him they thought it was just a boyfriend wondering
if his girlfriend was cheating on him. Besides them,
several opponents, who were in the streets, clash
with the heroes. In the end, Wyler manages to find
Freia, and after stealing the secret of the Elixir
turns into an extremely strong monster. Robert
confronts him, managing to put an end to his life,
and saving Freia.
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RYO SAKAZAKI
Personality: You are serious during fights and very loyal to your
friend Robert and to your family. You are very determined and
sometimes stubborn, which upsets Yuri. It seems difficult for you to
express your emotions, so you sometimes get into fights with Yuri.
For you, karate is not only a sport and a hobby, but a whole lifestyle.
Attributes
Advantages
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Combos: Power Uppercut – Fireball
Foot Sweep - Throw - Improved Fireball (Dizzy)
Power Uppercut - Dragon Punch
Short - Short - Foot Sweep (Dizzy)
Jab - Strong - Power Uppercut (Dizzy)
Movement - Hyper Fist - Dragon Punch (dizzy) (Ryuko Rambu Combo)
Renown
Glory 6, Honor 9
Chi 8*, Willpower 9, Health 18*
Arena; Ryo often fights in the National Park, especially in the stable. There is his horse Tatsumaki, which
Ryo loves so much. Joe also trains there, and it is not uncommon for the two of them to train together.
After the events of the first Art of Fighting, add +2 Chi and Health to Ryo.
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ROBERT GARCIA
Personality: You are always more than happy to help Ryo and
Takuma - whether it's teaching classes, fighting in tournaments,
or saving Yuri. It's time to show off your skills as a fighter and
repay the Sakazakis' generosity! Despite your wealth, you are
not the typical snob one might think you could be. You cherish
friendship and brotherhood above all else. You also seem to be
the adventurous type, and are always up for a party.
Style: Kyokugen-ryu Karate, School: Takuma's Dojo, Concept: Playboy, Signature: Positive sign
Attributes
Abilities
Advantages
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Combo: Roundhouse – Fireball
Short – Foward – Roundhouse (Dizzy)
Double-Hit Kick - Dragon Punch - Foot Sweep
Movement - Lightning Leg - Dragon Punch (dizzy) (Ryuko Rambu Combo)
Short - Forward - Double-Hit Kick (Dizzy)
Slide Kick - Foot Sweep (Dizzy)
Renown
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MR. BIG
History: He arrived long ago in South Town, and created his gang. Over
time, he gained the trust of the biggest criminals there and allied
himself with Geese Howard. Big has always had a feud with Takuma
Sakazaki's Karate Gym, even more so after the humiliation he suffered
- in fact, it was not just ONE humiliation. He is currently away from
South Town, but is still waiting for a chance for revenge.
Appearance: Mr. Big is a big gangster and as such dresses with style.
Expensive and eccentric clothes contrast with his bald head and cynical
smile.
Personality: You are highly amusing and sarcastic, and you love to
enjoy everything that dirty money can offer you. Beautiful girls, a
limousine, presidential room... However, you also care about your
potential as a fighter, setting aside an hour for your training. He has a
thirst for revenge against Sakazaki, even though he doesn't really hate
them.
Attributes
Advantages
Glory 4, Honor 0
Chi 5, Willpower 7, Health 20
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TAKUMA SAKAZAKI / MR. KARATE
Personality: You are very serious and severe, both towards your
students and with your children. Your Kyokugen-ryu is your
treasure, and this is what you want to show to the world.
Style: Kyokugen-ryu Karate, School: Unknown, Concept: Sensei, Signature: Show your muscles
Attributes
Abilities
Renown
Glory 8, Honor 7
Chi 10, Willpower 10, Health 20
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RYUHAKU TODOH
History: Ryuhaku Todoh is the creator and main master of the Todoh
style of Kobudo, which is a mixture of Aikido and Kendo. Todoh has an
old rivalry with the Kyokugenryu School of karate, and considers them an
embarrassment to fight in terms of effectiveness, creating a rivalry with
Takuma Sakazaki, which he has had since he was young. In his mission
to find his missing sister Yuri, Ryo Sakazaki confronts Ryuhaku in his
school and defeats him to find out more about his sister, after being
defeated by Ryo, he was humiliated and saw his students leaving,
leading his school to bankruptcy. After his defeat, he went into
hiding and has not been seen since.
Personality: You are serious in fights, but very calm and friendly
outside of them. You have a strong rivalry with Takuma Sakazaki
and consider yourself unprofessional.
Attributes
Physical: Strength 5, Dexterity 5, Stamina 5
Mental: Perception 4, Intelligence 5, Wits 3
Social: Charisma 3, Manipulation 3, Appearance 2
Abilities:
Talents: Alertness 5, Insight 4, Streetwise 1, Intimidation 2, Subterfuge 3
Skills: Leadership 4, Survival 2, Blind Fighting 4, Stealth 3
Knowledges: Arena 3, Medicine 3, Style Lore 4, Mysteries 4, Investigation 2
Advantages
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JACK TURNER
History: Once the leader of a Black Cats gang, Jack's gang is now being
disbanded due to internal problems. Jack picks fights in the back alleys
of South Town to show his superiority and bring more members to his
gang. Until he is defeated by Mr. Big, who, recognizing his strength,
begins to work with him. Jack became one of Big's highest ranking
subordinates, and this gave him freedom to act as he wished. Jack
one day received orders to kidnap a schoolgirl in the Asian quarter
of the city, and he did so, taking the girl to a place away from the
center of South Town. He was then challenged and defeated by
Ryo and Robert, humiliated and with the name of his gang in
the mud, Jack disappeared for a while. Returning a year
later at The King of Fighters tournament to show that he
was still a good fighter. Jack did well in the tournament, but
Ryo Sakazaki defeated him again. However, his skill earned
him the respect of his men, and now calling himself the Neo
Black Cats Gang, Jack left South Town to roam freely across the country, wreaking havoc.
Personality: You tend to be a troublemaker and think you are superior. You boss people around and
teach them a lesson if they don't obey you. You love your motorcycle.
Special Maneuvers: Jump, Grappling Defense, Foot Sweep, Throw, Neck Choke, Super Drop Kick, Spinning
Back Fist, Slide Kick
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LEE PAI LONG
Special Maneuvers: Jump, Rolling Attack*, Throw, Hurricane Kick, Hair Throw, Balance, Turbo Spinning
Clothesline*, Spinning Clothesline*, Wall Spring, Handstand Kick, Vertical Roling Attack*,
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KING
History: King was born and lived in France for a long time yet gained fame
after defeating a great Muay Thai champion. She proved herself as a great
fighter, but to avoid trouble and scandals for being a woman, she began to
dress as a man. A few years before the events of Art of Fighting, she suffered
a humiliating defeat when she was found by Jack Turner and his gang. Later,
she was invited by Mr. Big to work in his nightclub. This is how she had her
first encounter with Ryo Sakazaki and Robert Garcia, and Ryo defeated her,
thus discovering her secret by hitting her and tearing her clothes. She went on
with her work and with fighting, and eventually competed in King of Fighters
after money to pay for surgery for her younger brother who was toplegic.
Rumor has it that she has taken a liking to Ryo, however the two are too shy
to confirm them.
Appearance: King likes to dress as a man, but after she was defeated by Ryo
she began to wear clothes that showed a little more of her femininity.
Personality: You are elegant, kind, and reliable, but you try to maintain a
posture that hides your femininity, acting how people perceive a boy would
act. You struggle to become more and more resilient and strong, not so much
for the fight itself. She rarely shows her loving feelings near her friends
(because when she does, something wrong usually happens). She always
dressed in men's clothes, but became more and more feminine as time went
by, with an earring, high heels.
Attributes:
Physical: Strength 4, Dexterity 6, Stamina 5,
Social: Charisma 3, Manipulation 3, Appearance 5,
Mental: Perception 3, Intelligence 4, Wits 3
Abilities:
Talents: Alertness 3, Insight 2, Intimidation 4, Streetwise 2, Subterfuge 3
Skills: Blind Fighting 2 Drive 3, Leadership 3, Stealth 3, Survival 2
Knowledges: Arena 2, Investigation 2, Style 4
Backgrounds: Allies 1, Resources 2, Backing 1
Techniques: Punch 4, Kick 6, Block 4, Grab 3, Athletics 4, Focus 4
Maneuvers: Flash Kick (TRAP SHOT), Scissor Kick (TORNADO KICK), Slide Kick, Throw, Jump, Fireball
(VENOM STRIKE), Flying Fireball (AIR VENOM STRIKE), Double-Hit Kick, Repeating Fireball (VENOM
SHOOT), Multiple Stomp (SUPRISE ROSE), Flying Heel Stomp
Combos: Flack Kick – Double-Hit Kick (dizzy); Flash Kick - Multiple Stomp; Fireball – Fireball (Combo
Double Strike)
Glory 4, Honor 3
Chi 5, Willpower 7, Health 20
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MICKEY ROGERS
History: Mickey grew up on the streets, with a dream of becoming a boxing champion. He
founded the South Town Boxing Gym and now trains to fulfill his dream.
Personality: You tend to be serious and thoughtful in fights. In other situations you
are very outgoing. You train hard and hope to become a champion.
Style: Boxing, School: Self-taught, Concept: Orphan, Signature: Show your muscles
Special Maneuvers: Jump, Grappling Defense, Fist Sweep, Fireball, Sonic Boom, Bear Hug, Wall Spring
JOHN CRAWLY
History: John started early in his military career. He was once a pilot of untolleled skill,
but then had a vision problem in one of his eyes. Unable to fly, Crawley was driven to
binge drinking and antisocial and psychotic behavior. Before long he was getting into
street fights which caught the attention of Mr. Big, the local crime boss, who recruited
him into his ranks, making him part of an arms smuggling scheme. Later defeated
by Robert he was kicked out of the Navy and was court-martialed.
Personality: You tend to be extroverted and vain, even annoying. After losing
Big's friendship, you are upset. You want the stewardship back by any
means necessary.
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CHARACTERS FROM ART OF FIGHTING 2
EIJI KISARAGI
History: Eiji comes from a mysterious Ninja clan that hides in and around
South Town. His master educated and trained him, teaching him all the
secrets of Ninjutsu. When the final challenge came, Eiji showed himself
to be serious and calculating, as a true Ninja should be.
What was the final challenge? To defeat and kill his own master.
However, before his death, his master revealed to him his mission: to
show the world the power of Ninjutsu by eliminating all the great
masters of other styles. This is how Eiji entered the King of
Fighters.
Personality: You are very quiet, and will show the strength of your
Ninjutsu at any cost. You like to be mysterious, and are always
calm and calculating in combat. It's rare that you go his opponent.
Style: Ninjutsu, School: Unknown, Concept: Mysterious ninja, Signature: Japanese Respect
Attributes
Abilities
Advantages
Renown
Glory 3, Honor 1
Chi 6, Willpower 6, Health 16
Arma: Katana
* Note: He channels his energy into the sword instead of into punches and kicks.
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YURI SAKAZAKI
Personality: You are carefree and playful. You know that Robert has
feelings for you, but you play hard to get. In a fight, you use everything to
win; fists, legs, your backside, and so on.
Attributes
Abilities
Advantages
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TEMJIN
History: He showed up in South Town without a past and started
working in the harbor. During a fight, he showed his techniques and
everyone cheered him on. Soon he began to accept challenges
around town. Seeing that he would earn a lot of money, he pursued
his career.
Attributes
Abilities
Advantages
Renown
Glory 4, Honor 2
Chi 7, Willpower 7, Health 17
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CHARACTERS FROM ART OF FIGHTING 3
KASUMI TODOH
History: Kasumi grew up learning from her father that her family's Aikido and
Kendo was the path to victory. As the only heir of the Todoh family, Kasumi
does everything for the Todoh legacy. One day her father traveled to South
Town to settle his differences with an old rival, Takuma Sakazaki. After losing,
his dojo began to lose respect and students, going almost bankrupt. Kasumi
reached the age of 16 and promised her father that she would return her
academy to popularity. She decided to fight Ryo and anyone else to avenge her
father's defeat. After being defeated, Kasumi gives Ryo her bandana and makes
him promise that they will fight again someday, saying that she will get the
bandana back.
Personality: You are serious and taciturn, mainly because of your
upbringing. You are very reserved and speak little. You are usually
embarrassed by the compliments you receive for your beauty. In fights, you
don't care about distance, because you know that you have powerful blows
both near and far.
History: Wang is an aviator. He doesn't care much for fighting, but decides to challenge
Ryo or Robert (whoever he finds first!). He has a pelican as a friend and mascot.
Personality: You are fun, but you are also very emotional. You love your pelican and
don't want anyone to hurt it. You love to fight, but you love flying even more.
Style: Special Forces, School: None, Concept: Aviator, Signature: Raise your arm
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RODY BIRTS
History: Rody is a policeman, who found out about Robert Garcia's disappearance
recently. He, acting on his own volition and instinct, has gone out in search of him.
He doesn't trust anyone, and even Ryo is a suspect.
Personality: You are very focused on your work, and nothing will distract you. You
don't trust anyone, and will do anything to solve this mystery.
Style: Special Forces, School: South Town Police, Concept: Police, Signature: "You have
the right to remain silent..."
KARMAN COLE
Style: Kung Fu, School: The streets, Concept: Henchman, Signature: Laugh
Attributes: Strength 4, Dexterity 6, Stamina 4, Charisma 1, Manipulation 4,
Appearance 3, Perception 3, Intelligence 3, Wits 4
Techniques: Punch 5, Kick 4, Block 5, Grab 3, Athletics 5, Focus 3, Firearms 3
Special Maneuvers: Jump, Kippup, Breakfall, Reverse Frontal Kick, Foot Sweep, Throw, Brain Cracker,
Dashing Punch, Spinning Back Fist
Combos: Jab to Spinning Back Fist (dizzy), Foot Sweep to Brain Cracker to Brain Cracker (dizzy), Jab to Brain
Cracker (dizzy)
Chi 3, Willpower 8, Health 17
JIN FUHA
History: Jin is a ronin. He used to fight for a clan of Ninjas in South Town.
However, when he refused a mission he left the clan. Jin trained hard, and
transformed himself into the mountain of muscle he is today. Now, with the crisis
in the Sakazaki family, he yearns to defeat Takuma and Ryo, and take all their
fame.
Personality: You are quiet and serene. You look forward to facing Ryo and
Takuma, but are content to defeat only Ryo, or even Robert.
Style: Ninjutsu, School: Unknown, Concept: Ronin, Signature: Raise your arm
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LENNY CRESTON
History: Lenny is a gang member who has defeated every major gang fighter in
South gang fighters in South Town. She then decides to set out to confront the
enigmatic Wyler. But first, she needs to beat Ryo and Robert, to prove herself
ready.
Playing Lenny: You are very confident, and love to fight. You want to beat Ryo
and Robert, and then Wyler, to prove that you are the best in South Town!
Style: Western Kickboxing, School: The streets, Concept: Gang leader, Signature:
Victory cry!
* Spinning Weapon is naturally a maneuver for sticks and similar weapons, but it is the best way to simulate Lenny's
whip.
SINCLAIR
History: It is not known where Sinclair came from, and why she is in South
Town. Some rumors say that she works for the mysterious Wyler. She has
been sent to intercept Ryo and Robert's path, testing them, to see if they are
good enough to take on Wyler. The clues left by Sinclair will always bring Ryo
(in his search for Robert) and Robert (in his search for Wyler) to her.
Personality: You are ironic and hot-headed. You are always easily angered,
and do not accept defeat. You love to confront and humiliate men, especially.
Attributes
Physical: Strength 4, Dexterity 6, Stamina 4
Social: Charisma 3, Manipulation 4, Appearance 5
Mental: Perception 4, Intelligence 4, Wits 4
Abilities
Talents: Alertness 3, Interrogation 4, Intimidation 2, Insight 2, Streetwise 4, Subterfuge 4
Skills: Blind Fighting 3, Leadership 4, Stealth 5
Knowledges: Arena 2, Computer 1, Investigation 4, Style Lore 2
Advantages
Backgrounds: Backing 3, Contacts 3
Techniques: Punch 2, Kick 4, Block 4, Grab 4, Athletics 5, Sword 6
Special Maneuvers: Jump, Kippup, Fist Sweep*, Hundred Hand Slap*, Power Uppercut*, Foot Sweep, Slide
Kick, Breakfall
Combos: Cimitarra Jab – Hundred Hand Slap – Hundred Hand Slap (dizzy)
Parry – Power Uppercut
Renown
Glory 6, Honor 3
Chi 2, Willpower 9, Health 20
* These are Sword Maneuvers, using Sword Technique for damage and prerequisites.
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TOM WYLER
Personality: You are bossy and nervous. You hate flunkies, and you
respect Sinclair a lot because she is useful to you and has never
failed you so far.
Style: Western Kickboxing, School: None, Concept: Fighter, Signature: Scream of victory!
Attributes
Physical: Strength 7, Dexterity 4, Stamina 7
Social: Charisma 1, Manipulation 3, Appearance 4
Mental: Perception 5, Intelligence 4, Wits 5
Abilities
Talents: Alertness 4, Intimidation 6, Insight 3, Streetwise 3
Skills: Blind Fighting 4, Leadership 5, Stealth 2, Survival 4
Knowledges: Arena 3, Medicine 2, Mysteries 4, Style Lore 2
Advantages
Backgrounds: Allies 5, Contacts 3, Resources 3
Techniques: Punch 5, Kick 5, Block 6, Grab 5, Athletics 5, Focus 3
Special Maneuvers: Jump, Foot Sweep, Power Charge, Reverse Frontal Kick, Breakfall
Combos: None
Renown
Glory 7, Honor 1
Chi 4, Willpower 10, Health 20
28
CHAPTER 2:
The Fatal Fury series, or Garou Densetsu (The out into the world in search of new experiences,
Legend of Wild Wolf), chronicles the saga of Terry while Andy returns to the Shiranui dojo to continue
Bogard through South Town, where he and his his training. Joe finally goes to Thailand to
brother seek revenge against Geese Howard who challenge other great fighters.
10 years ago (during the events of Art of Fighting) Two years later, a new King of Fighters
killed their father Jeff. The first part of the story tournament is held, this time on the world level. In
takes place in the fictional American city of South it we meet Wolfgang Krauser, Geese's younger
Town. brother and lord of the German castle of
With its violence and corruption, South Town Strongheim. Terry then has to join forces with Joe
provides the ideal backdrop for the annual King of and Andy again to fight the family of his nemesis.
Fighters fighting tournament, organized by At the end of the tournament Terry, with Kim's
notorious crime kingpin Geese Howard. No fighter help, arrives at the Strongheim family castle,
has been able to beat the right-handed man and where Krauser talks about his life, and his desire
appointed champion, Billy Kane, until Terry arrives to face Terry, the one capable of defeating his
on the scene. brother. The fight is fierce, and with great effort
During the King of Fighters tournament, Terry Terry manages to defeat Krauser who, humiliated,
and Andy, along with Joe, a newly formed ally, throws himself off the top of the castle to avoid
confront various enemies and gangs; some of having to live with the defeat.
them are Geese's henchmen. At the end of the In the following years, the King of Fighters
tournament, Terry is crowned King of Fighters, but tournaments had different organizers for different
is kidnapped and taken to the top of Geese's reasons and became detached from the Fatal Fury
building. The two then engage in a fierce fight that storyline, which faced a bombastic revelation.
culminates in Geese's death. Geese had not died, he had just fallen into a
After ridding the city of evil, Terry goes back 29 coma, but years later he recovered from his
injuries and upon learning of his brother's death Blue Marry and, to Billy's misfortune, Joe Higashi
began a desperate search for the secret scrolls begins to date his sister, Lily Kane.
that legend says would give unlimited power to Organizing his last King of Figthers, Geese
their possessor. tries to attract Terry for his revenge. During the
Jin Chonrei and Jin Chonshu, the current tournament, Terry has to face his tormentor for the
guardians of the scrolls, seeing that they could not last time.
let them fall into Geese's hands, hired the After a powerful Power Geyser (an ultimate
mercenary Ryuji Yamazadi to assassinate the version of Power Wave), Geese is thrown from his
crime boss. However Gesse is ruthless and with building. Terry tries to grab him and prevent
his fury and renewed powers defeats Ryuji, and Geese's death, but refusing to receive help from
the Jin brothers, thus conquering the scrolls. Upon Terry, Geese lets go of Terry's hand and falls to
reading them, he discovers that they contain no his death, to the sounds of his laughter. After this
power, only a message, that the holder of them event Terry finds out that Geese had a son, Rock
would have to be the strongest because he would Howard and then adopts him as his disciple,
have to defeat everyone to obtain them. With this, raising him as if he was Rock's older brother. Andy
Geese decides that he must regain his power. finally proposes to Mai Shiranui, while Joe gets
During the events of this saga, Terry gets closer to dumped by Billy's sister; well, it's not all flowers.
30
THE BIG VILLAIN!
GEESE HOWARD
Style: Aikido / Hakyoku Seiken, School: Self-taught / Tung Fu Rue, Concept: King of crime in South Town,
Signature: Laugh
Attributes
Combos:
Punch Defense – Throw
Kick Defende – Throw
Block – Throw
Jumping Jab – Fierce – Fireball
Jumping Jab – Roundhouse – Burn Knuckle
Fierce – Flying Fireball – Rising Storm
Renown
32
THE HEROES
TERRY BOGARD
History: Terry and his brother Andy were street kids who were
adopted by Jeff Bogard, a prominent South Town fighter. The
most famous disciple of Tung Fu Rue, but Terry's life was never
easy, and one day he saw his father murdered by Geese
Howard, the biggest gangster in town. Swearing revenge, he and
his brother, guided by Tung Fu Rue, his father's master, split up
to seek to improve their own fighting skills, returning to the city
only 10 years later. Terry followed the path of the lone wolf,
adopted no home, no bonds, and learned to fight by mixing the
movements of the opponents he faced with teachings from
eventual companions on the fighting circuit. Eventually, he added
his own modifications to the moves he learned, forming a unique
and unpredictable style. After years of practice, Terry and Andy
meet again in South Town and decide to enter a tournament
created by Geese the famous The King of Fighters, at this point
he and his brother were only looking for revenge. The brothers
eventually meet Joe Higashi, a Japanese Muay Thai champion
who joins them on their journey. During the tournament, Terry
defeats Geese and manages to free South Town from the
clutches of the gangster. Years later he will have to face other
great villains, such as Geese's brother Krauser.
Appearance: Terry is tall and blond, and ties his hair in a ponytail. He wears a red jacket, but without
sleeves, and jeans. He has a strong personality and is often charming to others with his confidence,
cheerfulness, and willpower.
Style: MMA + Hakyoku Seiken (Jeet Kune Do), School: Self-taught / Tung Fu Rue, Concept: Punisher,
Signature: Throws Cap
Attributes
Advantages
33
Maneuvers: Fireball (Power Wave), Shockwave (Round Wave), Burn Knuckle, Dashing Punch, Throw,
Jump, Kippup, Foot Sweep, Flying Knee Thrust, Spinning Back Fist, Wheel Kick (Crack Shoot), Dashing
Shoulder (Power Charge), Rising Tackle, Final Wave (Power Geyser)
Combo:
Fireball - Fireball
Fying Knee Thrust - Burn Knuckle (Dizzy) “Power Dunk”
Burn Knuckle - Fireball (Dizzy - “BUSTER WOLVE”);
Dashing Shoulder – Shockwave (Dizzy – “High Angle Geyser”)
Short - Jab – Burn Knuckle (Dizzy);
Foot Sweep - Spinning Back Fist - Wheel Kick;
Renown
Arena: Terry usually fights in the South Town harbor, where he also worked as a longshoreman. It was
here where Terry was challenged by Kim Kaphwan, and not long ago he declared the place his official
arena. It is not uncommon for Terry to throw his opponents into the water before they are even knocked
out, ending the fight.
34
ANDY BOGARD
History: Andy is Terry's younger brother, and like Terry, saw his father
murdered by Geese Howard, the biggest gangster in town. Swearing
revenge, he and his brother, guided by Tung Fu Rue, his father's
master, split up from that moment on to improve their own fighting
skills, returning to the city only 10 years later. Andy, unlike his brother,
followed a more traditional path. He learned several martial arts,
focusing on Koppo-ken, which is derived from Chinese Kenpo (Kung
Fu). During his fights around the world he met a prominent Muay Thai
fighter, Joe Higashi, with whom he developed a strong rivalry. Later
Joe helped him in his revenge, and together with his brother Terry they
participated in The King of Fighters to obtain his revenge.
Personality: You are a serious person and you do not share your
feelings with others, and you are a peaceful man except when it
comes to Geese, for whom you harbor a mortal hatred. You are very
stubborn and impulsive, when you get nervous, rage takes over you,
and you fight to the end. You have feelings for Mai Shiranui but you
avoid showing them.
Attributes
Combos:
Dashing Elbow - Power Uppercut – Short Fireball (Dizzy)
Short - Foot Sweep - Chou Reppa Dan
Jumping Forward – Strong – Dragon Punch
Jumping Forward – Handstand Kick – Dashing Elbow
Renown
35
JOE HIGASHI
History: Joe was born in Japan, but went to Thailand as a child where
he learned Muay Thai. Before he met Terry, Higashi fought Andy
several times, and there was always a strong rivalry between them. In
one of the fights, Andy broke three of Joe's ribs! He does not want
revenge, but accompanies the Bogard brothers for the challenge that
their journeys provide.
Personality: You are the kind of guy who goes around yelling and
talking. You love a good fight and are always ready for new challenges.
You hate quiet tasks, like reading. Whenever you try, you end up
sleeping. Could this be why you didn't like school?
Attributes
Combos:
Elbow Smash – Triple Strike;
Triple Strike – Hurricane Upper – Tiger Knee (Dizzy)
Wounded Knee – Knee Basher (Dizzy)
Throw – Hurricane Upper – Tiger Knee
Renown
36
TUNG FU RUE
Style: Hakyoku-Seiken, School: Unknown, Concept: True Sensei, Signature: Grow muscles and rip clothes
Attributes
Known Combos:
Haymake – Short Fireball - Dashing Punch
Roundhouse kick – Multiple Stomp
San He – Widowmaker (Dizzy)
San He – Turbo Spinning Clothesline (Dizzy)
37
Renown
Glory 4, Honor 10
Chi 10, Willpower 10, Health 20
*Only when pressed, will Tung Fu Rue show his real strength. When he loses half of his health, he will
concentrate his chi (spending 1 Chi per turn) to recover his old strength from when he was young, in this
situation he increases his physical attributes to 6, however this extra effort causes problems for Tung's heart,
at the end of the fight, he receives one aggravated damage for each turn he used his youth form.
** As a great master of martial arts, Tung Fu Rue knows many styles of martial arts, and can teach them to
his disciples, even if they adopt different styles than his. Because of this, the full extent of his knowledge is
unknown.
38
BILLY KANE
Style: Bojutsu/Karate, School: The streets Concept: Henchman, Signature: Bandana on his head.
Combo:
Staff Strong – Staff Fierce
Handstand Kick - Jumping – Staff Fierce (Dizzy)
Spinning Weapon - Fireball (dizzy)
RENOWN
Glory 9, Honor 2, Rank 10
Chi 5, Willpower 9, Health 20
Equipment: Guitar, Long Staff
39
DUCK KING
Personality: you are a typical punk: you love being the center
of attention and making trouble. You are laid back and stuck
up, sometimes even unpleasant, although this is rare. Besides
fighting, you love to breakdance, and you are very good.
Backgrounds: Allies 5, Arena 2, Contacts 2, Fame 2, Animal Companion 1 (P-Chan, a Chicken), Resources
1
Special Maneuvers: Jump, Kippup, Rolling Attack, Foot Sweep, Spinning Foot Sweep, Rising Tackle, Triple
Strike, Flying Knee Thrust, Slide Kick, Throw, Musical Accompainiment, Flying Body Spear, Tumbling Attack
40
RICHARD MEYER
Special Maneuvers: Jump, Breakfall, Handstand Kick, Foot Sweep, Throw, Ax Kick, Musical
Accompaniment, Wall Spring
Combos:
41
RAINDEN – BIG BEAR
Personality: You are showy and ruthless in a fight. You love to be famous, which has already led you to a
life as a mobster's henchman, but today you seek the path of honor, clean and fair fighting.
Style: Wrestling, School: Unknown, Concept: Professional Wrestler, Signature: Victory cry!
