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FOR STREET FIGHTER: THE STORYTELLING GAME

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

Translation by Richard ‘Bat’ Brewster. Batjutsu SFRPG


This impressive version was originally published in 2017. Prior versions date all the way back to approximately
2000,

Street Fighter is an Intellectual Property of CAPCOM.

The King of Fighters is an Intellectual Property of SNK/Playmore.

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

INTRODUCTION: SOUTH TOWN 05-08

CHAPTER 1: ART OF FIGHTING 09-28

CHAPTER 2: FATAL FURY 29-60

CHAPTER 3: GAROU: MARK OF THE WOLVES 61-77

CHAPTER 4: IKARI WARRIORS 78-92

CHAPTER 5: PSYCHO SOLDIERS 93-101

CHAPTER 6: OROCHI SAGA 102-128

CHAPTER 7: NESTS SAGA 129-148

CHAPTER 8: CHRONICLES OF ASH 149-165

CHAPTER 9: NEW SPECIAL MANEUVERS 166-177


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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.

The King of Fighters

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.

 Garcia's House: Here lives playboy Robert


Garcia, and his family. An admirable mansion with
a collection of Ferraris. The house has many
rooms, but Robert only lets friends and relatives
stay here.
Interesting Places

There is a lot for the Storyteller to talk about in


South Town, being a town with a heritage of good
fighters. Here will be described only the most
famous and most fun places that the characters
may experience, but there is always one more bar,
one more secret arena, one more up-and-coming
academy. The Storyteller is free to create at will  National Park: This is where Ryo trains and
and to change the information provided. concentrates. He has a stable here, where he
leaves Tatsumaki (his horse). He organizes fights
 Pao-Pao Cafe: This is a very well-known bar in in the stable, where he feels more confident and
South Town. It was founded by Richard Meyer, a his chi flows more smoothly. There is a forest
Brazilian Capoeira fighter. Later when he retired, here, where Ryo trains by cutting down some
his pupil Bob Wilson took over the place. This 5 trees, and Joe Higashi started training there after
he was unhappy with his performance in King of
Fighters.

 Mac's Bar: This is also a very famous, yet low-


level bar where Jack Turner's biker gang meets.  West Subway: A very busy subway, being the
Anyone who touches his motorcycle is basically only one in South Town. The biggest attraction,
dead. without a doubt, are the Duck King fights. This
punk fights very well and has been challenging
opponents around here. He intends to defeat Terry
Bogard, and this rumor has generated a lot of
speculation from his fans.

 Fitness Club: Here is a gym where Yuri has


always worked out, and even after she started
learning from her father, she continued to go there,
not only for the exercises, but for her friendships.
There are many young fighters who try to make a
name for themselves by defeating Sakazaki, and if
it's not possible with Ryo, let it be with Yuri! So she
has taught many lessons at the academy - but she  Todoh's Dojo: Here is the dojo of Ryuhaku
has also lost fights. Todoh, a great martial