Backgrounds: Allies 2, Backing 3 (at the time he served Geese), Resources 1, Fame 2
Special Maneuvers: Jump, Foot Sweep, Throw, Back Breaker, Neck Choke, Dashing Clothesline, Acid
Breath (Poison Breath), Air Suplex, Face Slam, Air Smash, Piler Driver, Buffalo Punch, Turn Punch, Bear
Hug
Combos
Renown:
Glory 5, Honor 5
42
HWA JAI
Style: Muay Thai, School: Unknown, Concept: Fighter seeking revenge, Signature: Drinking during the fight.
Special Maneuvers: Jump, Foot Sweep, Elbow Smash, Throw, Flying Knee Thrust, Triple Strike,
Regeneration, Maka Wara, Slash Kick, Wheel Kick, Tiger Knee, Dive Kick, Kick Defense
Combos:
43
MICHAEL MAX
Style: Boxing, School: Private Teacher, Concept: Renegade Boxer, Signature: Raise Your Arm
Special Maneuvers: Jump, Fist Sweep, Hurricane Upper, Throw, Dashing Punch, Dashing Uppercut,
Criminal Upper, Punch Defense
44
FATAL FURY 2 CHARACTERS
KIM KAPHWAN
History: Since he was a child in South Korea, Kim has been trained in
Tae Kwon Do, the country's main martial art. He became a very good
fighter, one of the best to date. With training, it was not long before
he was ready to become a world champion, but Kim got married. He
took a break from fighting for a while to take care of his two children.
After a few years, Kim resumed training. He participated in and won
the world tournament last year. After watching King of Fighters, Kim
was impressed with Terry Bogard's potential, and decided to
challenge him. After being defeated by Bogard, he returned to Korea
to perfect his moves with his master Gang-Li.
Personality: You tend to be serious and honorable all the time. Very
serene and quiet, you calculate your every move in a fight. Your
aggressiveness and natural leg speed make you a dangerous
opponent, and you know it, always confident. You like to fight in front
of your children.
Style: Tae Kwon Do, School: Gang-Li, Concept: World Tae Kwon Do
Champion, Signature: Victory pose
Attributes
Abilities
Advantages
Renown
Glory 5, Honor 7
Chi 7, Willpower 9, Health 20
45
CHENG SINZAN
Style: Kung Fu, School: Tung Fu Rue, Concept: Assassin, Signature: fiddles with his glasses
Special Maneuvers: Jump, Air Smash, Psychokinetic Channeling, San He, Short Fireball, Slide Kick, Ground
Fighting, Headbutt Hold, Headbutt, Drunk Monkey Roll, Wall, Stone, Rolling Attack, Tumbling Attack
Combos
Jab – Short;
Renown:
Glory 5, Honor 4
46
MAI SHIRANUI
Personality: You are fussy and you do everything to get what you
want. You fight for fun, but you take it seriously when you do it.
Although you may seem superficial, you are very romantic.
Attributes
Maneuvers: Jump, Foot Sweep, Wall Spring, Throw, Ryuembu, Flaming Fist, Cartwheel Kick, Air Throw,
Breakfall, Flying Body Spear (Masabi no Mai), Dashing Elbow
Combos:
Cartwheel kick to Dashing Elbow
Fierce - Ryuembu
Wall Spring to Flying Body Spear to Flying Body Spear (dizzy) “Shiranui-Ryuu Kunoichi-No-Mai”
Thrown Fan – Thrown Fan (Dizzy)
Renown
Glory 5, Honor 5
Chi 9, Willpower 7, Health 20
Arena: Fighting in this arena has the risk that characters pushed over the edge or thrown fall into the
water, and must swim to the edge and spend a turn on Jump or Movement to get back up.
Weapon: Mai has 5 fans that function just like the sharp-brimmed hat. Only the damage modifier is
different: -1. She can also fight with this weapon, without throwing it. The modifiers are as follows: Basic
Technique: Athletics, Speed: +1, Damage: +1, Move: +1.
47
JUBEI YAMADA
Personality: Even though his golden age is gone, Jubei refuses to sit on a bed and wait for his death.
Jubei likes to be where the action is and always tries to live out his remaining days as a young man.
Revived by the passion of other young fighters like Andy and Mai, Jubei takes a cue from them, and will
even step into the fighting arena from time to time.
Style: Judo, School: Unknown, Concept: Old Judo master, Signature: Wooden slippers
Attributes
Renown
48
LAWRENCE BLOOD
Advantages
Backgrounds: Backing 4, Fame 1, Resources 2
Techniques: Punch 4, Kick 4, Block 4, Grab 4, Athletics 5, Sword 5
Maneuvers: Jump, Slide Kick, Head Butt, Flying Head Butt, Air Throw, Knee Basher, Flying Body Spear,
Wall Spring, Spinning Weapon
Combos:
Sword Jab – Sword Strong – Sword Fierce
Wall Spring – Sword Fierce
Renown
Glory 5, Honor 1
Chi 1, Willpower 9, Health 18
Weapon: Sabre
49
AXEL HAWK
Personality: Ironic. You mock your opponents with laughs and funny
jabs. However, with your popularity down, your mood has changed.
In his spare time he likes to listen to some good gospel.
Attributes
Abilities
Advantages
Renown
Glory 5, Honor 2
Chi 3, Willpower 8, Health 20
50
WOLFGANG KRAUSER
History: Some forty years before Fatal Fury, Michael, the current
head of the Stroheim family, lost his son and wife in a plane crash.
His granddaughter, Elza, was the only living descendant and no
male heir was available to them. Sometime later, Elza fell in love
with a man named Rudolph, who won a martial arts tournament.
While expecting a child, Elza asked her grandfather to approve her
marriage to Rudolph. Without any doubt, Michael agreed. Since he
became part of the Stroheim family, Rudolph was forced to leave his
wife and son in America (Mary and Geese). When Krauser was nine
years old, a boy tried to murder his father, this boy was none other
than Geese his half-brother. Surprisingly, Krauser defeated Geese,
but was prevented from killing him by his father. When Krauser was
older, his great-grandfather died and Rudolph became head of the
family. Elza also passed away at the same time. When Wolfgang
was 16, he challenged his father to a duel which resulted in
Rudolph's death. Since then he became the lord of Strongheim
Castle. One day he heard about a boy who had challenged and
defeated his brother Geese, a Terry Bogard. Since then Terry has
become an obsession for Krauser and he will not give up until he
crushes him.
Attributes
Abilities
Advantages
Maneuvers: Jump, Foot Sweep, Throw, Buffalo Punch, Power Uppercut, Haymaker, Stomatch Pump,
Fireball, Improved Fireball, Leg Tomahawk, Rising Tackle, Wheel Kick, Missile Reflection, Energy
Reflection, San He, Air Smash, Grappling 51
Defense, Wounded Knee
Combos:
Wounded Knee – Buffalo Punch – Wheel Kick (Dizzy)
Haymake – Leg Tomahawk
Throw – Improved Fireball (Dizzy)
Forward - Roundhouse (Dizzy)
Renown
Armor: Krauser owns armor, and he always fights with it in street challenges. It decreases his Dexterity
(affecting Speed) by 1, but increases his Soak by 2. The Armor itself has: Stamina 2, Health 5, and Maka
Wara. The Armour's Maka Wara damage is one die. It is considered that Krauser's Health is added to
that of the armo, (So total Health 25) and when they lose more than 10 Health points the armor breaks
(at 15 Health) and Krauser loses his benefits (also his penalties).
52
FATAL FURY 3 CHARACTERS
BLUE MARY
History: Blue Mary or Mary Rian (her real name) is the daughter of
police officer parents. It wasn't long before she was in the family
business. Mary met Butch, another secret agent like herself, and he
was a good looking guy who quickly won her heart. They began
dating and became engaged. But while on a mission to protect the
president of the United States, they were both shot at by terrorists,
but Butch died saving her. Devastated by her loss, she is said to
have never smiled since. The leather jacket she wears is a souvenir
given to her as a gift from Butch. There is a cocktail, made in a bar
that Mary uses as her place of work, which was made in her honor.
Butch, explained what Mary's way was like and a cocktail called
Blue Mary was made. Now all that is left are the memories, the
cocktail and the leather jacket she wears, which was Butch's
favorite. It seems that Anton, her dog, is her only family. Taking
advantage of her ex-fiancé’s teachings, she has adopted the life of
a freelance worker, quitting her old job. Now she works investigating
several mysterious cases around the country which led her to South
Town where she met Terry Bogard, who became a great friend. It is
said that she nurtures a little more than friendship for him, but
neither of them confirms it.
Personality: You tend to be serious and peaceful, but you fight for
your objectives with an unwavering strength. You love to go out and
have fun, but it's been a long time since you've done that, because
of Butch. Now that she has met Terry, she is starting to cheer up
again. In fights, she prefers to stay close to her opponent, so that
she can make her powerful arrests and grabs.
Style: Sanbo, School: Private Teacher, Concept: Special Agent, Signature: Butch's Jacket
Attributes
Abilities
Advantages
Maneuvers: Jump, Kippup, Breakfall, Grappling Defense, Throw, Suplex, Thigh Press, Dislocate Limb,
Super Throw, Foot Sweep, Spinning Foot Sweep, Power Uppercut, Double-Hit Kick, Air Throw, Air
Suplex 53
Combos:
Short - Short - Jumping Roundhouse
Thigh Press – Dislocate Limb - Super Throw (Dizzy)
Jab - Strong – Forward
Thigh Press – Dislocate Limb - Thigh Press (Dizzy)
Renown
Glory 3, Honor 5
Chi 4, Willpower 9, Health 18
54
RYUJI YAMAZAKI
Style: Kung Fu, School: Private Teacher, Concept: Killer, Signature: Strikes the unconscious opponent
Attributes
Physical: Strength 5, Dexterity 6, Stamina 5
Social: Charisma 1, Manipulation 3, Appearance 3
Mental: Perception 3, Intelligence 4, Wits 5
Abilities
Talents: Alertness 4, Interrogation 2, Intimidation 4, Insight 2, Streetwise 5, Subterfuge 3
Skills: Blind Fighting 4, Drive 3, Leadership 3, Security 5, Stealth 6, Survival 3
Knowledges: Arena 2, Computer 2, Investigation 3, Medicine 2, Mysteries 2, Style Lore 4
Advantages
Backgrounds: Fame 1, Resources 2
Techniques: Punch 6, Kick 5, Block 5, Grab 6, Athletics 5, Focus 4, Knives 5
Maneuvers: Jump, Kippup, Breakfall, Grappling Defense, Throw, Foot Sweep, Power Uppercut**,
Dragon Punch**, Sado Maso (Knives), Rekka Ken, Leg Tomahawk, Head Butt, Face Slam, Brain Cracker,
Flying Tackle
Combos:
Short - Short - Power Uppercut (Dizzy)
Rekka Ken – Rekka Ken – Rekka Ken
Power Uppercut – Flying Tackle – Brain Cracker
Renown
Glory 7, Honor 1
Chi 1, Willpower 10, Health 20
The Maneuvers marked ** can be applied either with or without a Knife.
55
JIN CHONSHU E JIN CHONREI
Chonrei's Personality: He is an overprotective brother, but unlike Chonshu he doesn't waste time with
frivolities and resolves things as quickly as possible. He does not like to make much effort, and is
extremely confident in his abilities and has no problem showing them off in public. When his brother is
hurt, he gets angry and won't stop until he gets revenge.
Style: Hakyoku Seiken, School: Unknown, Concept: Fighter, Signature: Crossed arms / Laughs
Attributes
Physical: Strength 4, Dexterity 6, Stamina 5
Social: Charisma 2, Manipulation 2, Appearance 2
Mental: Perception 5, Intelligence 5, Wits 5
Abilities
Talents: Alertness 5, Intimidation 5, Insight 5, Streetwise 2, Subterfuge 2
Skills: Blind Fighting 5, Leadership 4, Stealth 4, Survival 5
Knowledges: Arena 2, Medicine 2, Mysteries 5, Style Lore 5
Advantages
Backgrounds: Allies 2, Fame 1, elemental 5 (Fire)
Techniques: Punch 4/5, Kick 3/4, Block 5/4, Grab 4/3, Athletics 4, Focus 5/6
Special Maneuvers: Jump, Kippup, Foot Sweep, Throw, Elbow Smash, Dragon Punch, Power
Uppercut, Fireball, Improved Fireball, Breakfall, Punch Defense, Rising Tackle, Dashing Elbow,
Apenas Chonshu: Fire Strike
Apenas Chonrei: Missile Reflection, Energy Reflection, Flaming Fist, Elemental Stride
56
Combos: None
Renown
Glory 4, Honor 2
Chi 10, Willpower 10, Health 20
57
BOB WILSON
FRANCO BASH
58
HON FU
* These Maneuvers are applied with the Nunchaku instead of punching, substituting the Technique for the
damage and prerequisites.
59
SOKAKU MOCHIZUKI
* These Maneuvers are applied with the Spear instead of the Punch, replacing the Technique for damage
and prerequisites.
60
CHAPTER 3:
61
The Villains
KAIN R. HEINLEIN
Personality: You are calm, careful, and a serious man; you are also very ambitious, but not a
megalomaniac. Your antagonism stems from you being a crime boss to impose your moral ideals, the
value of life and your life, and not anything close to greed, evil or control, as your geisha's son-in-law
would be.
Appearance: Kain is always well-groomed. He likes light clothes that give him a more "benevolent"
appearance. He has long blond hair like Rock's, and terribly frightening eyes.
Style: Ankoku Shinkuu-ken School: The streets and the Don Papas gang. Concept: Gang leader. Signature:
Scary eyes
Attributes
Abilities
Advantages
Maneuvers: Jump, Flash Kick, Power Uppercut, Hammer Punch, Bufalo Punch, Dive Kick, Throw,
haymaker, Widowmaker, Foot Sweep, Flash Kick (Backfist Upper), Flying Fireball (Schwarze Flamme),
62
Jumping Shoulder Butt(Schwarze Panzer) Reverse Frontal Kick (Schwarze Lanze), Flaming Fist, Flaming
Heel, Fireball
Combo:
Jumping Shoulder Butt– Jab + Flaming Fist,
Jumping Shoulder Butt – Roundhouse + Flaming Heel,
Buffalo Punch – Flying Fireball
Flash Kifk – Widowmaker
Renown
Glory 8, Honor 4
Chi 10, Willpower 10, Health 20
63
GRANT:
Style: Ankoku Shinkuu-ken, School: Shadow Entity. Concept: Bodyguard Signature: Assumes a fighting
stance, summons purple flames in her closed hands and finishes by stretching one of her hands into the air.
Attributes
Abilities
Advantages
Renown
64
The Heroes
TERRY BOGARD
History: He is also known by the nickname "Lone Wolf". This is the same Terry
from Fatal Fury, but older and more experienced. Now he has a pet monkey,
named Ukee. In his last encounter with Geese, the latter falls from the top of a
tower, leaving behind his son, Rock. Terry then feels guilty for the accident,
and decides to train Rock. Terry no longer wears his trademark cap in the
series, as he gave it to Rock.
Role Play: Initially, you can be considered a rather relaxed and lazy fighter,
especially when compared to his brother Andy, but where you get to, you are
the central focus of children. In battle you seek not only revenge, truth, and
justice, but also friendship (like Kim). You never seem to be satisfied with your
skill level. This could be because of your ally and rival, Andy.
Signature: Screams OK! And throws the jacket over his shoulders
Abilities
Advantages
65
ROCK HOWARD
Appearance: Rock is a thin boy with beautiful blond hair. He likes to dress in a red jacket that reminds
him a little of the clothes that Terry used to wear. But with a bolder and more modern design.
Personality: You are a shy man with an inner conflict. Normally, you are quiet and are usually nervous
around women, with the exception of Hotaru Futaba. You are also a childhood friend of Kim Kaphwan's
sons, Kim Jae Hoon and Kim Dong Hwan.
Style: Western Kickboxing, School: Terry Bogard, Concept: Orphan and musician Signature: Remove your
glove with your mouth and shake your hand.
Attributes
Physical: Strength 4, Dexterity 5, Stamina 4
Mental: Perception 3, Intelligence 3, Wits 5
Social: Charisma 3, Manipulation 3, Appearance 4
Abilities
Skills: Blind Fighting 3, Drive 3, Survival 3, Stealth 2, Security 2, Bookie 1, Demolitions 3, Disguise 1,
Repair 3
Talents: Alertness 3, Interrogation 2, Insight 3, Streetwise 4, Intimidation 2, Subterfuge 2, Manage 2,
Search 3
66
Knowledges: Style Lore 4, Computer 2, Arena 3, Investigation 3, Medicine 2, Music 4
Advantages
Backgrounds: Allies 3, Contacts 3, Arena 2, Sensei 4, Resources 3
Maneuvers: Short Fireball, Fireball (REPPUKEN), Jump, Punch Defense, Deflecting Punch, Double
Repukken, Rising Tackle, Dashing punch, Burn Knuckle, Shumpo, Throw, Kippup, Dashing Elbow, Foot
Sweep, Wheel Kick (CRACK SHOOT), Raising Storm (Shock Treatment), Triple Strike
Combo:
Dashing Elbow to Burn Knuckle (Dizzy)
Block to Wheel Kick (Dizzy)
Burn Knuckle – Rising Tackle – Jumping Fierce (Dizzy)
Triple Strike – Short Fireball (COMBO NEO DEADLY RAVE)
Renown
Glory 4, Honor 6
Chi 8, Willpower 8, Health 18
67
KEVIN RYAN:
Appearance:
Style: Special Forces School: SWAT Concept: SWAT Officer Signature: Salute to Marky
Attributes
Physical: Strength 5, Dexterity 4, Stamina 5
Mental: Perception 4, Intelligence 3, Wits 3
Social: Charisma 4, Manipulation 3, Appearance 3
Abilities
Talents: Alertness 4, Interrogation 4, Intimidation 3, Insight 3, Streetwise 3, Subterfuge 3, Instruction 3,
Manage 3, Search 4.
Skills: Blind Fighting 3, Drive 4, Leadership 3, Security 4, Stealth 3, Survival 3, Demolitions 3, Disguise 3,
Repair 2.
Knowledges: Arena 3, Computer 3, Investigation 3, Mysteries 2, Style Lore 2, Law 4, Linguistics 2.
Advantages
Backgrounds: Allies 2, Backing 3, Contacts 4, Resources 3, Arena 3, Elemental (Fire) 3.
Techniques: Punch 5, Kick 4, Block 3, Grab 4, Athletics 4, Focus 3, Knives 3, Firearms 4
Maneuvers: Jump, Throw, Foot Sweep, Double-Hit Knee, Spinning Back Fist, Spinning Knuckle,
Elemental Explosion, Flying Thrust Kick, Drunk Monkey Roll, Wounded Knee, Buffalo Punch, Wheel Kick,
Handstand Kick, Power Uppercut, Elemental Rage, Power-Punch, Triple Strike
Combo:
Short – Thow – Roundhouse Kick (Dizzy)
Elemental Rage – Power Uppercut (Dizzy)
Wounded Knee – Spinning Back Fist
Renown
Glory 6, Honor 4
Chi 5, Willpower 7, Health 20
68
BONNE JENET
History: A pirate who has a crush on Terry Bogard. She considers Terry her
first love. Her real name is Jennie Behrn. She is 167 cm tall and weighs 49
kg. Her hobby is nail art. Her favorite food is sirloin steak (kept carefully in
her pantry). Leader of the pirate group known as the Lillien Knights. Her
birthday is January 29th. She is English and although her family is
extremely rich, she prefers to steal with her pirate friends because of the
excitement. Her fighting style is called LK Arts (from Lillien Knights or Arts of
the Reeling Knights), and is somewhat similar to Savate. She adds the
element of wind to her attacks. Instead of a ship, the Lillien Knights use a
submarine. Bonne entered the championship just for fun, her ultimate goal
is to try to steal Kain. In the Blue Wave Habour region, Bonne uses part of
the Southtown harbor as an arena and leaves his submarine parked,
causing havoc wherever it passes.
Appearance:
Style: LK-Arts (Savate) School: Unknown Concept: Pirate Signature: With a big smile, he places one hand on
the back of his head, and the other shows his nails.
Attributes
Physical: Strength 3, Dexterity 6, Stamina 4
Mental: Perception 3, Intelligence 4, Wits 4
Social: Charisma 4, Manipulation 3, Appearance 5
Abilities
Talents: Alertness 3, Interrogation 3, Intimidation 3, Insight 2, Streetwise 3, Subterfuge 4, Instruction 2,
Manage 3, Search 2.
Skills: Blind Fighting 3, Drive 5, Leadership 3, Security 3, Stealth 2, Survival 3, Bookie 3, Demolitions 2,
Disguise 3, Repair 2.
Knowledges: Arena 3, Computer 3, Investigation 2, Medicine 2, Mysteries 2, Style Lore 1, Sciences 2,
Finance 3, Law 2, Linguistics 2.
Advantages
Backgrounds: Allies 4, Contacts 3, Resources 5, Elemental(Air) 5, Arena 4.
Techniques: Punch 3, Kick 5, Block 3, Grab 4, Athletics 6, Focus 3
Maneuvers: Jump, Throw, Foot Sweep, Haymaker, Flyng Thrust Kick(The Hind), Wall Spring, Cobra
Charm, Flying Body Spear, Fireball (Buffrass), Spining Back Fist, Breakfall, Power Kick, Lighting Leg
Combo: Forward – Jab – Haymaker (Dizzy); Flyng Thrust Kick – Flying Body Spear (Dizzy); Jump –
Flying Body Spear
Renown
Glory 7, Honor 5
Chi 5, Willpower 8, Health 18
69
KIM DONG HWAN
Personality: Very silly, annoying and arrogant, you only think about yourself. You are a natural genius
who often neglects his training. You want to become a taekwondo master with your own unique twist to
your father's style.
Appearance: Dong is tall and muscular, likes to dress in a black gi, and always wears short hair because
he's too lazy to take care of it.
Style: Taekwondo School: Dojô Kaphwan Concept: Self-confident. Trait: Balancing on one foot while
cleaning the other.
Attributes
Physical: Strength 5, Dexterity 5, Stamina 4
Mental: Perception 3, Intelligence 3, Wits 3
Social: Charisma 4, Manipulation 4, Appearance 3
Abilities
Talents: Alertness 3, Interrogation 2, Intimidation 2, Insight 3, Streetwise 2, Subterfuge 4, Instruction 4,
Manage 3, Search 3.
Skills: Blind Fighting 2, Leadership 3, Security 3, Stealth 3, Survival 3, Bookie 3, Publicist 3, Demolitions
3.
Knowledges: Arena 4, Computer 2, Investigation 2, Medicine 2, Mysteries 2, Style Lore 2, Finance 2, Law
2, Linguistics 2.
Advantages
Backgrounds: Allies 3, Backing 3, Contacts 2, Manager 2, Resources 3, Arena 3, Sensei 4.
Techniques: Punch 3, Kick 5, Block 4, Grab 3, Athletics 4, Focus 4
Maneuvers: Jump, Throw, Foot Sweep, Shock Treatment (Shiden Kyaku), Flash Kick, Wheel Kick
(Raimei Zan), Lightning Leg (Ashi Binta), Flying Thrust Kick (Hishou Kyaku), Ax Kick, Kick Defense,
Double Hit Kick, Power Kick, Reverse Frontal Kick
Combo:
Reverse Frontal Kick - Double Hit Kick; Shock Treatment – Wheel Kick
Renown
Glory 6, Honor 5
Chi 7, Willpower 7, Health 18
70
KIM JAE HOON
Personality: You are serious, diligent in your studies, and a charismatic man. He has a strong sense of
justice, just like his father. You also have a kind side to him as he enjoys the sight of small animals, such
as rabbits, hamsters, or mink. It is this dedication and compassion that has earned him his own fan club.
Appearance: Jae is not as robust as his brother but compensates this with great agility and a slender
body. He has medium hair that always covers one eye and wears the traditional white gi.
Style: Taekwondo School: Dojô Kaphwan Concept: Serious Kid Signature: When he finishes a fight, he runs
towards the opponent to help them in some way.
Attributes
Physical: Strength 4, Dexterity 5, Stamina 4
Mental: Perception 4, Intelligence 4, Wits 5
Social: Charisma 3, Manipulation 3, Appearance 3
Abilities
Talents: Alertness 3, Interrogation 3, Intimidation 3, Insight 4, Streetwise 2, Subterfuge 2, Instruction 4,
Manage 4, Search 3.
Skills: Blind Fighting 3, Leadership 4, Security 3, Stealth 2, Survival 3, Demolitions 3.
Knowledges: Arena 3, Computer 2, Investigation 3, Medicine 2, Mysteries 2, Style Lore 2, Sciences 2,
Finance 3, Law 5, Linguistics 2.
Advantages
Backgrounds: Allies 3, Backing 3, Contacts 2, Resources 3, Elemental (Fire) 3, Arena 3, Sensei 4, Fame
1
Techniques: Punch 3, Kick 5, Block 4, Grab 3, Athletics 5, Focus 3
Maneuvers: Jump, Throw, Foot Sweep, Flaming Heel, Ax Kick, Flash Kick, Kick Defense, Double Hit
Kick, Power Kick, Reverse Frontal Kick (Shou Kyaku Hou), Lightning Leg (Shakka Shuu), Whel Kick
(Hangetsu Zan), Flying Thrust Kick (Hienzan)
Combo: Foot Sweep - Ax Kick; Lightning Leg - Reverse Frontal Kick – Flash Kick; Flying Thrust Kick –
Flash Kick – Dive Kick
Renown
Glory 5, Honor 9
Chi 7, Willpower 7, Health 18
71
GATO FUTABA
Personality: You are ruthless and very serious; you look at others cruelly and rarely show respect for
them. Even so, he softens slightly before Hotaru's presence.
Appearance: Cat wears his long black hair tied back with a ribbon that was given to him by his sister. He
also wears traditional Chinese clothes with yellow and beige colors.
Style: Gou-ke Kung Fu, School: Unknown Concept: Assassin and Gou-kei Master Signature: He removes his
shirt and shows a scar on his back made by the claws of an animal
Attributes
Physical: Strength 5, Dexterity 4, Stamina 5
Mental: Perception 4, Intelligence 4, Wits 4
Social: Charisma 2, Manipulation 3, Appearance 4
Abilities
Talents: Alertness 4, Interrogation 4, Intimidation 5, Insight 3, Streetwise 2, Subterfuge 3, Instruction 4,
Manage 2, Search 3.
Skills: Blind Fighting 3, Leadership 2, Security 3, Stealth 3, Survival 4, Demolitions 3.
Knowledges: Arena 3, Investigation 3, Medicine 3, Mysteries 2, Style Lore 2, Sciences 2, Finance 2, Law
2, Linguistics 2.
Advantages
Backgrounds: Arena 3, Contacts 2, Resources 3, Sensei 3
Techniques: Punch 3, Kick 5, Block 3, Grab 4, Athletics 6, Focus 4
Maneuvers: Jump, Shikan-Ken (Totsuga), Hammer Punch (Shinga), Chi Kun Healing,Flying Knee Thrust
(Raiga), Rekka Ken (Fuuga), Slide Kick (Senga), Dive Kick (Kouga), Dim Mak (Saigaku), Multiple Stomp,
Throw, Thing Press (Kuuchuu Furi Muki), Foot Sweep, Dragon Kick (Tatsu Kiba), Double-Hit Punch,
Double Hit Kick, Dive Kick
Combos:
Rekka Ken - Shikan-Ken (Totsuga),
Rekka Ken - Slide Kick (Senga).
Dim Mak – Thing Press
Renown
Glory 8, Honor 4
Chi 6, Willpower 10, Health 20
72
HOTARU FUTABA
Personality: You are a calm and cheerful girl who has been shaken
by being abandoned by her family. You still have high hopes that
your family will get back together again.
Appearance: Horatu is a very young girl with long blue hair. Which
match her clothes, also in light and bright colors.
Attributes
Physical: Strength 4, Dexterity 5, Stamina 4
Mental: Perception 3, Intelligence 4, Wits 3
Social: Charisma 4, Manipulation 3, Appearance 3
Abilities
Talents: Alertness 3, Interrogation 2, Intimidation 2, Insight 3, Streetwise 3, Subterfuge 2, Instruction 2,
Manage 2, Search 3.
Skills: Blind Fighting 2, Leadership 2, Security 2, Stealth 3, Survival 3, Demolitions 2, Disguise 3, Repair
2.
Knowledges: Arena 3, Computer 3, Investigation 3, Medicine 2, Mysteries 2, Style Lore 2, Law 3,
Linguistics 2.
Advantages
Backgrounds: Contacts 2, Resources 3, Animal Companion 2, Arena 3.
Techniques: Punch 4, Kick 5, Block 4, Grab 3, Athletics 4, Focus 3
Maneuvers: Jump, Fireball (Hakki Shou), Flying Body Spear (Tenshin Shou), Spinning Knuckle (Soushou
Shin), Reverse Frontal Kick (Kobi Kyaku Break), Wheel Kick (Shinjou Tai), Flying Knee Thrust (Rengeki
Shou), Foot Sweep, Flash Kick, Reverse Frontal Kick, Dive Kick, Pin, Double-Hit Punch
Combo:
Flash Kick - Dive Kick - Pin - Strong (Tenshou Ranki),
Spinning Knuckle - Flying Body Spear - Flying Knee Thrust (Soushou Ten Renge).
Renown
Glory 2, Honor 6
Chi 6, Willpower 6, Health 16
73
HOKUTOMARU
History: He was born on July 10 and is 14 years old, 154 cm tall and
weighs 70 kg. As he lives alone in the forest, his hobby is to go to hot
springs in the mountains with monkeys. He can climb the highest tree in
the mountains in 16.3 seconds (now trying to break the record). He
belongs to the same ninja clan as Mai Shiranui, and was trained by Andy
Bogard. Andy, who taught him the ninja techniques of the Shiranui clan,
and Koppouken. Andy sends him to participate in the tournament, as the
final part of his training. He uses a wooden sword, kunais, and shurikens.
He treats Mai like an older sister, however, it was never revealed if they
have blood ties. He is the fastest character in the game. His best friends
are the monkeys that live near the village where he lives. He is not at all
used to big cities. From the mountains of Southtown, Hokutomaru can
observe the region of 5Th Ave. and 2nd Street, in this part of town when
acts of violence occur, it serves as a combat arena for the great young
ninja.
Personality: You are a boy who grew up in the middle of nature; your best friends are the monkeys in the
mountains near your training camps. You know nothing of the civilized world, getting excited and
confused by life in a big city. You are a brash boy who doesn't like to be treated like a child. You are very
loud and often act before you think, but you have a strong will.
Appearance: Hokutomaru dresses like a traditional ninja... after a war where all his clothes were torn. He
doesn't take much care of his equipment and clothes so everything is always worn and torn.
Style: Ninjutsu School: Dojo Shiranui. Concept: Ninja Child. Signature: He makes a meal all messy and there
may be bombs!
Attributes
Physical: Strength 3, Dexterity 6, Stamina 3
Mental: Perception 4, Intelligence 3, Wits 4
Social: Charisma 3, Manipulation 3, Appearance 3
Abilities
Talents: Alertness 4, Interrogation 3, Intimidation 3, Insight 4, Streetwise 3, Subterfuge 3, Instruction 2,
Search 3.
Skills: Blind Fighting 3, Leadership 1, Security 2, Stealth 4, Survival 4, Demolitions 2, Disguise 4.
Knowledges: Arena 3, Investigation 3, Medicine, Mysteries 2, Style Lore 2
Advantages
Backgrounds: Allies 3, Clan Heritage 4, Resources 2, Sensei 3, Elemental (Fire) 3
Techniques: Punch 3, Kick 3, Block 3, Grab 3, Athletics 5, Focus 3, Sword 4 Thrown 3
Maneuvers: Jump, Foot Sweep, Wall Spring, Throw, Air Throw, Breakfall, Flying Body Spear
(Kuuhadan), Rolling Attack (Karakusa Giri), Dive Kick (Rakkazan Kyou), Shrouded Moon (Rakkazan
Jitsu), Rising Tackle, Elemental Explosion
Combo:
Shuriken - Shuriken (Dizzy) (Chou Hissatsu Shuriken)
Shroulded Moon – Fierce Sword
Rolling Attack – Fierce Sword (Dizzy)
Renown:
Glory 5, Honor 5
Chi 6, Willpower 7, Health 16
Equipment: Wooden Sword (S:+1, D:+3, M: None), Shuriken (S:+1, D:+1, M: None).
74
MARCO RODRIGUEZ
Personality: You are both a goofball and a serious person. You are
reckless, but also wise. You look up to your master and respect him very
much. You consider Tizoc to be a worthy adversary.
Appearance: Marco is a tall, muscular man. He wears the traditional Karate Gi, and likes to wear a
hairpiece with a toupee.
Style: Kyokugenryu Karate, School: Sakazaki Dojo. Concept: Martial Artist Signature: Displays a ceremonial
wooden plate with the name of the Kyokugenryu style.
Attributes
Physical: Strength 5, Dexterity 5, Stamina 5
Mental: Perception 4, Intelligence 5, Wits 5
Social: Charisma 4, Manipulation 3, Appearance 3
Abilities
Talents: Alertness 4, Interrogation 4, Intimidation 4, Insight 3, Streetwise 2, Subterfuge 3, Instruction 5,
Manage 4, Search 3.
Skills: Blind Fighting 5, Leadership 5, Security 5, Stealth 3, Survival 5, Publicist 3, Demolitions 4, Repair
3.
Knowledges: Arena 3, Computer 2, Investigation 3, Medicine 2, Mysteries 3, Style Lore 2, Finance 2, Law
3, Linguistics 2.
Advantages
Backgrounds: Allies 3, Backing 2, Contacts 3, Resources 3, Animal Companion 5 (Bear), Sensei 5, Arena
3
Techniques: Punch 6, Kick 5, Block 5, Grab 3, Athletics 4, Focus 5
Maneuvers: Jump, Throw, Power Uppercut, Hyper Fist, Dragon Punch, Kippup, Hurricane Kick, Foot
Sweep, Back Roll Throw, Fireball, Improved Fireball, Triple Strike
Combo:
Strong - Roundhouse - Dragon Punch.
Dragon Punch – Dagon Punch (dizzy)
Jumping Forward – Hyper Fist (Dizzy)
Movement - Hyper Fist - Dragon Punch (dizzy) (Ryuko Rambu combo)
Renown:
Glory 7, Honor 8, Rank 7
Chi 8, Willpower 10, Health 20
75
TIZOC
Appearance: Like every wrestler you like to embody the character, and
since you are the griffin you dress like one. With a mask in the shape of an
eagle.
Attributes
Physical: Strength 6, Dexterity 4, Stamina 5
Mental: Perception 4, Intelligence 4, Wits 4
Social: Charisma 5, Manipulation 3, Appearance 3
Abilities
Talents: Alertness 5, Interrogation 3, Intimidation 4, Insight 3, Streetwise 2, Subterfuge 3, Instruction 4,
Manage 5, Search 3.
Skills: Blind Fighting 4, Drive 3, Leadership 3, Security 4, Stealth 3, Survival, Bookie 3, Publicist 4,
Demolitions 5, Disguise 3.
Knowledges: Arena 4, Computer 3, Investigation 3, Medicine 2, Mysteries 3, Style Lore 4, Sciences 2,
Finance 3, Law 3, Linguistics 3.
Advantages
Backgrounds: Backing 3, Contacts 3, Manager 5, Resources 4, Fame 3, Arena 4
Techniques: Punch 6, Kick 3, Block 4, Grab 5, Athletics 4, Focus 2
Maneuvers: Jump, Throw, Headbutt, Knife Hand Strike (Griffall), Air Suplex (Active Tupon), Air Smash,
Spinning Clothesline (Justice Hurricane), Suplex (Poseidon Wave), Bear Hug (Icarus Crash), Toughskin,
Flying Tackle, Kippup, Grappling Defense, Wounded Knee, Spinning Pile Driver, Pile Driver
Combo:
Jump - Elbow Smash (Olympus Over); Fierce - Fierce - Fierce (Daedalus Attack); Flying Tackle – Big Fall
Griffon
Renown:
Glory 8, Honor 7, Rank 8
Chi 5, Willpower 10, Health 20
76
FREEMAN
Style: Zanki, School: Unknown Concept: Serial Killer Signature: Lick your claws, open your arms and look at the sky
Attributes
Physical: Strength 4, Dexterity 5, Stamina 5
Mental: Perception 4, Intelligence 5, Wits 4
Social: Charisma 2, Manipulation 4, Appearance 3
Abilities
Talents: Alertness 4, Interrogation 5, Intimidation 5, Insight 5, Streetwise 3, Subterfuge 5, Instruction 3, Manage 2,
Search 4.
Skills: Blind Fighting 5, Security 5, Stealth 5, Survival 5, Bookie 2, Demolitions 3, Disguise 4.
Knowledges: Arena 3, Computer 3, Investigation 4, Medicine 3, Mysteries 3, Style Lore 3, Sciences 3, Finance 3,
Law 4, Linguistics 3.
Advantages
Backgrounds: Resources 3, Contacts 2, Orochi 3, Fame 2, Arena 4
Techniques: Punch 6, Kick 3, Block 4, Grab 5, Athletics 5, Focus 4
Maneuvers: Snake Fist (Gorefest), Foot Sweep, Fingernail Slash, Jump, Double-Hit Knee, Power Uppercut
(Nightmare), Haymaker (Phobia), Dim Mak (V.O.D), Chi Kun Healling, Ghost Form (Vision of Disorder), Knife Hand
Strike (Fingernail Slash),
Combo:
Knife Hand Strike - Knife Hand Strike – Haymaker (Dizzy)
Knife Hand Strike - Double-Hit Knee,
Wall Spring – Dim Mak
Renown
Glory 8, Honor 2
Chi 8, Willpower 8, Health 20
77
CHAPTER 4:
78
his nation and creating a team of elite mercenaries directly responsible for uncovering the NESTS
to carry out his will. But for this he needed good conspiracy. At this time, a new soldier joined the
men, so he began to recruit soldiers who for some team, Whip, the mysterious girl who did not mind
reason were in trouble with their government. using any means to complete her mission.
When he heard about the story of Clark and Ralf, Today the Ikari Warriors are still active in many
he contacted both of them and offered them a job areas, being taken wherever Heidern feels it is
as mercenaries. Tired of being left out of the necessary. Besides the fixed members of his
action, they accepted, and for the next few years organization, Heidern often uses the services of
they served General Heidern. During this period Vanessa, Seth, Ramon and Blue Mary (Fatal Fury)
Ralf and Clark received special training and in order to obtain information necessary to
improved their skills in hand to hand combat. successfully complete the missions of his team.
A few years later, Heidern decided to put his But regardless of the mission, one thing
plan into action and exact revenge against a man nobody has a doubt about, they have become one
named Rugal. During the events of the King of of the most famous tomilitary forces in the world
Fighters tournament in '94, Heidern infiltrated with and are considered to be the best at what they do.
his commandos and was able to carry out his
revenge by killing Rugal. Intrigued by Rugal's
demonstrated powers, Heidern decided to stay
close to the events of the tournament, but now
acting behind the cameras, commanding Ralf and
Clark only from behind the scenes. To replace
him, however, he added his adopted daughter
Leona as a way to complete the team.
After the events of the Orochi saga, described
in chapter 4, the Ikari warriors carried out several
other missions around the world, often assisting
the American and Brazilian governments,
including Heidern created another tomilitary troop
known as Metal Slug that works fighting dictators
and terrorists in the open, while the Ikkari take
care of special missions. Of course, Ralf and Clark
often end up helping the soldiers in this division.
They still maintained close contact with the
organizers of the King of Fighters, and were
79
THE CHARACTERS OF IKARI WARRIORS
COMANDANTE HEIDERN
Personality: You are calm and silent, and hide your emotions under a veil of professionalism, but you
care a lot about your subordinates. You are very strategic, especially when it comes to stopping a major
threat.
Appearance: Heidern usually wears fitted military clothing. He is always seen with his beret, black gloves
and an eye patch that protects his missing eye.
Style: Special Forces, School: Brazilian Army, Concept: Military Commander Signature: Shout of victory!
Team: Ikari Warriors
Attributes
Physical: Strength 5, Dexterity 5, Stamina 5
Mental: Perception 5, Intelligence 5, Wits 5
Social: Charisma 2, Manipulation 5, Appearance 3
Abilities
Talents: Alertness 4, Interrogation 4, Streetwise 4, Subterfuge 3, Search 2
Skills: Blind Fighting 2, Drive 3, Leadership 4, Security 4, Stealth 3, Survival 4, Demolitions 2
Knowledges: Computer 3, Investigation 3, Mysteries 4, Style Lore 3, Law 2
Advantages
Backgrounds: Allies 4, Backing 5, Resources 4, Contacts 5
Techniques: Punch 5, Kick 5, Block 5, Grab 5, Athletics 5, Focus 5, Firearms 5
Maneuvers: Jump, Breakfall, Throw, Kippup, Power Uppercut, Foot Sweep, Sonic Boom, Grappling
Defense, Knife Hand Strike, Double-Hit Kick, Flying Body Spear, Haymaker, Widowmaker.
Combos:
Jab - Strong – Fierce
Strong – Dougle-Hit Kick – Haymaker (Dizzy)
Block – Foot Sweep – Sonic Boom
Renown
Glory 8, Honor 5
Chi 7, Willpower 10, Health 20
80
RALF JONES
Appearance: Ralf is tall, has black hair, and wears a red bandanna on his head. He always wears his
military attire, with everything he is allowed. He is often seen with some alcoholic beverage in his hands.
Style: Special Forces, School: American Army, Concept: Active Duty Military, Signature: Victory cry! Team:
Ikari Warriors
Attributes
Physical: Strength 6, Dexterity 5, Stamina 5
Mental: Perception 5, Intelligence 3, Wits 4
Social: Charisma 4, Manipulation 2, Appearance 3
Abilities
Talents: Alertness 3, Interrogation 3, Intimidation 3, Streetwise 4, Subterfuge 4
Skills: Drive 3, Leadership 4, Security 5, Stealth 3, Survival 5, Demolitions 2
Knowledges: Computer 2, Investigation 3, Mysteries 2, Style Lore 1
Advantages
Backgrounds: Allies 5, Backing 3, Contacts 2, Sensei 4, Resources 2
Techniques: Punch 6, Kick 4, Block 5, Grab 4, Athletics 4, Focus 5, Firearms 5 Knives 3 Thrown 3
81
Maneuvers: Jump, Breakfall, Throw, Kippup, Hyper Fist, Vulcan Punch, Turn Punch, Flying Body Spear
(DIVE BOMBER PUNCH), Head Butt, Power Uppercut, Foot Sweep, Spinning Back Fist, Spinning
Knuckle (GATLING ATTACK), Flying Tackle, Brain Cracker
Combos:
Block – Spinning Knuckle – Power Uppercut (Dizzy)
Vulcan Punch – Power Uppercut
Flying Tackle – Brain Cracker – Turn Punch (Dizzy)
Jab – Forward – Vulcan Punch
Renown
Glory 7, Honor 4
Chi 6, Willpower 8, Health 20
82
CLARK STEEL
Style: Special Forces, School: U.S. Army, Concept: Active Duty Military, Signature: Positive hand signal.
Team: Ikari Warriors
Attributes
Physical: Strength 5, Dexterity 5, Stamina 5
Mental: Perception 4, Intelligence 4, Wits 3
Social: Charisma 2, Manipulation 3, Appearance 4
Abilities
Talents: Alertness 5, Interrogation 4, Intimidation 3, Streetwise 5, Subterfuge 3
Skills: Drive 4, Leadership 2, Security 5, Stealth 4, Survival 4, Demolitions 4
Knowledges: Computer 4, Investigation 3, Style Lore 3, Linguistics 2 (English, Portuguese)
Advantages
Backgrounds: Allies 5, Backing 3, Contacts 2, Sensei 4, Resources 2
Techniques: Punch 5, Kick 4, Block 4, Grab 6, Athletics 5, Focus 3, Firearms 5 Knivess 3 Thrown 3
Maneuvers: Jump, Breakfall, Throw, Kippup, Power Uppercut, Suplex, Thigh Press, Grappling Defense,
Air Throw, Foot Sweep, Haymaker, Shoulder Throw, Ground Fighting, Piler Drive, Hyper Fist, Elbow
Smash, Spinning Knuckle (GATLING ATTACK)
Combos:
Strong – Shoulder Throw – Elbow Smash (Dizzy) “Flashing Elbow”
Spinning Knuckle – Power Uppercut – Air Throw(Dizzy) “Death Lake Driver”
Jumping Jab – Hyper Fist (Dizzy)
Shoulder Throw – Shoulder Throw – Shoulder Throw (Dizzy)
Flying Tackle – Pile Driver
83
Renown
Glory 7, Honor 5
Chi 4, Willpower 9, Health 20
Equipment: Grenades
84
LEONA HEIDERN
Style: Special Forces, School: Private Teacher, Concept: Active Duty Military, Signature: Shout of victory!
Attributes
Physical: Strength 4, Dexterity 6, Stamina 5
Mental: Perception 4, Intelligence 4, Wits 4
Social: Charisma 3, Manipulation 4, Appearance 5
Abilities
Talents: Alertness 4, Interrogation 4, Streetwise 4, Subterfuge 3, Search 3
Skills: Blind Fighting 3, Drive 3, Leadership 2, Security 4, Stealth 4, Survival 4, Demolitions 3
Knowledges: Computer 2, Investigation 3, Mysteries 4, Style Lore 3, Law 2
Advantages
Backgrounds: Allies 5, Backing 3, Orochi 4, Sensei 4, Resources 2
Techniques: Punch 5, Kick 4, Block 5, Grab 4, Athletics 6, Focus 5, Firearms 4, Thrown 4
Maneuvers: Jump, Breakfall, Throw, Kippup, Power Uppercut, Air Throw, Foot Sweep, Short Fireball
(BALTIC LAUNCHER), Knife Hand Strike, Double-Hit Knee, Flash Kick, Dashing Punch (GRAND
SABER), Haymaker(MOON SLASHER), Widowmaker (X-CALIBUR), Flying Body Spear
Combos:
Flying Body Spear – Haymaker (Dizzy) “V-SLASHER”
Jumping Foward – Double-Hit Knee – Widowmaker
Block – Short Fireball
85
Equipment: Explosive earrings
Renown
Glory 6, Honor 5
Chi 7, Willpower 7, Health 20
86
WHIP
Attributes
• Physical: Strength 4, Dexterity 6, Stamina 4
• Mental: Perception 4, Intelligence 3, Wits 5
• Social: Charisma 4, Manipulation 5, Appearance 5
Abilities
• Talents: Alertness 4, Interrogation 4, Streetwise 4, Subterfuge 3, Search 2
• Skills: Blind Fighting 2, Drive 3, Security 4, Stealth 3, Survival 4, Demolitions 2
• Knowledges: Computer 3, Investigation 3, Mysteries 4, Style Lore 3, Law 2
Advantages
• Backgrounds: Allies 5, Backing 3, Sensei 4
• Techniques: Punch 4, Kick 5, Block 5, Grab 4, Athletics 5, Whip 6, Knives 3, Firearms 4, Thrown 3
• Maneuvers: Jump, Breakfall, Throw, Kippup, Power Uppercut, Air Throw, Foot Sweep, Haymaker,
Double-hit Kick, Handstand Kick, Strangle Throw, Throttle, Weapon Choke (Whip), Double Strike (Whip),
Lightning Strike (Whip), Uppercut (Knives), Weapon Defense (Whip), Deflecting Strike (Whip)
• Combos:
Whip Jab - Whip Strong - Whip Fierce
Short – Handstand Kick - Foot Sweep (Dizzy)
Deflecting Strike - Lighting Strike - Weapon Choke
Renown
• Glory 6, Honor 3
• Chi 6, Willpower 7, Health 20
• Weapons: Whip, Knife, Pistol, Grenades
87
BACKING TEAM
VANESSA
Personality: You are a woman who likes the taste of life, and a good trip to the
bar for a drink. It is not known how you are able to keep your work secret from
your family, but you do it.
Style: Boxing School: Unknown, Concept: Mercenary, Signature: Kiss the whip.
Attributes
• Physical: Strength 5, Dexterity 5, Stamina 5
• Mental: Perception 4, Intelligence 3, Wits 5
• Social: Charisma 3, Manipulation 3, Appearance 5
Abilities
• Talents: Alertness 3, Interrogation 4, Streetwise 3, Subterfuge 3, Intimidation 5
• Skills: Blind Fighting 3, Drive 3, Leadership 4, Security 3, Stealth 4, Survival 2
• Knowledges: Computer 2, Investigation 3, Style Lore 3, Mysteries 2
Advantages
• Backgrounds: Allies 3, Backing 4, Resources 3, Elemental (Air) 3
• Techniques: Punch 6, Block 4, Grab 4, Athletics 5, Focus 4
• Maneuvers: Jump, Kippup, Power Uppercut, Punch Defense, Fist Sweep Dashing Punch, Dashing
Uppercut, Hyper Fist, Missile Reflection, Energy Reflection, Light Feet, Stomach Pump, Air Blast, Throw,
Turn Punch, Rekka Ken
• Combos:
Strong - Strong – Power Uppercut (Dizzy)
Stomach Pump – Throw
Rekka Ken – Rekka Ken – Turn Punch
Renown
• Glory 4, Honor 6
• Chi 4, Willpower 9, Health 20
88
SETH
Attributes
• Physical: Strength 5, Dexterity 5, Stamina 5
• Mental: Perception 6, Intelligence 4, Wits 3
• Social: Charisma 3, Manipulation 4, Appearance 3
Abilities
• Talents: Alertness 5, Interrogation 3, Streetwise 2, Subterfuge 2,
Insight 4
• Skills: Blind Fighting 5, Drive 3, Leadership 3, Security 2, Stealth 3, Survival 2
• Knowledges: Computer 4, Investigation 5, Style Lore 3
Advantages
• Backgrounds: Allies 5, Backing 3, Resources 3, Contacts 3
• Techniques: Punch 5, Kick 5, Block 5, Grab 4, Athletics 4, Focus 3, Firearms 3
• Maneuvers: Jump, Throw, Kippup, Power Uppercut, Foot Sweep, Fist Sweep, Criminal Upper,
Spinning Back Fist, Ground Fighting, Dashing Clothesline, Flying Knee Thrust, Brain Cracker, ToughSkin
• Combos:
Flying Knee Thrust - Criminal Upper
Strong – Spinning Back Fist – Criminal Upper
Throw – Brain Cracker – Throw (dizzy)
Jumping Forward – Dashing Clothesline – Foot Sweep
Renown:
• Glory 5, Honor 6
• Chi 5, Willpower 7, Health 20
89
RAMON
Personality: You are a very friendly guy who likes to play with
children and have fun with girls. You seem to have an
obsession with Vanessa and often flirt with her. Although your
affections are sometimes discouraged, you still remain
determined to win her over.
Attributes
• Physical: Strength 5, Dexterity 5, Stamina 5
• Mental: Perception 3, Intelligence 3, Wits 5
• Social: Charisma 5, Manipulation 3, Appearance 3
Abilities
• Talents: Alertness 3, Streetwise 4, Subterfuge 5, Insight 3
• Skills: Blind Fighting 2, Drive 2, Stealth 3, Demolitions 2
• Knowledges: Computer 1, Investigation 2, Arena 2, Style Lore 3,
Advantages
• Backgrounds: Allies 3, Backing 3 (while working for the Ikaris), Fame 4, Resources 3
• Techniques: Punch 5, Kick 5, Block 4, Grab 5, Athletics 5, Focus 2
• Maneuvers: Jump, Breakfall, Throw, Kippup, Power Uppercut, Esquives, Air Smash, Grappling
Defense, Ground Fighting, Back Breaker, Disengage, Flying Body Spear, Slide Kick, Wall Spring, Backflip
Kick, Air Suplex, Neck Choke Suplex, Handstand Kick
• Combos:
Back breaker – back breaker (Dizzy)
Strong – Handstand Kick (dizzy) Esquives – Airs smash – Foot Sweep
Esquives – Neck Choke – Airs smash (dizzy)
Renown
• Glory 7, Honor 5
• Chi 1, Willpower 8, Health 20
90
THE VILLAINS
RUGAL BERNSTEIN
Personality: You are a cruel and powerful man who will kill anyone who gets in your way. You believe
yourself to be a god among men. Due to your arrogant nature, you do not accept defeat, preferring death
to accepting it.
Appearance: Rugal is a tall, strong man. He has straight blond hair and a black mustache. He wears fine
clothes, even when fighting, sometimes only removing his blazer. He always has a smile on his face.
Style: Assasin Style (Jeet Kune Do) School: Unknown, Concept: King of Crime, Signature: Laugh
Attributes
91
Advantages
Maneuvers: Jump, Foot Sweep, Kippup, Fireball, Throw, Grappling Defese, Flash Kick, Wheel Kick,
Suplex, Somersault, Air Suplex, Flying Tackle, Knife Hand Strike, Sense Orochi, Face Slam, Iron Claw,
Fireball, Missile Reflection, Energy Reflection, Maka Wara, Improved Fireball
Combos:
Strong - Forward – Fireball
Flying Tackle – Face Slam (Dizzy) “Energy Punch”
Forward - Buffalo Punch (Dizzy)
Somersault – Wheel Kick (Dizzy)
Renown
92
CHAPTER 5:
Athena was a mystical, almost divine figure, who the minds of the mortals who saw her on earth. In
many claim to be the very reincarnation of the modern times, a young girl, also named Athena,
Greek goddess who returns to the world over the displays special psychic abilities that allow her to
ages in order to destroy various monsters and use a number of hidden powers such as creating
demonic beings that threatened the peace of the spheres of energies and telepathic abilities. She
earth. After her journey was completed, she hopes that one day she will be able to use these
returned to todise, disappearing completely from abilities not only to help others, but to leverage her
the minds of the mortals who saw her on earth. In career as a pop idol. Chin considers her to be a
modern times, a young girl, also named Athena, descendant of Princess Athena, but there is a
93
legend that she is the reincarnation of Athena, the returned to the surface to cause chaos and
goddess of wisdom. destruction.
At this moment, Athena and Kensou were
THE SHIGUMA ATTACK training alone in the mountains, at the request of
their master who was traveling, and by
"When the eternally sleeping demons awaken on coincidence the seal was broken in the town at the
earth, it is said that two warriors of light will appear foot of the mountain. So the two of them, against
from the east. With untold power, these two will impossible odds fought against the Shiguma, and
bury the darkness in the earth." managed to use their mystical powers to subdue
Ancient Chinese Legend them and seal the passage to the underworld.
94
VILLAINS:
RON
Style: Snake Kung Fu, Necromancy School: Flying Brigands, Concept: Necromancer Signature: Sinister
Posture
Attributes
Physical: Strength 5, Dexterity 6, Stamina 5
Mental: Perception 5, Intelligence 5, Wits 5
Social: Charisma 3, Manipulation 3, Appearance 2
Abilities
Talents: Alertness 5, Insight 5, Intimidation 4, Interrogation 4, Streetwise 5, Subterfuge 5, Instruction
4
Skills: Blind Fighting 5, Leadership 5, Stealth 6, Security 5
Knowledges: Arena 4, Investigation 4, Medicine 3, Mysteries 6, Style Lore 4,
Advantages
Backgrounds: Fame 3, Contacts 2, Backing 5 (NESTS)
Techniques and Maneuvers: Unknown
Renown
Glory 8, Honor 0
Chi 10, Willpower 10, Health 20
95
HEROES:
ATHENA ASAMIYA
Personality: You are very outgoing, polite and friendly. You are a happy girl with fair virtues. You take
care of your fans and those who are helpless and go out of your way to fight for them. You used to be a
crybaby who was sometimes too afraid to fight danger, but you have overcome this flaw, as you show
she has become much braver.
Appearance: Athena is short. She has dark hair, with a lilac to purple color. Athena is pretty, standing out
among the other girls. She normally wears schoolgirl clothes, but she often wears clothes from her
singing performances during fights.
Style: Kung Fu, School: Private Teacher, Concept: Student, Signature: Exotic Clothes
Attributes
Physical: Strength 4, Dexterity 6, Stamina 4
Mental: Perception 4, Intelligence 4, Wits 5
Social: Charisma 5, Manipulation 3, Appearance 5
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Abilities
Advantages
Backgrounds: Allies 5, Fame 3, Resources 3, Sensei 3, Elemental (Air) 4
Maneuvers: Jump, Breakfall, Kippup, Fireball (Psycho Ball), Missile Reflection, Energy Reflection(
Psycho Reflector), Sense Element, Telepathy, Mind Reading, Flying Body Spear (Phoenix Arrow),
Flying Fireball (Psycho Shoot), Handstand Kick, Foot Sweep, Dragon Punch (Psycho Sword), Heal,
Flight, Elemental Explosion (Super Psychic Throw), Elemental Stride (Psycho Teleport), Final Wave
(Shinning Cristal Bit).
Combos:
Elemental Explosion - Dragon Punch (Dizzy)
Flying Body Spear - Handstand Kick (Dizzy)
Dragon Punch – Flying Body Spear (Dizzy)
Renown
Glory 6, Honor 8
Chi 10, Willpower 6, Health 20
97
SIE KENSOU
Attributes
Physical: Strength 4, Dexterity 6, Stamina 4
Mental: Perception 3, Intelligence 3, Wits 5
Social: Charisma 4, Manipulation 1, Appearance 3
Abilities
Talents: Alertness 3, Intimidation 2, Streetwise 4, Subterfuge 3
Skills: Blind Fighting 2, Drive 2, Leadership 1, Stealth 4, Survival 2
Knowledges: Computer 1, Investigation 3, Medicine 1, Mysteries 2, Style Lore 4
Advantages
Backgrounds: Allies 3, Resources 1, Sensei 3
Techniques: Punch 5, Kick 5, Block 4, Grab 4, Athletics 6, Focus 4
Maneuvers: Jump, Breakfall, Throw, Kippup, Double-Hit Punch, Telepathy, Fireball
(CHOUKYUUDAN), Foot Sweep, Buffalo Punch, Handstand Kick, Flying Thrust Kick (Shinkkuu
Zanryu Kyaku), Hundred Hand Slap (RYUU BOKKO), Regeneration, Rising Tackle (RYUUGAKU-
SAI), Flying Body Spear (RYUUSOU-GEKI),
Combos:
Double-Hit Punch - Flying Thrust Kick (dizzy)
Short - Buffalo Punch - Handstand kick (Dizzy)
Fierce- Shinryuu Seiousho(dizzy)
Renown
Glory 5, Honor 5
Chi 6, Willpower 9, Health 20
98
CHIN GENTSAI
Attributes
Physical: Strength 4, Dexterity 5, Stamina 5
Mental: Perception 5, Intelligence 4, Wits 5
Social: Charisma 3, Manipulation 3, Appearance 2
Abilities
Talents: Alertness 5, Insight 4, Streetwise 2, Subterfuge 3, Instruction 4
Skills: Blind Fighting 5, Leadership 4, Stealth 5, Survival 3
Knowledges: Arena 4, Investigation 4, Medicine 2, Mysteries 3, Style Lore 4, Linguistics 2 (Japanese
2)
Advantages
Backgrounds: Allies 4, Resources 1, Arena 3, Contacts 2, Resources 3
Techniques: Punch 5, Kick 4, Block 6, Grab 3, Athletics 6, Focus 5, Nunchaku 4
Maneuvers: Jump, Throw, breakfall, Maka wara, Fireball, Yoga Flame, Drunken Monkey Roll, Ground
Fighting, Deflecting Punch, Punch Defense, Double Hit-Kick (NIKIKYAKU), Rolling Attack(TOOKU
HITEN HOU), Lunging Punch (GETSUGA CHOUGEKI)
Combos:
Fierce - Double Hit-Kick (Dizzy)
Drunken Monkey Roll - Lunging Punch
Jumping Short - Fierce - Yoga Flame (Dizzy)
Renown
Glory 6, Honor 7
Chi 10, Willpower 9, Health 20
Weapon: Bottle (like Nunchaku, but with +0 Damage)
99
BAO
Attributes
Physical: Strength. 2, Dexterity 5, Stamina 4
Mental: Perception 4, Intelligence 4, Wits 5
Social: Charisma 5, Manipulation 1, Appearance 3
Abilities
Talents: Alertness 2, Empatia 3, Insight 4
Skills: Blind Fighting 3, Stealth 1, Survival 1
Knowledges: Computer 2, Investigation 2, Mysteries 3, Style Lore 1
Advantages
Backgrounds: Allies 5, Resources 2, Sensei 3, Elemental (Air) 4
Techniques: Punch 4, Kick 4, Block 3, Grab 3, Athletics 5, Focus 6
Maneuvers: Jump, Throw, Kippup, Fireball (Psycho Ball), Missile Reflection, Energy Reflection,
Flying Fireball (Psycho Shoot), Head Butt, Foot Sweep, Rolling Attack, Elemental Strider, Shock
Treatment (Psycho Ball Crush), Improved Fireball
Combos:
Throw - Flying Fireball (Dizzy)
Rolling Attack - Head Butt (Dizzy)
Fireball - Improved Fireball (Dizzy)
Short - Strong - Fierce
Renown
Glory 3, Honor 8
Chi 8, Willpower 5, Health 16
100
MOMOKO
Attributes
Physical: Strength. 2, Dexterity 5, Stamina 3
Mental: Perception 3, Intelligence 3, Wits 5
Social: Charisma 5, Manipulation 3, Appearance 4
Abilities
Talents: Alertness 2, Empatia 3, Insight 2, Dance 2
Skills: Blind Fighting 2, Stealth 2, Security 1
Knowledges: Computer 1, Investigation 3, Mysteries 2, Style Lore 1
Advantages
Backgrounds: Allies 3 Resources 1
Techniques: Punch 1, Kick 5, Block 3, Grab 3, Athletics 5, Focus 3
Maneuvers: Jump, Kippup, Throw, Handstand Kick, Foot Sweep, Psychokinetic Channeling, Foward
Backflip Kick, Backflip Kick, Sonic Boom, Backflip, Double-Hit Knee, Thumbling Attack, Air Smash,
Double Hit-Kick, Head Butt, Musical Accompaniment
Combos:
Foward backflip Kick - Air Smash - Thumbling Attack(Dizzy)
Handstand Kick - Tumbling Attack - Head Butt (dizzy)
Thumbling Attack - Foot Sweep (Dizzy)
Throw - Dream Cancel(dizzy)
Renown
Glory 3, Honor 5
Chi 5, Willpower 7, Health 16
101
CHAPTER 6: THE OROCHI SAGA
THE KING OF FIGHTERS TOURNAMENT chronology we can see conflicting events with the
story of the base games. The main example is
It's an annual tournament, which takes place in a Fatal Fury and Art of Fighting. If you have read
stadium on the coast of South Town that was their respective chapters, you know that the stories
initially created by Geese Howard in the Fatal Fury take place at least 10 years apart; however, we
series, however it follows a basic observation have present characters from both sagas with
about the chronology of the series. similar ages. In particular Yuri Sakazaki who does
The events of the King of Fighters series follow not seem to age.
a different chronology from that present in the Another note is that characters who
other games that make up the series, almost as if chronologically should be dead appear in the
it were a tollel universe. In several moments of the series several times, such as Geese appearing in
102
the Bosses Team in KoF 97, and then in KoF 14 Kyo is forced to kill his own father for Rugal's
(released in the year 2016). Athena Asamiya amusement.
herself doesn't seem to age continuing as a Ruga begins his fight against the heroes' team,
schoolgirl even over a decade of games after her but during the fight, he begins to reveal a
appearance. mysterious power (Orochi's blood) and transforms
Given this, King of Fighters is practically a into Omega Rugal! In this difficult battle, Kyo and
setote story that contains fighters from other his colleagues try to contain Rugal, but he begins
franchises in the background, and only its to lose control of his own body. Apparently, the
protagonists evolve in narrative, story, and Orochi's power is too strong for Rugal's body, a
appearance. non-Hakeshu, to withstand.
Canonically, there are 10 games in the series At this moment, Iori speaks: "You fool! Only
that count towards the chronology so far. those who possess THE BLOOD can control that
Orochi Saga - KoF 95, 96 and 97 power! You didn't stand a chance!"
NESTS Saga - KoF 99, 2000 and 2001. After that, Rugal disappears into a pillar of
Ash saga - KoF 2003, KoF 12, KoF 13 light. However, everyone leaves without knowing
New Generation Saga - KoF 14 (and the what that amazing power Rugal presented was -
games that should come out in the next or even whose voice was heard by everyone. The
few years). teams of the '95 Tournament:
The other games in the series are dream-acts Japan Team (Kyo Kusanagi, Benimaru
or tollel stories, such as KoF Maximum Impact Nikaido, Goro Daimon)
(which is the dumbed-down Another Day OVA Fatal Fury Team (Terry Bogard, Andy Bogard,
series). Also, the beginning of the series, KoF 94, Joe Higashi)
had a simple story without any connection to the Art Of Fighting Team (Ryo Sakazaki, Robert
sagas, and practically its story was remade in Garcia, Takuma Sakazaki)
KoF95, which works as a remake, inserting the Korea Team (Kim Kaphwan, Chang Koehan,
other elements of the series. Choi Bounge)
Ikari Team (Heidern, Ralf Jones, Clark Steel)
GENERAL LINE OF EVENTS Psycho Soldiers Team (Athena Asamiya, Sie
The Orochi Saga Kensou, Chin Gentsai)
The King Of Fighters '95 Female Team (King, Mai Shiranui, Yuri
A mysterious new organizer for the tournament Sakazaki)
emerges, and several invitations are spread Iori Team (Iori Yagami, Eiji Kisaraji, Billy Kane)
around the world to the best fighters from various
regions. In Japan Kyo and his colleagues win the The King Of Fighters '96
right to compete for the country in a tournament. This time the tournament was a worldwide
During the finals of the tournament, the Hero televised event, promoted by Japan's Chizuru
Team is overcome by sleeping gas. Kagura. Thus, the tournament gains thousands of
They wake up in a dark place, when suddenly fans all over the world.
Rugal, the tournament organizer, appears. Along Before the event begins, Kyo is challenged by a
with him, Saisyu, Kyo's father, appears. However, mysterious man. He accepts, but then feels a
Saisyu is different, as he has been brainwashed.
103
terrible power emanating from that man. Kyo ends Iori then discovers that Vice and Mature were
up in the hospital, and is forced to train much also Hakkusshu and overcome with blood rage
harder and improve his techniques. kills them both. After that, he spits blood and
The Kyo Kusanagi vs. Iori Yagami and Terry confronted by Kyo and Chizuru escapes from
Bogard vs. However, an evil aura surrounds them there.
- with Iori and Leona demonstrating powers
beyond the comprehension of the other fighters. The teams of the '96 Tournament:
The mysterious host of the tournament is only Japan Team (Kyo Kusanagi, Benimaru Nikaido,
revealed as the final fights approach - she is Goro Daimon).
Chizuru Kagura, the last descendant of the Yata Fatal Fury Team (Terry Bogard, Andy Bogard, Joe
clan. Chizuru tells the story of Orochi to all the Higashi)
competitors, and says she needs help. Art Of Fighting Team (Ryo Sakazaki, Robert
Kyo decides to help her, since his father had Garcia, Yuri Sakazaki)
already told her about the battle 1800 years ago. Korea Team (Kim Kaphwan, Chang Koehan, Choi
Chizuru explains to him that Rugal's power was Bounge)
Orochi's energy, which killed humans. New Ikari Team (Ralf Jones, Clark Steel, Leona)
Suddenly, a strong wind destroys almost the Psycho Soldiers Team (Athena Asamiya, Sie
entire stadium. An immense power can be felt by Kensou, Chin Gentsai)
everyone. Seriously wounded Chizuru asks Kyo Iori Team (Iori Yagami, Vice, Mature)
and Iori to unite and defeat Orochi again, as was
Female Team (King, Mai Shiranui, Kasumi Todoh)
done in the past. Kyo does not want to ally with a
The Boss Team (Geese Howard, Wolfgang
rival to defeat the "power of evil". Behold, a man
Krauser, Mr. Big)
appears, and upon hearing his voice, Kyo has no
doubt: he is the one who defeated him before the
The King Of Fighters '97
tournament. He introduces himself as Goenitz, the
A new tournament is organized, but who is
one who would free Orochi.
organizing it is a mystery. Most of the teams are
Kyo confronts Goenitz, but his power is not
present. Chizuru joins the women's team to
enough to defeat him. However, Iori appears, and
alleviate the departure of Kasumi Todoh. The
this gives Kyo a little hope.
other teams remain as they were, the difference
"You are finished, Kyo," laughs Goenitz. Iori
being that Iori is now without a team so he is not
himself and the entire Yagami clan also possess
an official participant in the tournament. Along with
the power of Orochi." Kyo is shocked.
him, Shingo is another fighter without a team who,
But to Goenitz's surprise, Iori turns on him,
being a fan of Kyo, tries to participate solo in the
confronting him. He, along with Kyo, manage to
tournament. There is also the mysterious team
beat Goenitz. Just as the two were about to deliver
called New Faces Team which arrives at the last
the final blow, Chizuru appears and says that she
minute with the invitations that were for the
must seal the power of Orochi, as it was 1800
American Sports Team.
years ago.
In the finale of The King of Fighters '97, the
"The battle is far from over, Chizuru." - Goenitz
forces of good and evil, in the form of Kyo
says, before suddenly disappearing.
Kusanagi, Iori Yagami and Chizuru Kagura
104
confront Orochi and his minions. The battle to The Kusanagi, Hasshaku and Yata clans, also
decide the fate of the Earth. In a fight where all religious clans that appeared at that time, sensed
powers were exposed, the three holy clans the evil in the Orochi's actions and joined forces to
managed to seal the power of Orochi once again... exterminate the clan. The evil Orochi was no
But at what price? match for the Three Holy Clans. Kusanagi
exterminated the Orochi, Hasshaku neutralized
The teams of the '97 Tournament: their powers, and Yata sealed the Orochi's evil
Japan Team (Kyo Kusanagi, Benimaru Nikaido, Chi.
Goro Daimon). The balance between the three clans was upset
Fatal Fury Team (Terry and Andy Bogard, Joe 660 years ago by the eternal hostility between the
Higashi) Kusanagi and the Hasshaku. The Hasshaku made
Art Of Fighting Team (Ryo and Yuri Sakazaki, a blood pact with Orochi in exchange for power to
Robert Garcia) defeat their eternal Kusanagi rivals. However, the
Korea Team (Kim Kaphwan, Chang Koehan, Choi Hasshaku blood was eternally contaminated with
Bounge) "poison" - Orochi's blood. From that date on, the
Ikari Team (Leona, Ralf Jones, Clark Steel) Hasshaku were called Yagami.
Psycho Soldiers Team (Athena Asamiya, Sie The seal was broken again in 1986. And, with
Kensou, Chin Gentsai) the death of a descendant of the Yata clan -
Special Team (Blue Mary, Ryuji Yamazaki, Billy Chizuru's sister - Orochi was awakened from his
Kane) sleep again. Kusanagi, Yagami, Yata and Orochi
Women Team (Mai Shiranui, King, Chizuru were destined to meet again and repeat history
Kagura) once more.
New Faces Team (Yashiro Nanakase, Shermie, The first was Rugal, and soon after came
Chris) Goenitz. However, both were defeated. Then the
Solo Players: Iori Yagami and Shingo Yabuki other three guardians arrived (the first was the air
guardian, Goenitz). Only with the new defeat of
THE HISTORY OF OROCHI Orochi could the world rest in peace. Now the seal
2000 years ago the cult of Orochi, an entity can only be broken in 100 years...
meant to punish the human race for its crimes and
sins, began. As humans release hatred, anger, THE HAKKESSHU
and violence, Orochi became a precursor of evil. The Eight Heads of Orochi - The eight powerful
Its principles are, in one sense, correct: a new era warriors with exceptionally strong spiritual powers.
from the annihilation of an old and unsuccessful Each was assigned one of Orochi's powers. They
one. are repeatedly reincarnated throughout the ages,
This cult used the Chi that filled the world to in different parts of the world, always in search of
perform miracles. In time, the cult gave rise to a the seal of Orochi. At least two members of the
clan that decided to "resurrect" Orochi. This Hakkeshu are known to be able to manifest
required a great sacrifice. Eight virgins, known as beyond death, as if they were alive--whether this is
the young Kushidada girls, were selected to be the ability for all Hakkeshus is unknown. Some of
sacrificed at the Altar of Orochi. the lesser Hakkeshus are susceptible to "Blood
105
Rage", but some are immune or resistant. Each New Background: Orochi Blood
Hakkesshu and their respective powers are: This is a new unique antecedent that represents
Goenitz - Wind the special characteristics of some characters in
Yashiro - Earth this saga.
The four most powerful Hakkesshu warriors are With each success, the character adds 1 point
known as the Four Heavenly Kings. They control of to his Physical Attributes as they wish, but
without exceeding 8. The effect lasts until the end
the elements of nature, possess some of Orochi's
of the scene or until the character is unconscious.
original abilities, and can activate the Blood Fury in However, when the Orochi power is awakened
people who are sensitive to it. Orochi can probably there is a great risk to the bearer, and it is called
the Blood Rage.
incarnate in them, just as he did with Chris. Within
this caste we have Goenitz, Yashiro, Chris and Except for those who have learned the
"Awakening Blood" maneuver, upon awakening
Shermie.
the Orochi blood the character enters a state of
rage in which he begins to attack everything and
everyone, during the without defending or dodging,
and gains +1 to Speed, Damage and Move for all
Maneuvers. The character cannot be stunned, and
they will only stop attacking when there are no
more opponents around them.
106
Iori's Team - Team of Villains
IORI YAGAMI
History From childhood, Iori Yagami was trained to kill the members
of the Kusanagi clan. Growing up amidst hatred he was practically
programmed for this and that was the reason for his entry into the
tournament. Like the Kusanagis, Iori can use the flames of his fire.
However, his flames are a different color... They are purples! That's
because years ago the Yagami clan (formerly called Yasakami)
made a pact with the Orochi, and now the fire the Yagami have is a
different color and strength than the Kusanagi. But this brings a
problem: the flames that Iori uses are poisonous to humans. And
for the Yagami this is no exception! Most members of the clan die
young as a result.
Personality: You are serious and even though everyone sees you
as a man who brings destruction wherever he goes, you actually
hate violence and that is why you always try to end a conflict as
quickly as possible. You much prefer to spend your quiet days and
nights playing with your band in the local pubs. You see that killing
Kyo is the only way to end this cycle of hatred between the clans.
Style: Yagami-ryu + Fire Elemental, School: Yagami Clan, Concept: Rocker, Signature: Laugh
Attributes
Physical: Strength 5, Dexterity 5, Stamina 5
Social: Charisma 3, Manipulation 3, Appearance 4
Mental: Perception 4, Intelligence 4, Wits 4
Abilities
Talents: Streetwise 5, Insight 5, Intimidation 4, Alertness 4, Singing 3
Skills: Blind Fighting 5, Drive 2, Security 1, Stealth 2
Knowledges: Arena 3, Investigation 2, Mysteries 4, Style Lore 4
Advantages
Backgrounds: Elemental (Fire) 5, Fame 3, Resources 2, Orochi 5*
Maneuvers: Jump, Kippup, Fireball (108 – SHIKI YAMIBARAI), Throw, Power Uppercut (104-SHIKI NUE-
UCHI), Dragon Punch, Flaming Dragon Punch (100-SHIKI ONIYAGI), Foot Sweep, Face Slam (203-
SHIKI TSUCHI-TSUBAKI), Ice Blast (316-SHIKI SAIKA), Haymaker, Widowmaker, Flying Tackle,
Elemental Rage, Double-Hit Punch (401-SHIKI SHOUGETSU), Push (Grab)
Combos:
Fireball – Fireball – Ice Blast (Dizzy) (URA 1207-SHIKI YAMISOGI)
Double-Hit Punch – Widowmaker (Dizzy) (127-SHIKI AIOBANA)
Push – Double-Hit Punch – Widowmaker (Dizzy) (127-SHIKI AIOBANA)
107
Flying Tackle – Elemental Rage (212 – SHIKI KOTOTSUKI IN)
Push – Flying Tackle – Elemental Rage (212 – SHIKI KOTOTSUKI IN)
Double-Hit Punch – Elemental Rage (KIN 212-SHIKI YAOTOME)
Renown
Glory 9, Honor 4
Chi 9, Willpower 10, Health 20
*Iori's flames are bathed in the power of Oroch; this allows him to roll the damage of his Chi-spending
maneuvers at Difficulty 5 instead of 6. However, he receives 1 point of aggravated damage at the end of
each fight/scene in which he uses his flames.
108
VICE
History: After the death of her boss Rugal, Vice enters the King of
Fighters tournament along with her partner Mature. Apparently she
hates the Kusanagi Clan, but it is later revealed that she is a
servant of Orochi and her work for Rugal was just an excuse to
spy on him. Even staying by Iori's side is a cover. It all started
when Rugal discovered a mysterious source of power during one
of his business projects. Vice and Mature were professional
assassins who were sent by the Orochi Clan to keep an intimate
eye on him. They are both members of the Eight Hakeshus Class,
Orochi blood warriors led by the Four Divine Kings. But that didn't
stop Iori from killing her, just like he did Mature.
Personality: You are much more violent than Mature, and you
seem to act very spontaneously. What you like, you like, and what
you dislike, you hate. You can probably be compared to a cat, in
this respect. You love conflict and violence, and it is very obvious
that you are a terribly good fighter.
Attributes
Physical: Strength 5, Dexterity 4, Stamina 5
Mental: Perception 4, Intelligence 5, Wits 5
Social: Charisma 3, Manipulation 3, Appearance 4
Abilities
Talents: Alertness 3, Interrogation 2, Insight 3, Streetwise 3, Subterfuge 2
Skills: Blind Fighting 3, Stealth 2, Survival 1
Knowledges: Investigation 2, Medicine 3, Mysteries 3, Style Lore 3
Advantages
Backgrounds: Allies 2, Backing 3, Orochi 3 Resources 2
Techniques: Punch 4, Kick 3, Block 5, Grab 6, Athletics 5, Focus 4, Firearms 3
Maneuvers: Jump, Kippup, Throw, Extendible Limbs (DEICIDE), Flying Tackle, Balance, Flying, Foot
Sweep, Widowmaker, Haymaker, Kippup, Air Throw, Dashing Clothesline (MAYHEM), Thunder Strike,
Suplex, Thing Press, Awakening Blood
Combos:
Jump – Widowmaker – SLASH
Thunder Strike – Widowmaker – SPLASH
Flying Tackle - Throw (Dizzy) – GOREFEST
Renown
Glory 2, Honor 3
Chi 4, Willpower 7, Health 20
109
MATURE
History: Until the '96 tournament, Mature was Rugal's secretary, and was
not at the tournament to fight, but to handle the pretotions. Although she
may seem weaker in comparison to Vice, Mature has a lot of agility,
and very powerful punches. Mature is definitely the team's strategist.
During the tournament, she became interested in the power that Iori
carries, a mixture between the powers of the Yasakani clan and the
sacred Hakkesshu of Orochi. She and Vice decided to fight with him
against Goenitz, one of the Four Divine Kings and Guardian of the
Winds. With this Mature planned to betray his support, but he did not
even suspect this. However, Iori killed her before he could do
anything.
Personality: You are the most mature of your team. You take great
pleasure in working with machines, and your insetoble partner in
tournaments is your lap-top. You love snowboarding, and your cold smile
hides a very fearful desire behind your beautiful lips. In fights, she prefers to
stay close to her opponent, so that she can launch her fast attacks.
Appearance: Mature is of medium height and has blond hair. She has a very
distinguished face, and a contemptuous look. He wears classy clothes and
even acts this way during fights.
Style: Kickboxing, School: Unknown, Concept: Spy, Signature: Cold eye (and eye
patch)
Attributes
Physical: Strength 4, Dexterity 5, Stamina 4
Mental: Perception 3, Intelligence 5, Wits 5
Social: Charisma 4, Manipulation 4, Appearance 5
Abilities
Talents: Alertness 2, Insight 2, Streetwise 5, Subterfuge 4, Search 2
Skills: Blind Fighting 2, Leadership 2, Stealth 5, Survival 3, Disguise 3
Knowledges: Arena 2, Investigation 4, Medicine 3, Mysteries 1, Style Lore 4
Advantages
Backgrounds: Allies 2, Backing 4, Orochi 3, Resources 3
Techniques: Punch 5, Kick 3, Block 4, Grab 5, Athletics 4, Focus 3, Firearms 3
Maneuvers: Jump, Throw, Rekka Ken (Death Downer), Foot Sweep, Knife Hand Strike (DESPAIR),
Dashing Punch (METAL MASSACRE), Sonic Boom (EBONY TEARS), Double-Hit Punch, Face Slam,
Awakening Blood, Flying Tackle
Combos:
Jump – Knife Hand Strike (Dizzy)
Double-Hit Punch – Rekka Ken - DEATHROW
Flying Tackle – Face Slam (Dizzy) – HEAVEN’S GATE
Renown
Glory 3, Honor 4
Chi 4, Willpower 8, Health 20
110
THE NEW FACES TEAM
CHRIS
History: With Yashiro and Shermie, Chris enters the Fighter Tournament for the
first time. He is the lead singer of a band, and also the mascot. Chris especially
hates people who treat him like a child, like those who casually touch his hair.
This could be due to the fact that he always accompanies Yashiro and Shermie,
and wants to be treated as mature. He is very fond of Yashiro and Shermie, and
is also one of the Divine "Four Kings" of the Orochi clan. His domain is in fire,
and he can call down flames like Kyo and Iori. As an Orochi, Chris can be a
great threat. His innocence as a child makes him an inhuman fighter. Chris is
usually considered extremely intelligent, and does not need to educate himself. It
is also his intelligence (and ability to read the thoughts of others) that makes him
think the human race ignorant and idiotic, and deserving of extinction under the
power of the Orochi. He has the innocent face of a child and the cruel brutality of
a teenager within him, and is known to be the type to kill another with an angel's
smile. Despite his feminine looks and tender age, Chris is definitely no child!
Personality: You are mature and serious, and you hate it when people treat you
like a child. To do so is to become your enemy. You are very fond of Yashiro and
Shermie, and you know your great destiny, for the mighty Orochi is in your body.
Style: Elemental (Fire), Kung Fu, School: None, Concept: Band member, Signature:
Sarcastic smile
Attributes
Physical: Strength 3, Dexterity 6, Stamina 5
Social: Charisma 4, Manipulation 2, Appearance 3
Mental: Perception 3, Intelligence 5, Wits 3
Abilities
Talents: Streetwise 5, Subterfuge 4, Insight 5, Alertness 2 Singing 3
Skills: Blind Fighting 5, Leadership 1, Stealth 3
Knowledges: Arena 1, Computer 1, Investigation 3, Mysteries 4
Advantages
Backgrounds: Allies 4, Fame 2, Elemental (Fire) 5*, Orochi 5
Techniques: Punch 4, Kick 4, Block 5, Grab 3, Athletics 5, Focus 6
Maneuvers: Jump, Throw, Power Uppercut, Dragon Punch, Air Smash, Foot Sweep, Haymaker,
Widowmaker, Spinning Back Fist, Sense Orochi, Fire Strike*, Flaming Dragon Punch*, Flaming Fist*
Combos:
(Flaming Fist) Fierce - Flaming Dragon Punch (Dizzy)
Jab – Jab – Haymake (dizzy)
Jump Fowatd – Strong – Haymake (Dizzy)
Renown
Glory 5, Honor 4
Chi 10, Willpower 7, Health 20
*He can only use his elemental powers when his blood is awake.
111
SHERMIE
History: Shermie, the mystery girl from TKOF '97, is a member of the
New Faces Team. She is part of Yashiro and Chris' band, and plays
keyboards in it. Although the primary reason for their entry into the
tournament is to publicly humiliate Iori, Shermie seems to lead a
normal life, and even during fights, finds time to talk on her cell phone.
Despite her somewhat provocative appearance, Shermie is an
excellent fighter. Her long legs become lethal during battles. In one of
her special attacks, she puts her opponent between her thighs, and
slams him into the air! With a wide arsenal of throws, Shermie is
literally an explosive grenade. Although she seems to be a girl with a
very cheerful nature, her affinity for any other fighter is extremely low.
And this is for a good reason. Shermie is one of the Divine "Four
Kings" of the Orochi clan.
Personality: You are showy and fun with your electricity prowess, and
you don't give a damn what others think of you. You wear clothes that
show off your stunning legs and love to kick and trap opponents with
them. Without a doubt, you are more extroverted than your own
element!
Appearance: Shermie is tall, and has the pose of a model. She wears
very sexy clothes and has a very provocative gait. She is always seen
trying to appear and wearing a lot of strange outfits.
Style: Western Kickboxing, School: None, Concept: Band Member, Signature: Victory pose
Attributes
Physical: Strength 4, Dexterity 6, Stamina 4
Social: Charisma 4, Manipulation 5, Appearance 5
Mental: Perception 4, Intelligence 3, Wits 4
Abilities
Talents: Streetwise 5, Subterfuge 4, Alertness 1, Interrogation 2, Instrument 3
Skills: Blind Fighting 3, Leadership 2, Stealth 1, Publicist 2
Knowledges: Arena 1, Investigation 1, Mysteries 3, Linguistics 1
Advantages
Backgrounds: Allies 4, Fame 3, Orochi 5
Techniques: Punch 4, Kick 4, Block 4, Grab 6, Athletics 5, Focus 4
Maneuvers: Jump, Kippup, Throw, Foot Sweep, Spinning Foot Sweep, Flying Body Spear, Shock
Treatment*, Elemental Rage*, Suplex, Thigh Press, Sense Orochi, Lightning Bolt*, Air Smash
Combos:
Throw - Flying Body Spear (Dizzy)
Jump – Thing Press
Block – Elemental Rage (dizzy)*
Forward - Short - Foot Sweep (Dizzy)
Renown
Glory 7, Honor 2
Chi 7, Willpower 7, Health 20
*She can only use her electrical powers when her blood is awake.
112
YASHIRO NANAKASE
History: Yashiro is the leader of the New Faces Team, and the great
confidence in his abilities makes him seem arrogant at times, but he is
definitely having a good time in the ring! He and his teammates
(Shermie and Chris) entered the Tournament to avenge their humiliation
by a competing team, led by Iori. Like Shermie, Yashiro is one of the
"Four Divine Kings" of Orochi; the Guardian of Earth's powers. What
began as a personal conflict with Iori has turned into a sacrificial
ceremony for Orochi. Yashiro says he travels as a hobby, but it is
known that his travels were actually to seek out Chris and
Shermie, the other two Divine Gods. The leader of the Eight
Warriors of Orochi was not Goenitz, but Yashiro. In the human
community, Yashiro lives as the leader of the band, known as
C.Y.S., which he is the guitarist. It is quite obvious that Yashiro
is a strong fighter, and most of his attacks do enormous
damage. However, his lack of speed can be relatively critical
at times. And the lack of long-range power can be a bad
characteristic of this fighter.
Appearance: Yashiro is tall, strong, and menacing. He has white hair, and wears very exotic clothing,
clearly showing his profession. Even his manner reveals the leader that Yashiro is.
Style: Elemental (Earth), Wrestling, School: None, Concept: Bandleader, Signature: Cry of Victory!
Attributes
Physical: Strength 6, Dexterity 4, Stamina 6
Social: Charisma 3, Manipulation 4, Appearance 4
Mental: Perception 4, Intelligence 3, Wits 4
Abilities
Talents: Streetwise 5, Subterfuge 2, Insight 1, Alertness 3, Intimidation 5
Skills: Blind Fighting 2, Leadership 5, Stealth 2
Knowledges: Arena 3, Investigation 4, Mysteries 4, Style Lore 3, Linguistics 2
Advantages
Backgrounds: Allies 4, Fame 3, Elemental (Earth) 5, Orochi 5, Resources 3
Techniques: Punch 6, Kick 5, Block 5, Grab 6, Athletics 5, Focus 5
Maneuvers: Jump, Throw, Ducking Fierce, Foot Sweep, Double-HIT Punch, Wounded Knee, Kippup,
Spinning Foot Sweep, Pin, Improved Pin, Backflip, Grappling Defense, Shoulder Throw, Sense Orochi,
Awakening Blood, Elemental Skin*, Stone*, Wall*
Combos:
Back Flip – Wounded Knee; Throw - Improved Pin; Shoulder Throw - Improved Pin; Double-Hit Punch –
Ducking Fierce (dizzy)
Renown
Glory 6, Honor 3
Chi 6, Willpower 10, Health 20
*He can only use his elemental powers when his blood is awake.
113
GOENITZ
Personality: You know about your power, and believe that you will never be defeated. You just want to do
your duty normally, without humans interfering. In fights, you fight anyway, because you have all kinds of
blows for all kinds of opponents.
Appearance: Goenitz is tall, has blond hair, and wears heavenly clothes. He always looks like this (but
this is not so true, as he has only been seen a few times). He acts in a sovereign way and shows that he
knows everything.
Style: Elemental (Air), Kickboxing, School: None, Concept: Guardian of the winds, Signature: Winds all
around!
Attributes
Physical: Strength 5, Dexterity 6, Stamina 5
Mental: Perception 5, Intelligence 4, Wits 5
Social: Charisma 1, Manipulation 4, Appearance 3
Abilities
Talents: Alertness 5, Intimidation 3, Insight 4, Streetwise 5, Subterfuge 5
Skills: Blind Fighting 5, Leadership 4, Stealth 5, Survival 5
Knowledges: Arena 6, Investigation 4, Medicine 3, Mysteries 8, Style Lore 4
Advantages
Backgrounds: Allies 4, Elemental (Air) 6, Orochi 5, Resources 5, Arena 5
Techniques: Punch 6, Kick 4, Block 6, Grab 5, Athletics 5, Focus 7
Maneuvers: Jump, Throw, Hurricane Upper, Criminal Upper, Foot Sweep, Sense Orochi, Rekka Ken,
Awakening Blood, Push, Flight, Kippup, Foot Sweep, Lightness*, Air Blast, Widowmaker, Haymaker
Combos:
(Rekka Ken) Strong– (Rekka Ken) Strong – Widowmaker (Dizzy)
Hurricane Upper – Hurricane Upper – Hurricane Upper (Dizzy)
Renown
Glory 9, Honor 4
Chi 10, Willpower 10, Health 20
114
LEONA
During the events of the Orochi saga it is discovered that Leona possesses Orochi blood, you can find her
complete file in Chapter 3: Ikari Warriors. Just add Orochi 3 to the background.
RYUJI YAMAZAKI
During the events of KoF97, it is discovered that Ryuji's killer instinct comes from his Orochi blood.
Yamazaki's complete file is found in Chapter 2: Fatal Fury, add only Orochi 3 to the background.
115
OROCHI
Personality: You know that the pathetic humans Kusanagi, Yagami, and Yata will never defeat you. Not
even with the help of other heroes, like Terry Bogard and Ryo Sakazaki, will that happen, because you
are the best. In fact, what you want most is for everyone to face you at the same time, so you can have
fun... and get revenge!
Appearance: Orochi is tall and slender, representing great agility. His gaze is as blank as it is frightening,
and his strength is greater than all of these put together. He wears white pants, and has white hair
(representing his power). Orochi also has black drawings on his body, of unknown origin.
Style: All, All elementals, School: None, Concept: Emissary of Human Death, Signature: Makes fun of the
opponent's weakness
116
Attributes
Physical: Strength 7, Dexterity 5, Stamina 7
Social: Charisma 5, Manipulation 5, Appearance 5
Mental: Perception 7, Intelligence 7, Wits 7
Abilities
Talents: Streetwise 2, Subterfuge 4, Insight 6, Alertness 7, Intimidation 6, Instruction 2
Skills: Blind Fighting 6, Leadership 5, Stealth 5, Subterfuge 5
Knowledges: Arena 4, Investigation 4, Medicine 2, Mysteries 5, Style Lore 6, Linguistics 5
Advantages
Backgrounds: Allies 5, Fame 3, Elemental (All) 5, Orochi 5
Techniques: Punch 7, Kick 7, Block 7, Grab 7, Athletics 7, Focus 7
Maneuvers: Jump, Power Uppercut, Leg Tomahawk, Flaming Fist, Fist Sweep, Fire Strike, Sonic Boom,
Breakfall, Kippup, Telepathy, Mind Reading, Psychic Vise, Yoga Teleport, Air Blast, Push, Chi Push, Chi
Kun Healing, Elemental Stride, Double-Hit Punch, Sense Orochi, Awakening Orochi
Renown
Glory: Nonea, Honor: None
Chi 10, Willpower 10, Health 20
If the Storyteller wants to complicate things a bit and make an epic battle, it is assumed that Orochi has
Health 50, Chi and Willpower 25 and all Attributes and Techniques 8.
117
THE PARTICIPANTS OF THE TOURNAMENT
History: Being of the Kusanagi Clan, Kyo can use red flames. His
strength as a fighter and natural ability to use flames have
compelled him to take the position of a "dragon slayer" thus
representing the Kusanagi Clan in this generation of fighters.
Actually that is what his family name, Kusanagi, means. His rival
is Iori, of the Yagami clan. Since time immemorial, Kusanagis and
Yagamis have fought battles, and the rivalry of the two clans has
continued for years. Now the representatives are Kyo Kusanagi
and Iori Yagami. The fighting has just begun.
Attributes
Physical: Strength 5, Dexterity 5, Stamina 5
Social: Charisma 5, Manipulation 3, Appearance 4
Mental: Perception 4, Intelligence 4, Wits 4
Abilities
Talents: Streetwise 4, Subterfuge 4, Insight 3, Alertness 4, Intimidation 4, Instruction 3
Skills: Blind Fighting 4, Drive 2, Leadership 4, Security 1, Stealth 2
Knowledges: Arena 2, Computer 1, Investigation 2, Mysteries 3, Style Lore 2
Advantages
Backgrounds: Allies 5, Elemental (Fire) 5, Fame 1, Resources 2
Maneuvers: Jump, Throw, Power Uppercut, Dragon Punch, Flaming Dragon Punch (100-SHIKI
ONIYAKI), Fireball (108-SHIKI YAMIBARAI), Hurricane Kick (101-SHIKI OBOROGURUMA), Punch
Defense, Deflecting Punch, Flaming Fist, Fire Strike, Dashing Clothesline, Double-Hit Kick (75-SHIKI
KAI), Foot Sweep, Kippup, Flying Tackle, Fire Strike, Wheel Kick (R.E.D Kick)
118
Combos:
Flying Tacke – Elemental Rage (212-SHIKI KOTOTSUKI YO);
(Flaming Fist) Jab - (Flaming Fist) Strong - (Flaming Fist) Strong (Dizzy) (ARAGAMI-KONOKIZU-
YANOSABI);
(Flaming Fist) Jab - (Flaming Fist) Strong - (Flaming Fist) Roundhouse Kick (Dizzy) (ARAGAMI-
KONOKIZU-NANASE);
(Flaming Fist) Jab - (Flaming Fist) Strong - Flaming Dragon Punch (Dizzy) (SAISHU KESSEN OUGI
MUSHIKI)
Renown:
Glory 9, Honor 7
Chi 10, Willpower 9, Health 20
119
BENIMARU NIKAIDO
Attributes
Physical: Strength 4, Dexterity 6, Stamina 4
Mental: Perception 3, Intelligence 3, Wits
Social: Charisma 4, Manipulation 3, Appearance 5
Abilities
Talents: Alertness 3, Intimidation 1, Streetwise 5, Subterfuge 4
Skills: Drive 2, Leadership 2, Security 2, Stealth 3
Knowledges: Computer 2, Investigation 3, Style Lore 3, Mysteries 2
Advantages
Backgrounds: Allies 4, Fame 4 Resources 4, Staff 2
Techniques: Punch 4, Kick 6, Block 5, Grab 5, Athletics 5, Focus 4
Maneuvers: Jump, Kippup, Throw, Suplex, Foot Sweep, Spinning Foot Sweep, Iaido Kick (IAI-GERI),
Double-Hit Kick, Flying Body Spear, Shock Treatment (RAIJINKEN), Elemental Rage(BENIMARU
COLLIDER), Flash Kick (SUPER INAZUMA KICK), Lightning Bolt (BENIMARU LANCE)
Combos:
Iaido Kick - Flying Body Spear (Dizzy)
Jumping Forward – Lightning Bolt
Double-Hit Kick – Flash Kick (Dizzy) – HANDOU SANDA-GERI
Renown
Glory 7, Honor 6
Chi 8, Willpower 7, Health 20
120
GORO DAIMON
Style: Jiu Jitsu, School: Private Teacher, Concept: Professional Fighter, Signature: Cry of Victory!
Attributes
Physical: Strength 7, Dexterity 3, Stamina 6
Mental: Perception 3, Intelligence 4, Wits 3
Social: Charisma 4, Manipulation 2, Appearance 2
Abilities
Talents: Alertness 4, Intimidation 5, Insight 3, Streetwise 3, Subterfuge 2
Skills: Blind Fighting 2, Leadership 1, Stealth 2, Survival 3
Knowledges: Arena 2, Computer 1, Investigation 3, Medicine 2, Style Lore 4, Mysteries 1
Advantages
Backgrounds: Allies 4, Fame 3, Staff 3 Resources 3 Arena 4
Techniques: Punch 4, Kick 3, Block 5, Grab 6, Athletics 4, Focus 2
Maneuvers: Jump, Kippup, Breakfall, Throw, Air Throw, Grappling Defense, Shoulder Throw, Face Slam
(KUMO-TSUKAMI NAGE), Foot Sweep, Pin, Improved Pin, Shockwave (JIRAISHIN)
Combos:
Face Slam – Throw (Dizzy) – TENCHI-GAESHI; Improved Pin – Throw; Shoulder Throw - Improved Pin;
Throw - KYOUTENDOUCHI (Dizzy)
Renown
Glory 7, Honor 8
Chi 4, Willpower 10, Health 20
121
The Mexico Team - Time Art of Fighting
See all in Chapter 1: Art of Fighting
122
The Team from Brazil - Ikari Warriors Team
See everyone in Chapter 3: Ikari Warriors
This team consists of Lucky Glauber, Heavy D., and Brian Battler, three sports stars from the United States.
Lucky is a basketball player, Heavy is a baseball player, and Brian is an American soccer player. They all
fight Western Kickboxing, and have very athletic maneuvers like Dashing Clothesline and Flying Tackle. The
Storyteller will be able to make their sheets for TKOF '94. As another option, they can use other Fatal Fury
characters forming a team, such as Duck King, Temjin and Axel Hawk. The important thing is to make the
tournament fun.
123
The Korean Team - Kim's Team
Kim Kaphwan - View Chapter 2: Fatal Fury
CHANG KOEHAN
History: Chang was once a feared and violent criminal in Korea. Although
Chang escaped from prison easily, he was caught by Kim and forced to
undergo Kim's "rehabilitation project" in KOF. During this time, he
befriends another convicted felon who was also caught by Kim, Choi
Bounge. Together, they devise various ways to escape, but eventually
enjoy a certain companionship with their "master"
.
Personality: Once full of brutality, Chang Koehan today is a very
calm and rather silly man thanks to Kim's "Rehabilitation
Project".
Attributes
Physical: Strength 7, Dexterity 2, Stamina 7
Mental: Perception 1, Intelligence 1, Wits 3
Social: Charisma 1, Manipulation 3, Appearance 2
Abilities
Talents: Alertness 1, Intimidation 6, Streetwise 5,
Subterfuge 2
Skills: Blind Fighting 1, Leadership 2, Security 3, Survival
3, Demolitions 2
Knowledges: Investigation 3
Advantages
Backgrounds: Allies 2, Fame 2, Sensei 3
Techniques: Punch 3, Kick 3, Block 4, Grab 6, Athletics 2, Focus 3, Chain 5
Maneuvers: Jump, Breakfall, Throw, Head Butt, Head Butt Hold, Flying Head Butt, Face Slam, Foot
Sweep, Air Smash, Double-Hit Kick
Combos:
Flying Headbutt – Air Smash (Dizzy)
Iron Ball Jab - Iron Ball Jab - Iron Ball Jab (Dizzy) (Combo “Spinning Iron Ball”)
Face Slam – Face Slam – Face Slam
Renown
Glory 6, Honor 3
Chi 2, Willpower 10, Health 20
Weapon: Chang often uses in his fights an iron ball that he carried when he escaped from jail. Although
Kim does not approve of this attitude, there is nothing he can do about it. The iron ball has the following
modifiers: Basic Technique: Sports, -2 Speed, +5 Damage, -1 Move.
124
CHOI BOUNGE
History: He was a Serial Killer who stalked innocent
victims during the nights, but one day he decided to stalk
Kim during one of his nightly outings. After being
overcome by Kim's strength, Choi was forced by her to
participate in the "Rehabilitation Project" in hopes of
using the criminal's skills "in the name of justice". During
this time, he also met and befriended fellow criminal,
Chang Koehan. Since then, the two have tried to escape
Kim's training with little success, starring several times in
the series' most comical scenes. The situation has
become no more forgiving with the arrival of Jhun Hoon,
who shares Kim's excessive passion for justice and
rehabilitation.
Style: Tae Kwon Do (learning), School: Private Teacher, Concept: Ex-Professional Killer, Signature: Laughs
Attributes
Physical: Strength 3, Dexterity 7, Stamina 3
Mental: Perception 3, Intelligence 4, Wits 4
Social: Charisma 3, Manipulation 4, Appearance 2
Abilities
Talents: Alertness 5, Interrogation 3, Streetwise 5, Subterfuge 5, Search 3
Skills: Drive 3, Leadership 3, Security 5, Demolitions 4
Knowledges: Computer 1, Investigation 3, Mysteries 2, Style Lore 1, Law 2
Advantages
Backgrounds: Allies 2, Contacts 2, Fame 1, Sensei 3
Techniques: Punch 4, Kick 3, Block 5, Grab 4, Athletics 6, Focus 2,
Maneuvers: Jump, Throw, Kippup, Air Throw, Light Feet, Spinning Clothesline, Rolling Attack, Foot
Sweep, Flying Body Spear, Wall Sprig
Combos:
Rolling Attack to Jumping Fierce
Claw Strong - Claw Strong - Claw Fierce (Dizzy)
Spinning Clothesline – Spinning Clothesline (Dizzy)
Renown
Glory 7, Honor 1
Chi 4, Willpower 8, Health 20
Weapon: Claw, Speed +1, Damage +1. Basic Technique: Punch. He can also use the claw bonuses on
his Spinning Clothesline and Rolling Attack maneuvers.
125
OTHER CHARACTERS
SAISYU KUSANAGI
Attributes
Physical: Strength 5, Dexterity 5, Stamina 5
Social: Charisma 4, Manipulation 4, Appearance 3
Mental: Perception 5, Intelligence 5, Wits 5
Abilities
Talents: Streetwise 4, Subterfuge 4, Insight 5, Alertness 4, Intimidation 5, Instruction 4
Skills: Blind Fighting 5, Leadership 4, Stealth 5, Survival 4
Knowledges: Arena 4, Investigation 3, Mysteries 5, Style Lore 4, Medicine 3
Advantages
Backgrounds: Allies 5, Elemental (Fire) 5, Resources 3
Techniques: Punch 6, Kick 5, Block 5, Grab 3, Athletics 5, Focus 5
Maneuvers: Jump, Throw, Power Uppercut, Dragon Punch, Flaming Dragon Punch, Fireball, Flaming
Fist, Fire Strike, Hurricane Kick(101-SHIKI OBOROGURUMA), Spinning Back Fist, Foot Sweep, Kippup,
Flying Tackle, Elemental Rage
Combos:
(Flaming Fist) Fierce - Flaming Dragon Punch
(Flaming Fist) Jab - (Flaming Fist) Strong - (Flaming Fist) Fierce (Dizzy) (ARAGAMI-KONOKIZU-
YANOSABI);
Flying Tacke – Elemental Rage (212-SHIKI KOTOTSUKI YO);
Short - Strong - Flaming Dragon Punch
Renown
Glory 0, Honor 8
Chi 10, Willpower 9, Health 20
126
SHINGO YABUKI
History: Shingo studies at the same school where Kyo, Athena and
Kyo's girlfriend Yuki study. He watched TKOF '96 and was soon
fascinated by Kyo's skills. As soon as school started the next
semester, Shingo begged Kyo to teach him martial arts. Kyo, of
course, thinking it was a joke, ignored him for a while, but finally
agreed to teach him after seeing that he would take it seriously.
Considering that Kyo is his idol, it is natural for Shingo to wear clothes
similar to his. Shingo wears a blue school uniform without the
Kusanagi sun on the back. Since Shingo is not of the Kusanagi clan or
the Yagami clan, he cannot summon flames (but he believes that one
day he will be able to). Unlike Kyo, who is always lazy, Shingo is a
dedicated worker in everything he does. He is very loyal to Kyo, and
dedicates his victories to him, as well as apologizing to Kyo when he
loses.
Personality: The bond between you and Kyo is all that matters. You do
everything to show yourself to be a good student for him, and intend to
one day have the chance to save his life. In combat, you love to fight
like Kyo, using his powerful punching sequences. However, he is
saddened to learn that he cannot use flames - but dreams of invoking
them one day.
Appearance: Shingo is of medium height and wears the same clothes as Kyo, his
great idol. However, he does not have the Kusanagi sun on his back, let alone his
special gloves. Shingo tries to look like Kyo everywhere by wearing clothes just like
his.
Style: Kusanagi-ryu (inspired by Kyo Kusanagi), School: Private Teacher, Concept: Student, Signature: Plays
the harmonica
Attributes
Physical: Strength 5, Dexterity 5, Stamina 5
Social: Charisma 3, Manipulation 2, Appearance 3
Mental: Perception 4, Intelligence 3, Wits 3
Abilities
Talents: Streetwise 2, Subterfuge 3, Insight 2, Alertness 1, Intimidation 1
Skills: Blind Fighting 2, Stealth 2
Knowledges: Arena 1, Computer 1, Investigation 3, Mysteries 2, Style Lore 1
Advantages
Backgrounds: Fame 1, Sensei 3
Techniques: Punch 5, Kick 5, Block 5, Grab 4, Athletics 4, Focus 3
Maneuvers: Jump, Throw, Power Uppercut, Dragon Punch, Hurricane Kick, Spinning Back Fist, Foot
Sweep, Breakfall, Kippup, Haymaker, Double-Hit Kick, Punch Defense, Deflecting Punch, Dashing
Clothesline
Combos:
Fierce - Dragon Punch
Jab - Strong - Fierce(Dizzy) (Combo “Nine Hurt”)
Deflecting Punch - Power Uppercut - Dragon Punch (Dizzy) (Combo “Poison Gnawfest”)
Renown
Glory 5, Honor 7
Chi 4, Willpower 8, Health 20
127
CHIZURU KAGURA
Personality: You seem to be quite quiet, and are definitely more mature.
Your tranquility comes from your pretotion as a holy priestess of the Yata
(Kagura), but it is not your nature. You are known to be a speed devil, and
your hobby proves this. You are a professional bike racer, when you are not in
the tournament. You are also fond of small creatures.
Appearance: Chuzuru is tall, very beautiful, and has black hair. Her face is
quite plain, but she is still reasonably beautiful. She usually wears white
clothes that have to do with her Yata Clan.
Attributes
Physical: Strength 4, Dexterity 5, Stamina 4
Mental: Perception 3, Intelligence 5, Wits 4
Social: Charisma 3, Manipulation 5, Appearance 4
Abilities
Talents: Alertness 3, Insight 4, Streetwise 2, Subterfuge 4, Instruction 2
Skills: Blind Fighting 4, Leadership 3, Stealth 3, Drive 5
Knowledges: Arena 3, Investigation 2, Medicine 4, Mysteries 3, Style Lore 4
Advantages
Backgrounds: Allies 5, Backing 3, Resources 3, Elemental (Air)
Techniques: Punch 5, Kick 5, Block 6, Grab 4, Athletics 5, Focus 6
Maneuvers: Jump, Throw, Telepathy, Zen no Mind, Dim Mak, Elemental Stride, Heal, Sense Element,
Power Uppercut, Air Blast (Illusion Strike), Fist Sweep, Foot Sweep, Spinning Clothesline, Turbo
Spinning Clothesline (Dashing Illusion Blow), Dragon Punch (Illusion Uppercut), Missile Reflection,
Energy Reflection, Chi Kun Healing
Combos:
Jab - Jab - Jab (Dizzy)
Foot Sweep - - Dragon Punch (Dizzy)
Throw - Turbo Spinning Clothesline (Dizzy)
Renown
Glory 5, Honor 10
Chi 10, Willpower 9, Health 20
128
CHAPTER 7:
THE NESTS SAGA whom would not fight, but only make small
contributions to help his ally. This extra fighter was
Since the final of the '97 fighters tournament,
called the STRIKER, and this feature could be
neither Kyo, Iori, nor Chizuru have been seen
used primarily three times per fight (with teams
again. Because of the destruction and death
earning the right to one more appearance by the
caused by Iori and Leona's bloodthirsty attacks
Striker if their fighter lost the fight).
during the Blood Uprising, the sponsors gave up
on holding a new King of Fighters tournament, and To adapt to the new rules, the old existing
everything seemed to end there. teams underwent modifications. And then there
was the secret... Who was the new tournament
The new tournament would go back to the
organizer? And for what reason? A new shadow
origins of the King of Fighters, where there were
loomed over the King of Fighters.
no fights for glory and money, only for honor and
the desire to beat a worthy opponent. But there
were other changes as well...
129
Timeline and teams: •Solo/Secret characters (Iori Yagami, Kyo
Kusanagi, Kula Diamond)
The '99 Tournament teams:
The 2001 Tournament teams:
•Hero Team (K’, Maxima, Benimaru Nikaido,
Shingo Nikaido) •Hero Team (K’, Maxima, Whip, Lin)
•Fatal Fury Team (Terry Bogard, Andy Bogard, •Japan Team (Kyo Kusanagi, Benimaru
Joe Higashi, Mai Shiranui) Nikaido, Shingo Yabuki, Goro Daimon)
•Art Of Fighting Team (Ryo, Yuri & Takuma •Iori Team (Iori Yagami, Vanessa, Seth,
Sakazaki, Robert Garcia) Ramon)
•Korea Justice Team (Kim Kaphwan, Chang •Fatal Fury Team (Terry Bogard, Andy Bogard,
Koehan, Choi Bounge, Jun Joe Higashi, Blue Mary)
•Ikari Warriors Team (Leona Heidern, Ralf •Art Of Fighting Team (Ryo, Yuri & Takuma
Jones, Clark Steel, Whip) Sakazaki, Robert Garcia)
•Psycho Soldiers Team (Athena Asamiya, Sie •Korea Justice Team (Kim Kaphwan, Chang
Kensou, Chin Gentsai, Bao) Koehan, Choi Bounge, Mei Lee Jinju)
•Women Fighters (King, Blue Mary, Kasumi •Ikari Warriors Team (Leona Heidern, Ralf
Todoh, Li Xiangfei) Jones, Clark Steel, Heidern)
•Solo/Secret characters (Iori Yagami, Kyo •Psycho Soldiers Team (Athena Asamiya, Sie
Kusanagi, Kyo-1, Kyo-2) Kensou, Chin Gentsai, Bao)
•Korea Justice Team (Kim Kaphwan, Chang The invitation is sent to fighters all over the world.
Koehan, Choi Bounge, Jun Hoon) The King of Fighters will begin again this year! But
the circumstances this time are different. There is
•Ikari Warriors Team (Leona Heidern, Ralf
no spotlight surrounding the participants like the
Jones, Clark Steel, Whip)
previous tournament that thrilled the entire world.
•Psycho Soldiers Team (Athena Asamiya, Sie
For skeptical fighters, even the tournament's new
Kensou, Chin Gentsai, Bao)
rules for battles are good.
•Women Fighters (Mai Shiranui, Yuri Sakazaki,
Heidern, meanwhile, decides to stay behind the
Kasumi Todoh, Li Xiangfei)
130
scenes of the tournament as he finds it suspicious, information. Meanwhile, the NESTS cartel sends
he then dispatches Ralf, Clark and Whip to Kula Diamond to investigate the tournament.
investigate who is behind this tournament.
The remaining fighters prepare for the
Benimaru Nikaido, too, receives a special
tournament to begin in various locations around
invitation to the KOF. Since Goro is retired and
the world. Among them are K' and Maxima who
Kyo is missing, he invites Kyo's disciple Shingo,
meet Vanessa and Ramon and invite them to join
plus two new fighters carefully selected for the
their team. She, along with Seth, secretly works
team, K' and Maxima. Benimaru is confused by
for Ling, a military officer and friend of Heindern.
the list of others selected because he has never
Her mission is to follow K' and after the finals of
heard of the names listed in other combat events.
the tournament to capture him.
His team makes it to the finals and is surprised
At the tournament finals, the Hero team is taken
by Krizallid, the organizer of the '99 tournament,
to an underground mansion through a hidden
who tells them of Nests' plan. The team then faces
elevator and is greeted by a mysterious but
Krizallid who in his combat suit is practically
sinister man. At the same time, Ling and some of
invincible, until, to everyone's surprise, Kyo
his associates suddenly betray Heidern by
appears to help in the fight and destroys Krizallid.
subjugating him. In the underground mansion, the
In fact Kyo had been captured by the organization
man known as Zero reveals that he had killed the
right after the events of the orochi saga, and Iori
real Ling and replaced him with a clone in
Yagami had rescued him and together they were
disguise. Furthermore, Zero tells the fighters that
destroying the organization's bases.
he was a former NESTS member with plans to
Heindern manages to infiltrate Ralf and Clark eliminate the cartel using a powerful space
and deactivate all of Kyo's clones, Whip still weapon known as the Zero Cannon. To
manages to get close to Krizallid and tells him that demonstrate his power, Zero fires a heat shot from
he was actually a clone of K, and not the other the cannon to Earth and wipes a city off the map.
way around. After this he goes insane and And this city is South Town.
knowing that he has been betrayed by his
Kula then tries to assassinate K', but K'
superiors, laughs as the base collapses taking his
convinces her to give up the idea. Meanwhile, the
life.
other fighters confront Zero without realizing that
A year after these events there has been an their energy is being drained to feed the "Zero
increase in terrorist activity around the world. The Cannon". Zero is then defeated by K' and tries to
commander of the Ikari Warriors, Heidern, is fire the cannon again, but it explodes. As K' and
determined to discover the goal of the NESTS Maxima explore the ruined city Whip appears and
cartel so that he can stop them from achieving joins their cause to defeat NESTS, revealing the
their ruthless ambition. A fellow commando and story about her being a clone of K''s sister.
longtime friend of Heidern's named Ling tells the
A year has passed.
veteran fighter that K 'e Maxima may hold the key
The incident at the finals of the last tournament
to locating the whereabouts of the mysterious
was reported as the result of a satellite falling to
organization. Using this information, Heidern
earth and made headlines in several newspapers
decides to focus his efforts on finding the duo so
around the world. A legion of people called for an
they can be captured and interrogated for
131
end to the KOF tournament that always caused Iori. When he is defeated, he proclaims that he
some sort of incident, but, ironically, this bad cannot be a god and will become a "demon". He
reputation made the tournament popular again. plunges the satellite through the Earth's
atmosphere in an attempt to destroy his enemies.
The tournament was to be international this
year, but something even more surprising was that Fortunately, the satellite crashes into the ocean
a team from the NESTS entered the tournament! and the fighters on board were somehow saved
Also, a leftover team Psyco soldiers was lurking. from the explosion, the strangest thing is that it
The NESTS cartel itself decides to host the 2001 was thanks to Ron. K' saves Kula from drowning
events, so that they can use it as a method to and in gratitude, she and her guardian, Diana, ally
eliminate their enemies and demonstrate the themselves with K and company. K9999 and
strength of their own ranks of soldiers. Angel then disappear from sight Foxy is also
stabbed by them during their escape. During these
In the finals of the tournament, Team Hero
events Ron steals Bao's powers, now becoming
ends up boarding a special airship that soon
one of the dragon spirit carriers.
reveals itself to be a spaceship. There they meet
the Real Zero, whose clone (Organizer of the old Igniz, as well as the other members of NESTS
Tournament) deliberately revealed the cartels' are dead, and at the end of it all, the world will no
secret with his scheme the previous year. He longer be the same.
congratulates them on making it to the finals and
states that they are headed to the actual NESTS
New Organization: NESTS
headquarters. He decides to entertain his
passengers with a quick prank, and is supported Description: NESTS is a secret syndicate that
by his pet black lion Glugan in addition to Ron's used the 99-2001 King of Fighters tournaments to
sinister presence. Despite the oppressive strength carry out their plans for world domination. Their
of his group, he is defeated moments before the ultimate plan was to collect battle data from the
ship docks at the NESTS space satellite. fighters in the tournament and use it to activate
clones created from the fighter Kyo Kusanagi. The
Once inside the NESTS satellite, the team of
cartel would then use its army to conquer the
heroes meet the leader of NESTS. He expresses
world. Their main headquarters was located in a
a desire for his renegade agents to return to the
space satellite that hovers above the Earth.
organization, and soon after is killed by Igniz, his
eldest son, who claims ownership of the cartel. They possess the ability to create
Igniz also reveals that K', Kula, Krizalid, K9999 superpowered humans, spaceships, and satellites,
and Whip are guinea pigs, creations made for his and were able to mass produce thousands of Kyo
own personal entertainment. Kula, who was clones in less than a year. Their scientific
setoted from the rest of his team and present at advances shocked the world, causing their former
the time, also heard of his origin as an artificial life agents to be labeled as terrorists and targets for
form. Declaring himself a god, Igniz attacks the secret research. The cartel ended with Igniz's
team as his first act of "divine retribution" and death.
defeats them. Just as he is about to kill K ', other Boss: Nests and later Igniz with his death.
fighters appear willing to step in and help in the
Goal: World conquest.
fight, including all of the team leaders, Kyo and
132
Other Executives: Misty, Ron, Zero, Krizallid, help them recover better. Each fighter receives
Diana, Foxy wins and losses for each battle he participates in.
If they don't wish to participate in a fight, they will
Agents: K', Maxima, Whip, Kula Diamond,
not receive a loss, but they will not be able to
Candy Diamond, K9999, Kyo-1, Kyo-2, Nameless,
return to the ring. Fights continue until each team
Isolde, Dr. Makishima, Sylvie Paula
runs out of fighters able to continue fighting.
Forces: 2,000 Kyo Kusanagi clones, several
In the last model, we have the Reserve or Striker
chemical, cloning, and robotics industries, and
function. A team in this case is made up of more
armed forces to defend them.
than 3 fighters, but at each team battle only 3
participants are selected, and the rest become
New Rules for Team Fights: reserves.
Doubles Fights: There are two ways; with the two A Strike type fighter is a special participant, they
pairs of fighters in the arena, where they face each can enter at any time in any fight and perform an
133
THE MEMBERS OF THE NESTS
K’
Style: Elemental (Fire), Style Mix, School: NESTS Concept: Tough, Signature: Dark Glasses
Attributes
• Physical: Strength 5, Dexterity 5, Stamina 5
• Mental: Perception 4, Intelligence 4, Wits 4
• Social: Charisma 3, Manipulation 4, Appearance 4
Abilities
• Talents: Alertness 4, Insight 3, Intimidation 4, Streetwise 4, Subterfuge 4
• Skills: Blind Fighting 4, Drive 3, Leadership 3, Security 1, Stealth 3
• Knowledges: Arena 2, Computer 1, Investigation 3, Style Lore 2, Mysteries 1
Advantages
• Backgrounds: Allies 2, Elemental (Fire) 5, Backing 5* (NESTS)
• Maneuvers: Jump, Throw, Fireball, Power Uppercut, Dragon Punch, Flaming Dragon Punch (CROW
BITE), Slash Kick (MINUTE SPIKE), Elemental Explosion (EIN TRIGGER), Flaming Fist, Flaming Heel,
Light Feet, Shumpo (Blackout), Slide Kick (NARROW SPIKE), Elemental Skin*
134
• Combos:
Flaming Dragon Punch – (Flaming Heel) Jumping RoundHouse Kick (Dizzy);
Strong - Power Uppercut - Flaming Dragon Punch (Dizzy);
Elemental Explosion – Fireball (Second Shot); Elemental Explosion – (Flaming) RoundHouse Kick
(Dizzy) (Second Shell)
Renown
• Glory 6, Honor 6
• Chi 9, Willpower 10, Health 20
• K''s special glove keeps his powers under control. If the glove is damaged, K' begins to burn non-
stop, taking 1 aggravated damage per turn, with no chance of Soak, even if he is under the effect of the
Elemental Skin (Fire) maneuver.
135
MAXIMA
History: Maxima was a Canadian soldier who led a normal life until he
discovered that his partner "Rocky" was killed in an incident involving
NESTS. To get revenge he decided to sacrifice his old life; He had his
face and name changed and his "ordinary" life erased. To infiltrate the
cartel without being recognized, he had his body cybernetically
modified by Dr. Makishima, hence the origin of his name of Maxima.
He infiltrates NESTS and is assigned to be K's partner. They both
escape from the cartel after K 'finds his clone, Krizalid, and
becomes hunted by the organization. Today he uses his improved
body and his acquired knowledge to fight and destroy the
remnants of the organization.
Personality: You are very reserved. The only one you feel
a little more comfortable with is K', who also doesn't say much. You
rely a lot on your fists and your new implants, which have given you
some extra tricks... You also don't like to lose, either in a fight or in a
mission.
Attributes
• Physical: Strength 6, Dexterity 4, Stamina 6
• Mental: Perception 3, Intelligence 4, Wits 5
• Social: Charisma 3, Manipulation 4, Appearance 2
Abilities
• Talents: Alertness 2, Insight 2, Streetwise 4, Subterfuge 3, Search 2,
Interogation 3
• Skills: Blind Fighting 2, Leadership 3, Stealth 2, Security 4, Disguise 2
• Knowledges: Arena 3, Computer 5, Investigation 4, Style Lore 4 Medicine 1
Advantages
• Backgrounds: Allies 3, Backing 5, Cybernetics 5
• Techniques: Punch 6, Kick 4, Block 5, Grab 4, Athletics 4 Firearms 5
• Maneuvers: Jump, Shoulder Throw, Air Throw (M-19 BLITZ CANNON), Mega-Punch (M4-Vapor
Cannon), Throw, Fist Sweep, Haymaker, Face Slam, Power Uppercut, Head Butt, Foot Sweep, Dashing
Clothesline, Air Smash, Sonic Boom, Telepathy (Machines only), Mind Reading (Machines only)
• Combos:
Flying Tackle – Face Slam (MAXIMA PRESS)
Throw – MAXIMA LASER
Haymaker – Sonic Boom (Dizzy)
Shoulder Throw – HeadButt (dizzy)
Renown
• Glory 7, Honor 5
• Chi 1, Willpower 10, Health 20
136
KULA DIAMOND
Appearance: Kula looks like a beautiful little girl, although her actual age is
unknown. It turns out that her modified genes prevent her from aging. She usually
dresses in leather, and when she fights, her hair changes color, turning blue.
Personality: You are an assassin trained by the NESTS. But before that you are
still a child, so you tend to be childish. You have had your emotions suppressed for
years, so things like compassion and other feelings are not understood by you. But
deep inside you can still feel something, like brotherly love and hatred.
Style: Elemental (Ice*), Anti-K, School: NESTS Concept: Secret weapon, Signature:
Ice
Attributes
• Physical: Strength 4, Dexterity 6, Stamina 4
• Mental: Perception 3, Intelligence 4, Wits 5
• Social: Charisma 3, Manipulation 4, Appearance 5
Abilities
• Talents: Alertness 3, Insight 4, Intimidation 2, Streetwise 3, Subterfuge 2
• Skills: Blind Fighting 2, Drive 1, Leadership 2, Security 3, Stealth 5
• Knowledges: Arena 1, Computer 2, Investigation 3, Mysteries 3, Style Lore 1
Advantages
• Backgrounds: Allies 4, Elemental (Earth(Ice)) 5*, Backing 5
• Techniques: Punch 5, Kick 5, Block 5, Grab 3, Athletics 4, Focus 6
• Maneuvers: Jump, Throw, Power Uppercut*, Elemental Rage*, Levitation, Dragon Punch (CROW
BITE)*, Ice Blast (DIAMOND BREATH), Missile Reflection, Energy Reflection (COUNTER SHELL), San He,
Diamond Edge, Hurricane Kick (LAY SPIN)*, Wall*, Stone*
• Combos:
Slide Kick –Dragon Punch
Roundhouse Kick – Stone (dizzy)
Hurricane Kick – Hurricane Kick (Dizzy)
Hurricane Kick - Roundhouse Kick (Dizzy)
Renown
• Glory 6, Honor 4
• Chi 10, Willpower 8, Health 20
• Kula would be an Ice Elementalist. In terms of rules she uses the same stats as an Earth Elemental,
only changing the look of her maneuvers to Ice.
137
ANGEL
History: Angel is introduced as an agent of the secret organization
known as NESTS. She is assigned to keep an eye on the K9999
experiment, whose goal is to hunt down traitorous experiments that have
left NESTS. During the final moments of the tournament, it is revealed
that both Angel and K9999 are actually on a mission to kill Kula
Diamond and her guardians.
Both she and K9999 later disappear, their whereabouts
unknown, Foxy is suspected to have been killed by them. As a
traitorous NESTS, Angel attempts to escape while being pursued
by the organization's loyal agents.
Personality: you are a cheerful and playful girl who behaves like
an innocent cat despite being an assassin agent for the NESTS. You are
also quite violent and sadistic when fighting.
Attributes
• Physical: Strength 6, Dexterity 6 Stamina 6
• Mental: Perception 3, Intelligence 2, Wits 4
• Social: Charisma 3, Manipulation 2, Appearance 5
Abilities
• Talents: Alertness 3, Insight 3, Intimidation 3, Streetwise 2,
Subterfuge 1
• Skills: Blind Fighting 2, Drive 4, Security 3, Stealth 2 Disguise 2
• Knowledges: Arena 3, Computer 1, Investigation 3, Style Lore 4
Advantages
• Backgrounds: Allies 2, Backing 5 (NESTS)
• Techniques: Punch 5, Kick 5, Block 4, Grab 4, Athletics 4
• Maneuvers: Jump, Throw, Breakfall, Kippup, Foot Sweep, Spinning Foot Sweep, Power Uppercut, Air
Smash, Shumpo, Flying Knee Thrust, Forward Backflip Kick, Buffalo Punch, Wounded Knee
• Combos:
Forward – Jumping RoundHouse Kick (Dizzy)
Short – Short – Short (Dizzy)
Shumpo – Fierce
Renown
• Glory 5, Honor 4
• Chi 1, Willpower 10, Health 20
138
FOXY
History: She is a loyal NESTS agent who has been asked with her partner
Diana to oversee the outcome of the Anti-K: Kula Diamond project. They were
dispatched to eliminate the traitorous agent: Zero, as he was considered a burden
to their organization. After her success, Foxy was ordered by her supervisors to
enter the next tournament with Kula and two other not so reliable agents, K9999
and Angel, unfortunately she was severely injured by both of them. After she
discovered that the original NESTS president was murdered by Igniz, she
abandons her loyalty to the NESTS cartel and joins Diana to become
independent.
Attributes
• Physical: Strength 4, Dexterity 5, Stamina 4
• Mental: Perception 4, Intelligence 4, Wits 4
• Social: Charisma 2, Manipulation 4, Appearance 4
Abilities
• Talents: Alertness 4, Insight 3, Intimidation 2, Streetwise 3, Subterfuge 3, Interrogation 4 Search 2
• Skills: Blind Fighting 4, Drive 2, Leadership 1, Security 3, Stealth 2
Knowledges: Arena 2, Computer 3, Investigation 2, Style Lore 2 Medicine 1
Advantages
• Backgrounds: Allies 2, Contacts 3, Backing 5* (NESTS)
• Techniques: Kick 4, Block 5 , Athletics 5, Sword 5, Thrown 3
• Maneuvers: Jump, Throw, Shumpo, Uppercut (Sword), Slide Kick, Sonic Boom (SLASH AIR), Double
Hit-Weapon, Spinning Weapon
• Combos:
Double-Hit Weapon (Sword) – Sword Uppercut (Dizzy)
Jumping Forward – Giro Sword
Renown
• Glory 5, Honor 1
• Chi 1, Willpower 9, Health 20
• Equipment: Rapier
139
K9999
History: K9999 became the Kyo Kusanagi "improved" 9999 clone. Built from the
ground up, K9999 wielded exorbitant power. The blue glove he wears helps him control his
shape-showing powers and prevent them from going insane. His main goal was to Destroy
the failed experiments.
Style: Elemental (Fire), Style Mix, School: NESTS Concept: NESTS Agender,
Signature: Frenetic Laughter
Attributes
• Physical: Strength 4, Dexterity 6, Stamina 5
• Mental: Perception 5, Intelligence 5, Wits 4
• Social: Charisma 3, Manipulation 3, Appearance 2
Abilities
• Talents: Alertness 3, Intimidation 4, Streetwise 2, Interrogation 3
• Skills: Blind Fighting 3, Drive 5, Leadership 3, Security 1, Stealth 2
• Knowledges: Arena 2, Computer 1, Investigation 1, Mysteries 3, Style Lore 2
Advantages
• Backgrounds: Contacts 2, Elemental (Fire) 5, Backing 5* (NESTS)
• Techniques: Punch 6, Kick 5, Block 5, Grab 4, Athletics 4, Focus 5
• Maneuvers: Jump, Throw, Elemental Rage, Elemental Explosion, Knife Hand Strike, Haymaker,
Widowmaker, Slide Kick, Extendible Limbs, Regeneration, Air Throw, Rekka Ken, Fireball, Repeating
Fireball, San He, Fireball, Shock Treatment (Raising Storm), Elemental Skin, Hundred Shots
• Combos:
Jumping Forward – Rekka Ken – Slide Kick
Rekka ken – Knife Hand Strike – Ryuuembu
Fireball – Repeating Fireball (Dizzy)
Fireball – Extended Limbs – Extended Limbs (Dizzy)
Renown
• Glory 6, Honor 1
• Chi 10, Willpower 10, Health 20
• K9999's special glove keeps his powers under control. If the glove is damaged, K9999 begins to burst
into flames, taking 1 aggravated damage per turn with no chance of absorption, even if he is under the
Elemental Skin (Fire) maneuver.
140
KRIZALID
History: Krizalid is the latest incarnation of evil trying to take over the world
through King of Fighters. He was created to be the ultimate clone of Kyo Kusanagi,
the ultimate exponent of flaming powers. In addition, Krizalid has a special outfit
that records the data of his enemies, and increases his fighting power. He has sent
K' and Maxima to the King of Fighters to collect more data for his clones and his
own armor. When all the data is complete, he will be able to lead the attack that will
cause the NESTS to conquer the world...
Appearance: Krizalid has silver-white hair and dark skin, just like K'.
He usually wears a large dark blue overcoat with black feathers on his
shoulders, which hides his face. When he prepares for a fight, he burns this
overcoat and appears with all his power, demonstrating his combat attire.
Personality: You have great ambitions in life, like conquering the world
for the sake of your creators, the NESTS. To fulfill this goal, you will spare no
effort. You don't like K' very much, and consider him to be a "botched clone" of
the project. You also feel a discreet affection for Whip, and deep down you
consider her to be your sister...
Attributes
• Physical: Strength 6, Dexterity 6, Stamina 6
• Mental: Perception 4, Intelligence 5, Wits 5
• Social: Charisma 3, Manipulation 4, Appearance 2
Abilities
• Talents: Alertness 4, Insight 3, Intimidation 4, Streetwise 4, Subterfuge 4
• Skills: Blind Fighting 4, Leadership 4, Security 3, Stealth 4
• Knowledges: Arena 2, Computer 3, Investigation 4, Medicine 5, Mysteries 5, Style Lore 5
Advantages
• Backgrounds: Elemental (Fire) 5, Backing 5
• Techniques: Punch 5, Kick 5, Block 6, Grab 4, Athletics 5, Focus 6
• Maneuvers: Jump, Throw, Power Uppercut, Criminal Upper, Hurricane Upper, Fireball, Elemental Explosion,
Mega-Punch, Improved Fireball, kippup, Shockwave, Spining back fist, Double-Hit Kick, Face Slam, Jet Uppercut,
Flying Tackle, Foot Sweep, Elemental Rage, Punch defense, Kick Defense
• Combos:
Improved Fireball – Jet Uppercut
Flying Tackle – Face Slam (Dizzy)
Renown
• Glory 9, Honor 1
• Chi 10, Willpower 10, Health 20
141
ZERO
History: During The King of Fighters '99, Zero was sent to oversee the performance
of the Kusanagi cloning process set up by one of his lower ranking officers, Krizalid.
Acting as the supervisor of the project, he monitored all actions taken by Krizalid and
also analyzed the performance of K '. After he neutralizes Kyo's clones and
terminates Krizalid, he begins to secretly build his own weapon from NESTS
technology called "Zero Cannon", configuring it to operate with the same
technology found in Krizalid's battle armor.
He sets his plans in motion in The King of Fighters 2000. There, he
pretends to be Ling, a military commander and close friend of Heidern. Using
this disguise as a decoy, he tries and capture Heidern to stop the military
resistance against him. It is later discovered that this Zero is actually a clone,
and the real Zero waits as a personal bodyguard for NESTS.
Appearance: Zero in his real form dresses soberly, with a military outfit that
gives him powers such as super strength, when in disguise he appears to be
Heidern's military friend Ling.
Personality: You are very ambitious and you betray NESTS to fulfill your
ideals. You don't like traitors, which is ironic and hypocritical, because you are a
traitor.
Attributes
• Physical: Strength 7, Dexterity 6, Stamina 7
• Mental: Perception 5, Intelligence 5, Wits 5
• Social: Charisma 3, Manipulation 5, Appearance 2
Abilities
• Talents: Alertness 4, Insight 3, Intimidation 4, Streetwise 4, Subterfuge 4
• Skills: Blind Fighting 4, Drive 3, Leadership 3, Security 1, Stealth 3
• Knowledges: Arena 2, Computer 1, Investigation 3, Mysteries 1, Style Lore 2
Advantages
• Backgrounds: Allies 2, Cybernetics 5, Backing 5* (NESTS)
• Techniques: Punch 6, Kick 5, Block 5, Grab 4, Athletics 5 Maneuvers: Jump, Throw, Power
Uppercut, Elemental Rage, Shock Treatment, Rekka Ken, Flash Kick, Face Slam, Maka wara, Energy
Reflection, Missile Reflection, Haymaker, Repeating Fireball, Fireball, Levitation,
• Combos: None
Renown
• Glory 7, Honor 6
• Chi 8 Willpower 10, Health 20
Note: The stats marked with an (*) are given to Zero by his special combat outfit, which also gives him the
advantages of a Cybernetics 5. Without it (or when it is deactivated) he has -2 on his physical attributes as
well as being unable to perform any focus maneuvers.
142
IGNIS
Attributes
• Physical: Strength 7, Dexterity 6, Stamina 7
• Mental: Perception 5, Intelligence 4, Wits 5
• Social: Charisma 4, Manipulation 4, Appearance 4
Abilities
• Talents: Alertness 4, Insight 3, Intimidation 4,
Streetwise 4, Subterfuge 4
• Skills: Blind Fighting 4, Drive 3, Leadership 3, Security
1, Stealth 3
• Knowledges: Arena 2, Computer 1, Investigation 3, Mysteries 1, Style Lore 2
Advantages
• Backgrounds: Allies 3, Resources 5, Backing 5* (NESTS) Cybernetics 5*
• Techniques: Punch 6, Kick 5, Block 7, Grab 4, Athletics 5
Maneuvers: Jump, Kippup, Fireball, Improved Fireball, Yoga Flame, Short Fireball, Short Fireball, Extended
Limbs, Shock Treatment, Foot Sweep, Levitation, Throw, Inferno Strike, Repeating Fireball, Iados Kick, Hyper Fist, Jet
Uppercut, Flying Tackle
• Combos:
HyperFist – Short Fireball (Dizzy)
Iados Kick – Jet Uppercut
Shock treatment – Inferno Strike
Flying Taclke - Throw – Extended Limbs (Dizzy)
Renown
• Glory 9, Honor 0
• Chi 10, Willpower 10, Health 20
Igniz Chain has the following Stats: Sp+1, Dam +2. Base technique:
Athletics. NESTS - Igniz's father
Note: The stats marked with a (*) are given to Igniz by his special combat
clothing, which also give him the advantages of a Cybernetics 5 (such as
using health instead of Chi, and physical attributes for focus maneuvers).
Without it (or when it is deactivated) he has -2 on his physical attributes
and cannot perform any focus maneuvers.
143
OTHER CHARACTERS
HINAKU SHIJOU
History: Hinako attends an Athena Asamiya school and came to value sumo
techniques after watching a professional match. Hoping to practice along with her
classmates, she tries to start a women's sumo club at her school, but the idea
doesn't get much support. Once she hears about the girls' team needing one
more member for a martial arts tournament, Hinako is able to prove her worth by
defeating Yuri Sakazaki in a mock match.
Appearance:
Personality: you are a gentle girl who wishes to prove that girls can also
practice sumo. You are a bit shy, but also a very loyal friend. Although your blond
hair and facial features indicate your Russian descent, you consider yourself purely
Japanese.
Style: Sumo, School: Self-taught, Concept: Student, Signature: Captivating
Smile.
Attributes
• Physical: Strength. 6, Dexterity 4, Stamina 5
• Mental: Perception 3, Intelligence 3, Wits 4
• Social: Charisma 3, Manipulation 2, Appearance 4
Abilities
• Talents: Alertness 3, Insight 2, Streetwise 1, Subterfuge 2
• Skills: Blind Fighting 3, Stealth 2, Survival 2
• Knowledges: Computer 3, Investigation 3, Mysteries 4, Style
Lore 3
Advantages
• Backgrounds: Allies 2 Resources 3, Staff 2
• Techniques: Punch 6, Kick 3, Block 4, Grab 4, Athletics 5, Focus 2
• Maneuvers: Jump, Throw, Hundred Hand Slap, Double-Hit Punch, Mega-Punch, Shoulder Throw,
Headbutt, Jumping Shoulder Butt, Toughskin, Ear Pop, Buffalo Punch, Foot Sweep. Combo Strike (Punch,
Punch, Throw)
• Combos:
Strong – Strong – Buffalo Punch (Dizzy)
Throw – Jumping Fierce – Head Butt
Hundred Hand Slap – Buffalo Punch (dizzy)
Foward – Double-Hit Punch (Dizzy)
Renown
• Glory 5, Honor 5
• Chi 5, Willpower 7, Health 20
144
JHUN HOON
Style: Tae Kwon Do, School: Unknown, Concept: Fighter for justice,
Signature: Pose
Attributes
• Physical: Strength 5, Dexterity 5, Stamina 5
• Mental: Perception 4, Intelligence 4, Wits 5
• Social: Charisma 4, Manipulation 3, Appearance 4
Abilities
• Talents: Alertness 2, Insight 5, Streetwise 2, Subterfuge 3, Intimidation 4, Instruction 3
• Skills: Blind Fighting 4, Leadership 2, Survival 3, Stealth 4
• Knowledges: Arena 4, Computer 2, Investigation 2, Style Lore 4, Mysteries 2
Advantages
• Backgrounds: Allies 5, Resources 3
• Techniques: Punch 3, Kick 7, Block 5, Grab 4, Athletics 6, Focus 5
• Maneuvers: Double-Hit Kick, Foot Sweep, Jump, Kippup, Iados Kick, Throw, Flash Kick, Crack
Shoot, Kick Defense, Hundred Kicks, Double-Hit Kick, Flying Heel Stomp, Multiple Stomp, Flying Thrust
Kick, Slide Kick
• Combos:
Short - Flash Kick – Hundreds Kick (Dizzy); Slide Kick – Flting Thrust Kick; Short - Forward –
Roundhouse; Foot Sweep – Iados Kick
Renown
• Glory 8, Honor 5
• Chi 5, Willpower 9, Health 20
145
LIN
History: Lin is a member of the Hizoku clan of assassins and a close friend of
Ron. He was charged with training the nine princes of Xi Du, Ron's sons. He himself
trained Ron's illegitimate daughter, Xiao Lon. He was eventually appointed to
the rank of "Deva" in his division.
When Ron betrayed and murdered many of the Hizoku, Lin joined forces with
the three of the Four Devas, Luan, Chat and Sai to hunt him down. He was
convinced by Agent Seth to enter the King of Fighters tournament to find the
missing leader of the clan. After learning that Ron had defected to the NESTS, he
tracks the activities of the NESTS renegades, K' and company, in hopes of finding
their leader. He continues to search for Ron even after the destruction of
NESTS, probably wanting to execute him. For some inexplicable
reason, he appears alongside Ron at the end of the Psycho
Soldier team in The King of Fighters XI.
Appearance:
Personality: Lin is rather serious and very loyal to
the Hizoku clan.
Style: Qing Shen Gong (Ninjutsu) School: Various masters, Concept: Assassin, Signature: Sword pose
Attributes
• Physical: Strength. 5, Dexterity 5, Stamina 5
• Mental: Perception 4, Intelligence 4, Wits 4
• Social: Charisma 3, Manipulation 3, Appearance 4
Abilities
• Talents: Alertness 4, Streetwise 4, Subterfuge 3
• Skills: Blind Fighting 2, Drive 1, Leadership 2, Stealth 3, Survival 2
• Knowledges: Computer 3, Investigation 3, Mysteries 4, Style Lore 3
Advantages
• Backgrounds: Resources 3, Clan Heritage 4, Backing 3
• Techniques: Punch 6, Kick 4, Block 4, Grab 4, Athletics 6, Focus 4
• Maneuvers: Jump, Sakki, Shrouded Moon, Shumpo, Rekka Ken, Light Feet, Wheel Kick, Hundred
Hand Slap, Acid Breath, Venom Touch, Neck Shock, Throw, Foot Sweep, Shuto, Shika-ken,
• Combos:
(Venom Touch) Strong – Hundred Hand Slap (Dizzy)
Shrouded Moon – Wheel Kick – Shika-ken
Shumpo – Neck Choke (Dizzy)
Renown
• Glory 6, Honor 5
• Chi 6, Willpower 10, Health 20
146
MAY LEE
History: Entering The King of Fighters 2001 as one of Kim Kaphwan's many
students, she idolized him as well as Jhun Hoo. Jhun injures his leg before the
event in a street accident, and May is needed to replace him as a member of the
Korean team. Despite her inexperience, May surprises the audience with her
unique Tae Kwon Do style at the tournament. Kim and the others are also
surprised by her achievements, and she soon earns high praise. After the
tournament ends, May returns to Korea, along with her partners, and they are
celebrated as heroes for ending the threat of the evil NESTS cartel that was at
work behind the tournament.
Appearance:
Personality: You are very cheerful and your personality resembles that of
Athena Asamiya. Like Kim, you have a very strong sense of justice and will punish
any evil being she faces.
Style: Tae Kwon Do School: Private Teacher Concept: Warrior of Justice,
Signature: Sentai pose
Attributes
• Physical: Strength. 4, Dexterity 5, Stamina 4
• Mental: Perception 3, Intelligence 3, Wits 5
• Social: Charisma 5, Manipulation 2, Appearance 4
Abilities
• Talents: Alertness 4, Streetwise 4, Subterfuge 3
• Skills: Blind Fighting 2, Drive 1, Leadership 2, Stealth 3, Survival 2
• Knowledges: Computer 3, Investigation 3, Mysteries 4, Style Lore 3
Advantages
• Backgrounds: Allies 3, Sensei 3
• Techniques: Punch 5, Kick 6, Block 4, Grab 4, Athletics 5, Focus 3
• Maneuvers: Jump, Breakfall, Foot Sweep, Handstand Kick, Air Smash, Scissor Kick, Double-Hit Kick,
Multiple Stomp, Haymaker, Widowmaker, Hundred Shots, Ryuuembu, Reverse Frontal Kick, Elemental Rage
• Combos:
Double-Hit Kick – Haymaker
Jumping Forward – Widowmaker
Handstand Kick – Hundred Shot – Elemental Rage (dizzy)
Renown
• Glory 4, Honor 7
• Chi 5, Willpower 8, Health 20
147
HENCHMEN AND ASSASSINS
KYO-1 / KYO-2 (And other Kyo clones)
History: These clones were created to participate
in the King of Fighters, to be worthy opponents (and thus
force the fighters to use all of their techniques) and also
to instigate the curiosity of the warriors and attract them
to the tournament.
Style: Elemental (Fire), Kusanagi-ryu, School: None,
Concept: Clone, Signature: Upraised Fist
Attributes
• Physical: Strength 5, Dexterity 5, Stamina 5
• Social: Charisma 3, Manipulation 1, Appearance 4
• Mental: Perception 5, Intelligence 4, Wits 4
Abilities
• Talents: Alertness 4, Intimidation 2
• Skills: Blind Fighting 4, Security 3, Survival 3, Stealth 4
• Knowledges: Arena 5, Computer 1, Investigation 2, Style Lore 3
Advantages
• Backgrounds: Elemental (Fire) 5, Backing 5
• Techniques: Punch 6, Kick 5, Block 5, Grab 4, Athletics 5, Focus 6
• Maneuvers (Kyo-1): Jump, Throw, Power Uppercut, Dragon Punch, Flaming Dragon Punch, Fireball,
Fire Strike, Hurricane Kick, Spinning Back Fist, Foot Sweep, Kippup, Punch Defense, Haymaker, Double-Hit
Kick
• Maneuvers (Kyo-2): Jump, Throw, Power Uppercut, Dragon Punch, Flaming Dragon Punch, Flaming
Fist, Spinning Back Fist, Foot Sweep, , Kippup, Ax Kick, Flying Tackle, Elemental Rage, Deflecting Punch,
Punch Defense, Haymaker, Double-Hit Kick
• Combos (Kyo-1):
Strong - Power Uppercut - Dragon Punch (Dizzy) (Combo “Poison Gnawfest”)
Short - Strong - Flaming Dragon Punch
Short - Foot Sweep (Dizzy)
• Combos (Kyo-2):
(Flaming Fist) Fierce - Flaming Dragon Punch
(Flaming Fist) Jab - (Flaming Fist) Strong - (Flaming Fist) Fierce (Dizzy) (Combo “Nine Hurt”)
Flying Tackle – Elemental Rage (dizzy)
Renown
• Glory 1, Honor 1
• Chi 7, Willpower 7, Health 16
148
CHAPTER 8:
After defeating them Kyo goes looking for and this mess if he felt like it, but ends up being
Chizuru but arrives too late, Ash Crimson who was bribed by the Ikari Team (champions of the
just watching the fight from afar attacks her and previous tournament) who wanted him to
150
investigate all of this. This is how the three Yagamis and uses the mirror of the yatas to
protagonist teams are formed. escape, promising Kyo would be next.
Near the finals, Kyo and K' face each other. KOF XI Teams:
During the fight, K''s blood surges and his flames Heroes Team: Ash Crimson, Oswald, Shen Woo
lose control to such an extent that, without Rivals Team: Elizabeth Blanctorche, Duo Lon,
reaction, his mind is affected by something psychic Benimaru Nikaido
that knocks him out. Kyo and his team leave for Fatal Fury Team: Terry Bogard, Kim Kaphwan,
the last fight. Sometime later K' wakes up in the Duck King
hospital with Kula and Maxima next to him, Art of Fighting Team: Ryo e Yuri Sakazaki, King
desperate he asks if he had been defeated, but Garou Team: Tizoc, Bonne Jenet, Gato Fubata
Maxima says that he fainted during the fight. K' Ikari Team: Whip, Ralf Jones, Clark Steel
then takes his jacket and goes in search of Kyo for Psyco Soldiers Team: Athena Asamiya, Sie
his revenge. Kensou, Momoko
Anti-Kyokugenryu Team: Malin, Kasumi Todoh,
When he gets close to Kyo, K' shouts calling
Eiji Kisaragi
him to fight, Iori interposes himself and says that
Kusanagi and Yagami Team: Kyo Kusanagi, Iori
he would kill the last clone of Kyo if he dared to get
Yagami Shingo Yabuki
in the way. But before K' and Iori can start a fight,
K’ Team: K’, Kula Diamond, Maxima
a strange man named Shion invades and attacks
Sub-Bosses: Adelheid Bernstein, Gai Tendo, Sho
K' without delay, while Shingo calls Iori to go
Hayate, Silber, Jyazu
ahead and forget about it, Kula and Maxima arrive
Boss: Shion, Magaki
and are knocked down by Shion, K' remains
standing while Shion says he has something that
The King of Fighters 13
will "save" humanity. Meanwhile Kyo, Iori and
The fighter Ash Crimson has absorbed the
Shingo defeat Magaki, who assumes a strange
powers of two of the descendants of the clans that
form by using the Orochi's power, but after the
sealed Orochi 1800 years ago, Chizuru Kagura
battle he says that humans are interesting and
and Iori Yagami, while Kyo Kusanagi is set to be
surprised him, but he has to get out of there, but
their latest victim.
when he opens the time portal a spear pierces his
While Elisabeth Blanctorche prepares to stop
heart, and he dies.
Ash, the fighters receive an invitation to another
After that Ash appears and says that the Orochi King of Fighters tournament, promoted by a
seal has been broken, Kyo doubts but as he turns person identified as "R". This time organized by
around Iori is out of control, once again he has lost Rose Bernstein, Rugal's daughter.
his sanity to a blood revolt. He thrashes Shingo When the winning team enters Rose Stadium at
and almost kills Kyo, however when he tries to the end of the championship, Saiki puts his plan
regain control he is surprised by Ash who attacks into action. He freezes time and then those from
him and steals the power of the Yasakani seal. the Past who are left appear to face the winners.
Saiki tells the other members to go and complete
Elisabeth Blanctorche appears at the end and their tasks by keeping the portal open), but Mukai
confronts him, Ash shows him the flames of the says he wants to stay and face the winners in
151
Saiki's name. Despite his show of loyalty, Saiki is of having his powers back or ending his family's
angered by Mukai's insubordination and kills him, curse for good, he chooses the power to Vice and
absorbing his powers. Mature's surprise. As time adjusts to the new
Saiki then transforms to his ancestral form and reality, everyone forgets Ash's existence,
begins to fight the victors. Saiki intends to use the everyone except Elisabeth.
energy expended by the winning team to help him
pass through the time portal. However, at the KOF XIII Team:
height of the battle, Botan notices that the gate Japan Team: Kyo Kusanagi, Benimaru Nikaido,
connecting them to the past is beginning to close, Goro Daimon
despite all their efforts in the battle. And apparently Elizabeth's Team: Elizabeth Blanctorche, Duo
the other members of those from the past have Lon, Shen Woo
been defeated by other competitors in the Yagami: Iori Yagami, Vice e Mature
tournament. Fatal Fury Team: Terry e Andy Bogard, Joe
Before Saiki can escape through the gate he is Higashi
attacked by Ash Crimson, who steals his powers. Art of Fighting Team: Ryo Sakazaki, Robert
It is then revealed that although Ash was Garcia, Takuma Sakazaki
summoned by Saiki to obtain the Three Sacred Ikari Team: Leona Heindern, Ralf Jones, Clark
Treasures and power the time portal, he did not Steel
actually intend to help Saiki but rather betrayed Kim Team: Kim
him from the start. Kaphwan, Hwa Jai,
Suddenly, Ash's body is taken over by Saiki's Raiden
soul, who then tries to go through the time portal. Psyco Soldiers
The winning team then faces Dark Ash, the Team: Athena
corrupted form of Ash. He is defeated, but Saiki Asamiya, Sie Kensou,
persists in entering the portal to save himself. Chin Gentsai
However, Ash interrupts Saiki's attempt and lets Women’s Team: Mai
the gate close, trapping Saiki in the present. It is Shiranui, King, Yuri
then revealed that Ash is Saiki's descendant. By Sakazaki
blocking Saiki's passage through the gate, he K’ Team: K’, Kula
denies Saiki's existence in the past and forces the Diamond, Maxima
closure of his own existence and consecutively of Solo Fighters: Ash Crimson
Saiki's entire evil plan to alight as a deity. Sub-Bosses: Saiki Awakened
As Ash disappears from the world of the living, Boss: Dark Ash
the flow of time returns to normal, Iori retrieves the
jewel from the Yasakanis and is given the choice
152
The New Contenders
ASH CRIMSON
History: Ash is the direct descendant of Saiki, a being who has similar powers
to the Orochi, but instead of distorting Space, he controls Time. When he was
living in France, he spent his childhood with Elisabeth Blanctorche whom he
had as a sister, no one knows how he ended up under the care of this family.
He enters the 2003 edition of The King of Fighters tournament alongside Duo
Lon and Shen Woo. While his companions let him settle his own causes, Ash
goes on a quest to steal Orochi's power, he attacks the weakened Chizuru,
stealing her powers and knocking her unconscious.
Over the next year he continues his hunt for Orochi's powers. After leaving his
teammates fighting amongst themselves, Ash takes advantage of Iori's
instability after a bloody rampage, to steal the Yasakani Jewel from him.
Before he leaves the tournament, Elisabeth Blanctorche and her team appear
before him. She accuses Ash of abandoning "his mission" to fight for personal
gain. He disappears shrouded in purple flames and warns that Kyo is next.
A new tournament approaches, and everyone wants only one thing, Ash's
head!
Style: Style Mix, Elemental (fire) School: Unknown, Concept: Dilettante, Signature: Smiles while creating
Green Flames.
Attributes
Physical: Strength 5, Dexterity 5, Stamina 5
Mental: Perception 4, Intelligence 5, Wits 5
Social: Charisma 3, Manipulation 5, Appearance 5
Abilities
Talents: Alertness 4, Insight 3, Intimidation 3, Streetwise 4, Subterfuge 5
Skills: Blind Fighting 2, Drive 2, Leadership 3, Security 3, Stealth 5, Survival 2
Knowledges: Arena 3, Computer 2, Investigation 3, Mysteries 4, Style Lore 3
Advantages
Backgrounds: Allies 3, Resources 3, Elemental(Fire) 5, Contacts 2
Techniques: Punch 4, Kick 6, Block 4, Grab 4, Athletics 5, Focus 6*
Maneuvers: Jump, Kippup, Foot Sweep, Fireball (VENTÔSE), Flash Kick (NIVÔSE), Somersault
(PLUVIÔSE), Leech, Elemental Explosion, Dashing Clothesline (GERMINAL CAPRICE), Sense Element,
Heatwave (GÉNIE), Elemental Explosion (SANS-CULOTTE)
(After absorbing Chizuru's powers): Yoga Teleport
153
(After absorbing Iori's powers): Elemental Rage (FRUCTIDOR), Ice Blast
(After stealing Saki's power and turning Evil ASH)*: Improved Fireball, Elemental Skin, Final Wave
Combos:
Elemental Explosion – Dashing Clothesline (Dizzy)
Fireball – Fireball (Dizzy)
Elemental Rage – Elemental Explosion (dizzy)
Short – Roundhouse – Flash Kick
Flash Kick – Somersault (Dizzy)
Renown
Glory 8, Honor 4
Chi 10, Willpower 8, Health 20
After stealing Saiki's powers (which also contained some of Orochi's power) Evil Ash's power causes them to
be under active Elemental Skin (Fire) all the time. In addition all of Ash's powers have the appearance of
black flames as if he is shrouded in darkness. He becomes immune to Dizzy and receives +1 on Speed,
Damage and Soak and has unlimited Chi.
154
DUO LON
Attributes
Physical: Strength 4, Dexterity 6, Stamina 4
Mental: Perception 5, Intelligence 4, Wits 5
Social: Charisma 2, Manipulation 4, Appearance 4
Abilities
Talents: Alertness 4, Insight 4, Streetwise 4, Subterfuge 2
Skills: Blind Fighting 4, Leadership 2, Security 3, Stealth 5, Survival 3, Interogation 3
Knowledges: Computer 1, Investigation 3, Mysteries 4, Style Lore 4, Medicine 2
Advantages
Backgrounds: Allies 2, Resources 4, Backing 4, Animal Hybrid (cobra) 2
Techniques: Punch 6, Kick 5, Block 4, Grab 0, Athletics 5, Focus 5
Maneuvers: Jump, Kippup, Foot Sweep, Dim Mak, Extended Limbs (GENMUKEN), Shumpo
(HIMOUKYAKU – ZEN), Fireball (JUON SHIKOU), Dashing Clothesline, Yoga Teleport (Shadow
Teleport), Summon Spirit, Spirit Bomb (GENMU BAKKOU SHIKOU)
Combos:
Dashing Shoulder – Spirit Bomb (Dizzy)
Strong – Strong – Strong (Dizzy) Combo Shaki Juuryu
Jumping Forward – Jab – Spirit Bomb
Renown
Glory 4, Honor 7
Chi 7, Willpower 7, Health 20
155
SHEEN WOO
Style: Boxing School: Unknown, Concept: Dilettante, Signature: You smile while creating Green Flames.
Attributes
Physical*: Strength 6, Dexterity 4, Stamina 5
Mental: Perception 4, Intelligence 5, Wits 5
Social: Charisma 3, Manipulation 5, Appearance 5
Abilities
Talents: Alertness 3, Insight 2, Intimidation 5, Streetwise 3
Skills: Blind Fighting 2, Drive 3, Security 3, Stealth 2,
Knowledges: Arena 2, Investigation 2, Medicine 1, Style Lore 3
Advantages
Backgrounds: Allies 3, Elemental(Fire) 2, Resources 2, Fame 1
Techniques: Punch 6, Kick 4, Block 4, Grab 0, Athletics 4, Focus 2
Maneuvers: Jump, Kippup, Foot Sweep, Turn Punch, Dashing Punch, Spinning Back Fist, Burn
Knuckle(GEKIKEN), Buffalo Punch(FUKKOGEKI), Power Uppercut (TENRENKEN), Haymaker
(DANKEN), Missile Reflection, Energy Reflection
Combos:
Buffalo Punch – Haymaker (Dizzy)
Jab – Haymaker (Dizzy)
Haymaker – Tenshou Bakushingeki
Jab – RoundHouse – Power Uppercut
Renown
Glory 8, Honor 3
Chi 5, Willpower 10, Health 20
156
ELISABETH BLANCTORCHE
Attributes
Physical: Strength 4, Dexterity 5, Stamina 4
Mental: Perception 5, Intelligence 5, Wits 5
Social: Charisma 2, Manipulation 4, Appearance 5
Abilities
Talents: Alertness 2, Insight 3, Interrogation 2, Intimidation 4, Streetwise 1, Subterfuge 2
Skills: Blind Fighting 2, Drive 1, Leadership 5, Security 3, Stealth 5, Survival 2
Knowledges: Arena 3, Computer 2, Investigation 3, Medicine 2, Mysteries 2, Style Lore 3
Advantages
Backgrounds: Allies 2, Resources 5, Elemental(Air) 3*, Staff 3
Techniques: Punch 4, Kick 4, Block 5, Grab 0, Athletics 5, Focus 5
Maneuvers: Jump, Kippup, Foot Sweep, Sonic Boom (ÉTINCELLES), Esquives, Elemental Stride, Sense
Element, Elemental Explosion (NOBLE-BLANCHE), Haymaker, Criminal Upper (MISTRAL), Final
Wave(ETOILE – FILANTE)
Combos:
Elemental Stride – Power Uppercut – (Dizzy) Combo Coup De Vent; Haymaker – Power Upercut (dizzy);
Elemental Strider – Criminal Upper – Elemental Rage Combo Grand Rafale; Jumping Forward – Sonic
Boom – Criminal Upper
Renown
Glory 5, Honor 9
Chi 8, Willpower 8, Health 20
Equipment: Riding Whip. Base technique: Punch, Speed +1, Damage +1
*Although she is an Air Elementalist, Elisabeth's blows have visual effects of Light.
157
ADELHEID BERNSTEIN
History: Adelheid and his sister Rose reside in an airship named "Sky
Noah". In The King of Fighters 2003, he challenges the tournament
fighters at his sister's request. His story in The King of Fighters XI
ends when he faces and loses to the Ikari Warriors. At the end of the
tournament he talks peacefully with Heidern and explains that he is
just following his father's legacy, but he doesn't actually enjoy fighting
and only does it for his sister's requests.
In the future Aldeheid ends up cooperating with Heidern (in which he
addresses him as "Colonel Heidern") as he tries to help the forces of
good suppress the evil plans of Those of the Past. When Rose is
finally freed from Saike's mind control, he reassures his sister and
states that he will punish those responsible for her sister's condition.
Personality: Unlike your father, you are an honorable fighter. You love
your sister and try to represent your family's legacy.
Attributes
Physical: Strength 5, Dexterity 5, Stamina 5
Mental: Perception 4, Intelligence 5, Wits 5
Social: Charisma 3, Manipulation 3, Appearance 5
Abilities
Talents: Alertness 2, Insight 3, Interrogation 2, Intimidation 4,
Streetwise 1, Subterfuge 2
Skills: Blind Fighting 2, Drive 1, Leadership 5, Security 3, Stealth 5, Survival 2
Knowledges: Arena 3, Computer 2, Investigation 3, Medicine 2, Mysteries 2, Style Lore 3
Advantages
Backgrounds: Allies 3, Resources 3, Elemental(Fire) 5, Contacts 2
Techniques: Punch 5, Kick 6, Block 5, Grab 5, Athletics 5, Focus 5
Maneuvers: Jump, Kippup, Slide Kick, Fireball, Flying Tackle, Face Slam, Double-Hit Kick, Flash Kick,
Somersault, Double-Hit Punch, Iaido Kick, Energy Reflection, Missile Reflection
Combos:
Flying Tackle – Face Slam (dizzy)
Fireball – Fireball
Slide Kick – Flash Kick
Strong – Double-Hit Kick – Jumping Roundhouse Kick (dizzy)
Renown
Glory 8, Honor 7
Chi 9, Willpower 9, Health 20
158
MALIN
Personality: You are a spoiled girl always trying to get what you
want. Apart from the assumption that she is usually on some sort
of mission, her real motives for being in the tournament are still
unclear. She is proud of her abilities and easily angered when
she is underestimated.
Attributes
Physical*: Strength 4, Dexterity 6, Stamina 4
Mental: Perception 3, Intelligence 2, Wits 4
Social: Charisma 3, Manipulation 3, Appearance 4
Abilities
Talents: Alertness 5, Insight 3, Interrogation 4, Intimidation 2, Streetwise 3, Subterfuge 4
Skills: Blind Fighting 4, Drive 1, Leadership 2, Security 4, Stealth 5, Survival 3
Knowledges: Arena 1, Computer 2, Investigation 4, Medicine 1, Mysteries 1, Style Lore 2
Advantages
Backgrounds: Resources 2, Backing 3, Contacts 4
Techniques: Punch 1, Kick 4, Block 4, Grab 0 Athletics 5, Focus 3 Thrown 4 Knives 4
Maneuvers: Jump, Kippup, Slide Kick, Shock Treatment, Handstand Kick, Ax-kick, Wall Spring,
Uppercut (Knives), Lightfeet, Shrolded Moon
Combos:
Handstand Kick – Thrown Knivess (dizzy)
Knives Strong – Claw Strong – Knives Fierce
Jab Knives – Jab Knives – Slide Kick
Renown
Glory 4, Honor 4
Chi 3, Willpower 7, Health 18
Weapons: Knife (Base technique, Knife, Sp+0, Dam +2), Knives (5), Yoyos (Boomerang) (2), Claw
(Same as Vega's weapon)
159
OSWALD
Personality: You are a calm and serious man who is willing to do anything to
reach your goals, even kill. You act like a professional and are not touched by
concepts such as morality.
Attributes
Physical: Strength 5, Dexterity 5, Stamina 5
Mental: Perception 4, Intelligence 5, Wits 5
Social: Charisma 3, Manipulation 5, Appearance 5
Abilities
Talents: Alertness 2, Insight 3, Interrogation 3, Intimidation 2, Streetwise 4, Subterfuge 2
Skills: Blind Fighting 4, Drive 2, Leadership 1, Security 4, Stealth 4, Survival 3
Knowledges: Arena 1, Computer 2, Investigation 2, Medicine 2, Style Lore 1
Advantages
Backgrounds: Resources 3, Contacts 4
Techniques: Punch 4, Kick 6, Block 4, Grab 4, Athletics 5, Focus 6*
Maneuvers: Jump, Kippup, Slide Kick, Knife Hand Strike, Haymaker, Power Uppercut, Esquives,
Widowmaker, Rising Tackle, Hundred Hand Slap, Dashing Clothesline
Combos:
Jab – Jab – Jab
Haymaker – Power Uppercut – Rising Tackle (Dizzy)
Power Uppercut – Widowmaker
Dashing Clothesline – Hundred Hand Slap.
Renown
Glory 8, Honor 4
Chi 10, Willpower 8, Health 20
Weapon: Playing Card (Base Technique, Punch, Damage +1 Speed +1).
160
Those of the Past:
MUKAI
Appearance: You are a large, muscular man, but when you prepare
to fight, you assume your elemental form, displaying a black, rocky
skin.
Personality: You know that you are a powerful being. You tend to
have a very dramatic way of speaking, almost theatrical. You don't
fear humans, you just consider them ants, but he will not
underestimate any opponent, even if they are human.
Style: Pankration, Elemental (Earth) School: Unknown, Concept: Member of Those from the Past, Signature:
Dark Form
Attributes
Physical: Strength 6, Dexterity 4, Stamina 6
Mental: Perception 3, Intelligence 3, Wits 3
Social: Charisma 3, Manipulation 3, Appearance 2
Abilities
Talents: Alertness 2, Insight 3, Interrogation 2, Intimidation 4, Streetwise 1, Subterfuge 2
Skills: Blind Fighting 2, Drive 1, Leadership 5, Security 3, Stealth 5, Survival 2
Knowledges: Arena 3, Computer 2, Investigation 3, Medicine 2, Mysteries 2, Style Lore 3
Advantages
Backgrounds: Allies 3, Backing 3, Elemental(Earth) 5
Techniques: Punch 5, Kick 5, Block 5, Grab 5, Athletics 3, Focus 5
Maneuvers: Jump, Slide Kick, Elemental Skin*, Sense Element, Stunning Shout (Time Stop), Wall,
Wounded Knee, Haymaker, Power Uppercut, Stone, Elemental Rage, Air Smash.
Combos:
Elemental Explosion
Elemental Rage – Haymaker
Wounded Knee – Wounded Knee (Dizzy)
Renown
Glory 8, Honor 4
Chi 8, Willpower 10, Health 20
161
SHION
Attributes
Physical*: Strength 3, Dexterity 6, Stamina 5
Mental: Perception 4, Intelligence 4, Wits 4
Social: Charisma 3, Manipulation 3, Appearance 4
Abilities
Talents: Alertness 2, Insight 4, Interrogation 3, Intimidation 2, Streetwise 3, Subterfuge 1
Skills: Blind Fighting 2, Drive 1, Leadership 3, Security 1, Stealth 3, Survival 3
Knowledges: Arena 3, Computer 1, Investigation 3, Medicine 2, Mysteries 4, Style Lore 1
Advantages
Backgrounds: Backing 3 Elemental(Air) 3 Contacts 3
Techniques: Punch 4, Kick 5, Block 4, Athletics 5, Focus 4 Spear 5
Maneuvers: Jump, Kippup, Spinning Weapon(Spear), Uppercut (Spear), Hundred Hand Slap, Power
Uppercut, Punch defense, Kick Defense, Flying Heel Stomp, Wall Spring, Air Blast, Sense Element,
Combos:
Jab Spear - Strong Spear - Fierce Spear
Hundred Hand Slap – Power Uppercut (dizzy)
Renown
Glory 3, Honor 6
Chi 5, Willpower 7, Health 20
Equipment: Spear +0 Speed, +3 Damage, +1 Move.
162
MAGAKI
Personality: You believe that humans have little potential and are very weak, so you usually underestimate
them. You seem to expect your every whim to be fulfilled, and have little patience for those who do not. You
respect strength, and sincerely believe in the "survival of the fittest.
Style: Style Mix, Elemental (Fire) School: Unknown, Concept: Dilettante, Signature: Smiles while creating
Green Flames.
Attributes
Physical: Strength 6, Dexterity 3, Stamina 7
Mental: Perception 4, Intelligence 5, Wits 5
Social: Charisma 3, Manipulation 5, Appearance 4/1
Abilities
Talents: Alertness 3, Insight 2, Interrogation 4, Intimidation 4, Streetwise 2, Subterfuge 2
Skills: Blind Fighting 3, Drive 2, Leadership 4, Security 2, Stealth 1, Survival 2
Knowledges: Arena 2, Computer 2, Investigation 2, Medicine 2, Mysteries 4, Style Lore 2
Advantages
Backgrounds: Orochi 5, Backing 3
Techniques: Punch 5, Kick 5, Block 5, Grab 5, Athletics 5, Focus 5
Maneuvers: Jump, Kippup, Foot Sweep, Yoga Teleport, Ghost Form, Elbow Smash, Fireball, Improved
Fireball, Elemental Explosion, Extendible Limbs, Zen no Mind, San He, Maka Wara, Haymaker,
Widowmaker, Buffalo Punch, Repeating Fireball, Final Wave
Combos:
None
Renown
Glory 7, Honor 0
Chi 10, Willpower 8, Health 20
163
SAIKI
History: Saiki is the leader "Of Those of the Past," the mysterious "master" to
other members of the sect. A being who has been described as Gaia's
emissary, he wishes to gather the life energy of the tournament fighters to
carry out Gaia's will. To do this, he performs a private ceremony to open a
direct doorway to her. At the finals of the tournament, he appears to the
winners to kill them, and thus obtain the energy needed to open the gate.
Saiki kills Mukai who refuses to carry out his orders, after which he enters into
direct combat with the other fighters in the tournament.
After the fight, Saiki praises the strength of the champions, but when he
realizes that the gate of time is closing he decides to leave his enemies alive
and withdraw from there, but at this moment Ash surprises him and steals his
powers, turning his body into dust.
Appearance: Saiki looks a lot like Ash, but with long, loose hair. He dresses
in white and has an androgynous appearance. In his transformed form he
takes on a somewhat demonic appearance.
Personality: You are confident in your own strengths, and believe yourself to
be a supreme entity of power. You are quite malevolent and feel no remedy
for the carnage he causes. He is very arrogant, and he takes pride in his
status as an ancient entity, and as such has a "god complex.
Style: Style Mix, Elemental (Fire) School: Unknown, Concept: Dilettante, Signature: Smiles while creating
Green Flames.
Attributes
Physical*: Strength 5, Dexterity 5, Stamina 5
Mental: Perception 4, Intelligence 5, Wits 5Social: Charisma 3,
Manipulation 5, Appearance 5
Social: Charisma 3, Manipulation 5, Appearance 5
Abilities
Talents: Alertness 4, Insight 3, Interrogation 2, Intimidation 4,
Streetwise 1, Subterfuge 2
Skills: Blind Fighting 4, Drive 1, Leadership 5, Security 3, Stealth 3,
Survival 3
Knowledges: Arena 3, Computer 2, Investigation 3, Medicine 2,
Mysteries 5, Style Lore 3
Advantages
Backgrounds: Allies 3, Resources 3, Elemental(Fire) 5, Contacts 2
164
Maneuvers in Awakened Form*: Ice Blast, Stomach Pump, Criminal Upper, Improved Fireball, Power
Uppercut, Wounded Knee, San He, Final Wave.
Combos:
Flash Kick – Yoga Teleport – Haymaker (Combo Kasahazushi-no-Tsuchi)
Flash Kick – Yoga Teleport – Hurricane Kick (Combo Washiba Otoshi) (Dizzy)
Power Kick – Yoga Teleport (combo Ura Shichiri)
Jump – Yoga Teleport – Roundhouse kick
Renown
Glory 7, Honor 0
Chi 10, Willpower 10, Health 20
*Saiki can use Yoga Teleport at no chi cost. All his elemental maneuvers are considered dark. Also in his
awakened form he has Strength and Stamina 7, but his Dexterity drops to 4. And his Chi becomes unlimited,
just like Orochi. Like Orochi, if you want to give the players a real challenge consider that Saiki in his true
form also has health 50.
165
CHAPTER 9:
166
NEW SPECIAL MANEUVERS Jet Uppercut
Prerequisites: Punch 5, Jump
PUNCH Power Points: Boxing 4; Western Kickboxing, Wu
Shu 5
The fighter attacks with the hand originally used to
Burn Knuckle jabs, moving forward while crouching and then
Burn Knuckle rising into the air with a powerful Punch. The
Prerequisites: Athletics 3, Focus 2, Dashing Punch movement allows one to advance further than in
Power Points: Boxing, Western Kickboxing 1, Any 2 the ascending uppercuts of Style Lore like Karate
A blow invented by Terry after fighting several and Kung Fu. On the other hand, Maneuver has
boxers. Dashing from the ground, the fighter flies less impact, due to its emphasis on surprise and
through the air to strike their opponent with a distance.
flaming Super Punch. It generally consists of a single Punch with the
System: Works the same as Dashing Punch, but forward hand, but master acrobats rotate their body
causes Knockdown vs. Aerial opponents, and due and arms as they ascend in the Air.
to the speed of the blow the character must move System: Works similarly to Dragon Punch, but is a
in a straight hexagonal line. weaker Maneuver, although with greater Move.
Cost: 1 Chi, 1 Willpower Cost: 1 Willpower
Speed: -1 Speed: +0
Damage: +5 Damage: +5
Move: +3 Move: +0
167
KICK Power Kick
Prerequisites: Kick 3
Dive Kick Power Points: Special Strength, Shotokan Karate
Prerequisites: Kick 2, Athletics 2, Jump 3; Western Kickboxing, Muay Thai, Wu Shu 4, Any
Power Points: Tai Chi Chuan 2; Shotokan Karate, 5
Majestic Crow Kung Fu, Silat, Wu Shu 3; Any 4 With a simple and effective Move, the fighter
The fighter jumps as high as they can and comes throws a real kick at their victim, hurling them away.
crashing down on their victim, leg extended It's a very strong Kick, even though it's slow. It's a
downward, usually hitting them in the head. little difficult to execute at first, but it's an effective
System: Works like Ax Kick, except it does not weapon.
cause knockdown vs. Aerial Maneuvers. System: Knocks back 1 Hexagon and causes
Cost: None Knockdown (if it causes Damage) vs. Aerial
Speed: +0 Maneuvers.
Damage: +2 Cost: None
Move: -1 Speed: -3
Damage: +5
Iaido Kick (Sonic Scythe) Move: Two
Prerequisites: Kick 4, Flash Kick
Power Points: Special Forces 2; Kung Fu 3; Any 4 Slash Kick
By spinning their body at high Speed, the fighter Prerequisites: Kick 3, Athletics 3, Focus 2
can create a sonic wave in front of them, hitting the Power Points: Muay Thai 4, Any 5
opponent with great power. This beautiful Kick invented by Joe Higashi is
System: The attack has a range of 2 hexes in a devastating. The fighter launches themselves like
straight line, hitting the closest target present in the Burn Knuckle, but with their foot! This one is also
affected area. full of Fire!
Cost: 1 Chi System: It's identical to Burn Knuckle, but the
Speed: -1 Damage is calculated with Kick.
Damage: +4 Cost: 1 Chi, 1 Willpower
Move: None Speed: -1
Damage: +5
Multiple Stomp Move: +3
Prerequisites: Athletics 4, Flying Heel Stomp
Power Points: Kung Fu, Wu Shu, Special Forces 3, Somersault Kick
Any 4 Prerequisites: Kick 5, Athletics 4, Flash Kick
Many fighters convert their stomp into multiple Power Points: Special Forces 2, Any 4.
Kicks in just one jump. They will switch legs and Annoyed with his flash kick, Ash Crimson
deliver the blows. developed his blow until it was more mobile and
System: Roll Damage three times with the had more of an impact.
modifiers below. This is a straight up aerial System: The first Kick counts as a Forward Kick,
Maneuver, and can dodge projectiles like Jump. hitting an opponent only if the fighter who used the
Opponents using Crouching Maneuvers will just be Somersault Kick does not need to move to Damage
hit by the last Kick. (as in Flaming Dragon Punch). The second hit has
Cost: 1 Willpower a +7 Damage modifier and causes knockdown.
Speed: -1 Cost: 1 Willpower, 1 Chi
Damage: +0 Speed: -1
Move: -1 Damage: +2, +7
Move: One
168
instead of Grab. Note that when buying the
Wheel Kick Maneuver, the character must specify what they
Prerequisites: Kick 3, Athletics 3 Jump apply the Maneuver with; fists or some weapon
(like Yamazaki, who applies it with Knives). At the
Power Points: Capoeira, Kung Fu, Muay Thai, Wu
end, the victim is considered Knockdown again.
Shu 3; Any 4 Cost: 2 Willpower
The fighter throws themselves into a forward Speed: +0
somersault, extending their leg and landing with Damage: -1 (See description above)
their heel on top of their opponent's head. Terry Move: One/-2 (See description above)
likes to call this Maneuver the Crack Shoot.
System: Wheel Kick is an aerial Maneuver, and can Shoulder Throw
Prerequisites: Grab 3, Athletics 3 Throw
dodge projectiles like Jump.
Power Points: Sanbo, Special Forces 3 Jiu Jitsu, 4,
Cost: 1 Willpower Any 5
Speed: -1 This technique was developed by Clark, who was
Damage: +3 frustrated with opponents rolling to absorb the
Move: +1 impact of his Throws. He then grabs the opponent
and throws him up which then lands on his
GRAB shoulder, to then throw him to the ground.
System: Causes Knockdown and throws the
opponent 1 hex away from the character, except
Elemental Rage that Damage is rolled 2x and opponent does not
Prerequisites: Grab 2; Focus 3; Elemental (Any) 2 benefit from the use of Breakfall.
or Shock Treatment. Cost: None
Power Points: Any 3 Speed: -2
The character grabs their opponent and then blasts Damage: +0
them with their Elemental power. Some fighters like Move: One
Kyo and Benimaru prefer to lift their opponent and
then transfer their Chi to their fists. Super Throw
System: Cause Damage equal to Intelligence + Prerequisites: Grab 4, Athletics 3, Strength 4,
Grab +3. If it causes Damage, the opponent suffers Throw
Knockdown. This Maneuver ignores Grappling Power Points: Special Forces, Wrestling, Sanbo 4,
Defense. Any 5
Cost: 1 Chi Blue Mary developed this Maneuver while
Speed: +0 preparing for Geese's tournament. She grabs her
Damage: +3 (see description) opponent as if to perform a Throw, however, she
Move: One quickly grabs her feet. Then Mary would spin her
body (spinning the opponent as well) to get
Sado Maso momentum and throw the opponent. The opponent
Prerequisites: Grab 4, Athletics 4, Punch/Weapon 3 would be thrown a considerable distance and suffer
Power Points: Any 5 great Damage.
This Maneuver is simple and effective, and was System: Works similarly to Throw, except it has
developed by Yamazaki. The fighter grabs the better modifiers, requires the expenditure of 1
fallen victim, and drags them along the ground with Willpower, and the victim can be thrown a number
one hand, punching (or striking with a weapon) with of hexes equal to the attacker's Strength + Grab.
the other. Yamazaki prefers to switch hands with Cost: 1 Willpower
each strike. Speed: -1
System: To make this Grab work, the victim must Damage: +6
be in Knockdown or Stun status. The fighter must Move: One
enter the victim's hex, from there they can drag the
victim as far as their Move allows (using the second
modifier now). For each hex the victim is pushed
into, the attacker rolls Damage with the modifiers
below. Damage is rolled using Punch/Weapon
169
ATHLETICS
Dashing Elbow
Prerequisites: Punch 3, Athletics 4 Rising Tackle
Power Points: Kung Fu 3, Any 4 Prerequisites: Athletics 4, Jump
The fighter runs up to their opponent and throws an Power Points: Any 4
elbow. Any, such as Mai, perform a forward Terry Bogard popularized this super anti-aerial
somersault, and when they finish it, execute the strike. He jumps upside down with one foot pointing
elbow. up, rotating his body. The fighter Krauser invented
System: Despite being an elbow, the Damage is a variation of the same where he jumps with his
calculated with Athletics, as the fighter uses their head up and then rotates his body, hitting his
body to hurt the opponent. opponent with his arms.
Cost: 1 Willpower System: Works similarly to Hurricane Kick, except
Speed: +1 that Maneuver has Move One. Therefore, everyone
Damage: +2 around is hit and pushed back. But opponents in
Move: +3 the same hex are attracted by the blow, and carried
upwards, and can be hit up to three times. The
Elemental Explosion (Ryuuembu) attack only stops if there is a Botch on a Damage
Prerequisites: Athletics 2; Focus 2; roll. Victims who were lifted up by the attacker
Power Points: Ninjutsu 2, Any 4 suffer a Knockdown on their last hit.
The character rotates their body to the opponent Cost: 1 Willpower, 1 Chi
and then explodes it with their chi. Mai developed Speed: +0
this Maneuver with the use of her fans, she Damage: +0
concentrates her chi, and transfers it to her fans, Move: One
which burn in flames during her spin, and blasts the
opponent. K' uses this blow by creating a wave of
heat in front of her as May Lee blasts the opponent
while doing a sentai pose.
System: The Maneuver hits twice, The first with
Damage equal to Strength + Athletics, the second
with Intelligence + Focus. If the second roll causes
Damage, it causes Knockdown.
Cost: 1 Chi
Speed: +0
Damage: -1 (see description)
Move: -2
170
FOCUS the character's Focus. The barrier lasts until the
end of the turn and absorbs any projectile that
comes into contact.
Awakening Blood
Cost: 2 Chi
Prerequisites: Focus 4, Orochi 4, Sense Orochi Speed: -2
Power Points: Orochi 4 Damage: +7
With this power, the Orochi can, after locating Move: None
another Orochi, awaken the blood in them. There
are few who master this power (only the leaders Final Wave
Goenitz and Yashiro and the Orochi himself are Prerequisites: Focus 5, Fireball or Sonic Boom.
known), but it is very useful. Power Points: Any 5
System: This Maneuver can only be used on an The character creates a wave of destruction with
Orochi. You can use the rules for the Psychic Rage their chi that affects everyone. Simple, brutal and
Maneuver. But note that the target does not suffer effective.
the effects of Psychic Rage, but the effects of System: Affects everyone in a circular area of three
awakened blood. If used on normal people, it hexagons radius. The starting area can be the
causes the same effects as Psychic Rage. character themselves, or a specific hex in front of
Cost: 1 Chi them at a distance of up to three hexes. Obviously,
Speed: +1 the character applying the maneuver will not be
Damage: None affected, but allies and enemies are hit without
Move: None distinction. The maneuver causes knockdown if it
deals damage. For each hex away from the initial
Criminal Upper impact area, reduce the damage dealt by 1.
Prerequisites: Focus 3, Power Uppercut Cost: 2 Chi
Power Points: Boxing, Western Kickboxing, Muay Speed: -2
Thai 3, Any 4 Damage: +3 to +5 (see description)
Some fighters can perform uppercuts so fast and Move: None
powerful that they can create intense wind, similar
to a mini hurricane. These winds, while not Hurricane Upper
reaching great distances, are great for knocking Prerequisites: Punch 3, Criminal Upper
down unstable opponents and stopping projectiles Power Points: Any 2
from getting close to the fighter. When using this blow, Joe lands an uppercut that
System: Works in a similar way to a Punch or Kick, produces a mini-tornado, throwing his opponents
hitting in the same hex or in the hex adjacent to the away.
fighter. Causes Knockdown if it causes at least one System: range is based on the character's Wits +
point of Damage, even if the opponent blocks Focus, and opponents using Aerial Maneuvers
(unless using San He). This Maneuver is not a suffer knockdown in addition to normal Damage.
projectile (so it cannot be jumped over with Jump or Cost: 1 Chi
reflected with Energy Reflection), but it can be used Speed: -1
to block other projectiles if it interrupts the fighter Damage: +3
who fired the projectile (has higher Speed). In Move: None
these cases, the projectile does not hit the attacker.
Cost: 1 Chi Lightning Bolt
Speed: -1 Prerequisites: Focus 4, Shock Treatment
Damage: +4 Power Points: Any 2
Move: One You utilize the static energy of the environment and
summon a powerful bolt of lightning that falls from
Diamond Edge the sky and strikes your opponent. Although it is a
Prerequisites: Focus 5, Elemental (Earth/Ice) 4, projectile, this attack cannot be Soaked by hits that
Wall would normally do it, as it descends from top to
Power Points: Elemental (Earth/Ice) 4 bottom crossing barriers such as Wall and the like.
Description: Sokaku usually invokes the power through the
System: You create a barrier of Rock or Ice stakes spirits he controls.
that pierces everyone in a line, with range equal to
171
System: It has a range equal to Perception + Focus Shumpo
and can be dodged like a projectile, but a line of Prerequisites: Focus 3, Athletics 2
sight is not necessary for you to hit the opponent. Power Points: Kabaddi, Kung Fu 3; Aikido, Karate
Cost: 1 Chi Shotokan 4 Any 5
Speed: -2 With their Chi, the character becomes insubstantial,
Damage: +3 and cannot be touched or even harmed by any kind
Move: None of energy. This is a very difficult Maneuver to
master, and requires some training. It is a good
Sense Orochi evasive Maneuver.
Prerequisites: Focus 2, Orochi 2 System: Works similarly to Backflip, but the Move is
Power Points: Orochi 1 based on Focus instead of Athletics.
This is the power to sense an Orochi just by getting Cost: 1 Chi
close to them. It is usually possessed only by Speed: +3
Orochi and his Divine Kings, but there are Damage: None
exceptions. Move: +2
System: When any Orochi is in the character's field
of view (the Storyteller must tell them to take the Spirit Bomb
test, without telling them what it is), the character Prerequisites: Focus 5, Summon Spirits
rolls Perception + Orochi. If the character gets at Power Points: Any 4
least 1 success, they identify the Orochi in the When using this blow, the character can summon
vicinity. 2 successes identify Orochi that have random spirits of people who have recently died to
never been awakened, and 3 successes identify attack their enemy by blowing them up.
the Orochi, their servants and evil individuals. If the System: Hits an adjacent opponent a number of
character gets no successes they can still perceive times equal to the character's Focus. If it causes
an Orochi, but cannot identify who it is. Only in Damage, the opponent suffers Knockdown.
case of a Botch does the character perceive Cost: 1 Chi
nothing. Speed: -1
Cost: None Damage: +3
Speed: None Move: None
Damage: None
Move: None Summon Spirits
Prerequisites: Focus 4
Short Fireball / Energy Ball Power Points: Any 4
Prerequisites: Focus 3 This power allows the character to summon spirits
Power Points: Shotokan Karate 2; Kabaddi, Kung from the dead. They can use it to ask questions
Fu 3; Any 4. and communicate with them.
Some fighters lack the discipline to learn the System: The character must make a Focus +
fantastic Maneuver Fireball, and in frustration they Mysteries test, if successful it allows them to
sometimes create modified versions of the summon the spirit and keep it for 1 minute in the
Maneuver, adjusted to their limitations. One such world of the living, the ceremony can last from
variant is the Short Fireball, which is fast and burns minutes to hours depending on the amount of
twice. However, it does not have a very large successes gained. This spirit cannot fight or harm
range. people, but if the summoner wishes they can
System: Damage is rolled twice with the modifiers perform various material effects (like a haunting or
below. Like a Punch or Kick, it can hit the same hex poltergaist). The difficulty of summoning the spirit
or an adjacent hex. depends on a few factors, such as the presence of
Cost: 1 Chi the body, or how long the person has been dead.
Speed: +0 The difficulty of the test depends on the access to
Damage: +2 the body, and the number of successes required
Move: None depends on how long the dead person has been
dead.
1 Success; the target has to have died within a few
hours at most.
2 Success: a few days.
172
3 Success: a few months Double-Hit Strike
4 Success: a few years. Prerequisites: Weapon 2
5 Success: a century or more. Power Points: Any 2
Difficulty 6: Target recently killed and its body The fighter makes Two attacks, one high and one
present at the summoning ceremony. low.
Difficulty 7: Target recently killed but with no System: The fighter makes Two Damage tests.
access to the body. Crouching or Aerial opponents will be hit only once
Difficulty 8: Target killed for a long time but with its Cost: None
body present. Speed: -2
Difficulty 9: Someone long dead (1 century or Damage: +0
more) with their body present. OR someone who Move: -1
died less than a century ago.
Difficulty 10: No access to the body. Target long Lightning Strike
dead (1 century or more) Prerequisites: Weapon 4, Double-Hit Strike
Cost: 2 chi Power Points: Any 4
Speed: None The fighter attacks with multiple hits from the
Damage: None weapon in a time span of one second or two.
Move: None System: The attacker can make three Damage
tests on their opponent.
WEAPONS Cost: 1 Willpower
Speed: -2
Damage: +0
Whip performs many of her attacks using her Whip, Move: None
and here are some specific Maneuvers to use with
weapons. Some of them are just old Maneuvers Speed Draw
redone (like Double-Hit Kick - Double-Hit Strike) Prerequisite: Weapon 1
and if the Storyteller wants, they can ignore these Power Points: Any 1
Maneuvers. It is also worth remembering that these With impressive Speed, the fighter draws their
Maneuvers can ONLY be performed with weapons: weapon and attacks.
if the fighter is disarmed, they cannot use any System: Maneuver gives a +1 bonus to the Speed
Special Maneuver that relies on the weapon until of a Maneuver with weapon when used
they recover it. immediately after a Maneuver that does not require
the weapon. The Speed Draw must be declared at
Deflecting Strike the beginning of the attack, and the spent
Prerequisites: Block 3, Weapon 1, Weapon Willpower is lost regardless of whether the attack
Defense was successful or not.
Power Points: Any 2 Cost: 1 Willpower
The fighter deflects an opponent's armed attack Speed: See above
with an attack of their own. Damage: See above
System: To use this Maneuver effectively, the Move: See above
fighter must interrupt the opponent's Maneuver.
The fighter gains their full Soak against the armed Spinning Weapon
attack, which is made first. The user of this Prerequisites: Staff, Blunt, or Flail 4
Maneuver then makes a counterattack unless they Power Points: Kung Fu, Special Forces 4, Any 5
have been Stunned, thrown backwards, or Armed fighters have developed Techniques of
Knocked down. The fighter uses their Weapon spinning their sticks, truncheons and nunchakus
Technique to determine the Damage of this while attacking, hitting the opponent several times
Maneuver in a single strike. This is Billy Kane's favorite
Cost: None Maneuver.
Speed: +2 System: Roll Damage three times below.
Damage: -1 Cost: 1 Willpower
Move: None Speed: +0
Damage: -1
Move: One
173
Strangle Throw Damage: See above
Prerequisites: Grab 2, Athletics 2, Weapon (Whip Move: +0
or Chain) 2, Jump
Power Points: Any 3 Weapon Defense
The fighter grabs an Aerial or non-Aerial opponent Prerequisites: Weapon 2 or Block 2 (don't need
by the throat with their weapon and throws them to both Techniques)
the ground. Power Points: Any 1
System: This Maneuver can interrupt an Aerial The fighter focuses on defending only attacks
opponent as well as attack an opponent on the made with weapons.
ground. Any Damage indicates a Knockdown. Both System: The fighter gains +4 on Soak while
fighters end their turn on adjacent hexes. Blocking/Atoning Maneuvers with weapons, and -2
Cost: None when blocking/acting other types of Maneuvers.
Speed: -1 Cost: None
Damage: +1 Speed: +4
Move: +0 Damage: None
Move: None
Throttle
Prerequisites: Weapon (Whip or Chain) 3 NEW FIGHTING STYLES
Power Points: Any 3
The fighter passes the Whip around the opponent's
neck, strangling the opponent. The world of Street Fighter is not the real world, but
System: This is considered a Sustained Hold. If it is largely based on it, and represents many of the
sustained for three turns, the opponent is styles that exist in reality. The Street Fighter RPG
automatically Stunned. brought in styles as the characters related to them
Cost: 1 Willpower on the first turn only were introduced, but the basic book is so rich with
Speed: -1 maneuvers and powers that it allows you to adapt a
Damage: -1
range of martial arts without difficulty.
Move: None
In the Contenders supplement, a guide line
Uppercut was presented to set up styles based on others.
Prerequisites: Weapon 1 This book brings characters that fight styles present
Power Points: Any 1 in Street Fighter supplements, or styles that have
This Maneuver is simply a Power Uppercut with a not yet been presented, such as Taekwondo,
weapon. Kobujutsu and Le Parkour. Since they are NPCs,
System: This Maneuver causes Knockdown if used
against Aerial opponents. there is no need to represent these styles to use
Cost: None them, but there may be players who want to create
Speed: -1 characters that fight these styles.
Damage: +2 In general, they are built using other base
Move: One styles, and it is possible for each player/Storyteller
to perform this process themselves. Even those
Weapon Combo Kick
who don't have access to the published Street
Prerequisites: Weapon 2, Kick 1
Power Points: Any 2 Fighter supplements can simulate the styles they
The fighter attacks his opponent with a three hit don't have access to with the material published in
combination of weapon strikes and a kick. Brazil (basic book, the Aikido and Soul Power
System: The fighter makes three attacks, and styles, from the adventure Sangue de Lutador, and
applies Damage from those that were most Ler Drit, Muay Thai and Spanish Ninjitsu, published
successful. The two weapon hits have -1 Damage, in Dragão Brasil 90).
and the Kick has +1 Damage. Remember to use
There are even groups that prefer a simpler
the appropriate Technique for Damage for each
attack. game, without some of the materials brought in the
Cost: None supplements, adopting this guideline for new styles.
Speed: -2
174
In this way, the styles presented in the o Isshin-ryu Karate: Use Western
supplements can be simulated by others, in case Kickboxing. Besides the maneuvers of the
the group doesn't use them or doesn't have access style, this school usually teaches Maka
War and Toughskin.
to them. Just consider the following correlations:
o Kyokushin Karate: Use Western
Ninjutsu: Use Kung Fu. Dim Mak Kickboxing. Besides the maneuvers of the
will cover the punches at vital points style, this school usually teaches
that appeared in the Player's Guide. Psychokinetic Channeling and Toughskin.
Savate: Use Western Kickboxing. o Shito-ryu Karate: Use Shotokan Karate.
Majestic Crow Kung Fu, Silat and o Shorin-ryu Karate: Use Western
Kickboxing. Besides the maneuvers of the
Tai Chi Chuan: Use Kung Fu.
style, this school usually teaches Maka
Aikido: Use Native American Wara and Toughskin
Wrestling. o Wado-ryu Karate: Use Shotokan Karate.
Jeet Kune Do: Use Kung Fu. This Besides the maneuvers of the style, this
style can learn close maneuvers at school usually teaches Deflecting Punch
the higher cost +1. and Neck Choke.
Kobujutsu: Use Shotokan Karate. Invest
Jujutsu/Jiu Jitsu and Pankration:
points in Nunchaku, Sai, and Staves.
Use Sanbo. Koppoken: Use Kung Fu.
These supplements present other fictional Drunken Kung Fu: Use Jeet Kune Do. This
styles and good possibilities for character creation. school teaches Yoga Flame.
Also, several other styles can be simulated using Kusanagi-ryu/Yagami-ryu: Use Shotokan
the styles present in the game. The following is a Karate.
list of possible simulations: Kushti (Indian Wrestling): Use Wrestling.
American Ninjutsu: Use Ninjitsu Spanish. If you don't have access to Contenders, use
Sanbo.
Ankoku Shinkuu-ken: Use Shotokan
Karate. Besides the maneuvers of the style, Le Parkour/Acrobatics: Use Wu Shu.
Jumping Shoulder Butt and Flying Knee. Lucha Libre: Use Wrestling. If you don't
Baraqah: Use Kung Fu, with Chi 2, have access to Contenders, use Sanbo.
Willpower 5. Remove Dim Mak; add Luta Livre (Catch Wrestling with Strikes):
Dislocate Limb (2). Use Sanbo.
Hakyoku Seiken: Use Jeet Kune Do. This Luta Marajoara: Use Native American
school usually teaches Spinning Clothesline Wrestling.
and Turbo Spinning Clothesline. Pa Kua: Use Kung Fu, especially adopting
Hapkido: Use Special Forces . Besides the the style's Grab Maneuvers.
maneuvers of the style, this school school Professional Wrestling: Use Wrestling. If
teaches Regeneration. you don't have access to Contenders, use
Hwarang-Do: Use Kung Fu. Sanbo.
Judo: As suggested in Contenders, Jiu San Shou: Use Western Kickboxing.
Jitsu already allows you to represent this Shooting Kickboxing: Use Western
style. If you don't have access to this book, Kickboxing.
do as Jiu Jitsu, and simulate it with Sanbo. Street Fighting: Use Boxing or Western
Besides the maneuvers of the style, this Kickboxing.
school usually teaches Back Roll Throw. Stroheim: This is a new style built based on
Jujutsu: Like Judo. Sanbo. Adopt Chi 3, Willpower 4. Willpower
Kalari Payat: Use Kung Fu. 4. Remove Spinning Pile Driver and
Karate Siberian Bear Crusher, and add Fireball (3)
o Goju-ryu Karate: Use Shotokan Karate. and Improved Fireball (5) to your list of
Besides the maneuvers of the style, this maneuvers.
school usually teaches Regeneration and Taekwondo: Use Wu Shu. Besides the
Zen no Mind. maneuvers of the style, this school usually
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teaches Flash Kick, Triple Rising Kick and
Kick Defense.
Wrestling: Use Sanbo.
Wudan: Use Kung Fu. The focus of this
school will be mainly on Balance, Chi Kun
Healing, Dim Mak, Zen no Mind and other
Chi powers.
Yağlı Güreş (Turkish Wrestling): Use
Wrestling. If you do not have access to
Contenders, use Sanbo.
Yata-ryu: Use Jeet Kune Dô. This school
teaches Spinning Clothesline and Turbo The Super bar can be used in two ways,
Spinning Clothesline. representing the main modes of SNK games:
Zanki: Use Tai Chi Chuan. Advanced and Extra.
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The Storyteller and the group can simply choose
one of the two models for their campaign. Another
option is to choose Extra or Advanced at character
creation: this can simulate someone who
concentrates and saves his most explosive blows
for moments of desperation, or someone who
concentrates rage and Chi as he takes damage in
combat.
A third option, raising the game's
simulationism to the maximum, is to allow the
player to choose the mode before each battle.
Once a battle has begun, they will not be able to
change until the battle is over.
Alternatively, Danger Moves can also be
simulated using the official rules, with dizzy combos
and certain Special Maneuvers (Repeating Fireball,
Inferno Strike, Yoga Flame etc). Thus Kyo's 182
Shiki is represented by a Jab (FF) to Strong (FF) to
Flaming Dragon Punch combo (dizzy), and Geese's
Raising Storm is the Shock Treatment.
DODGING
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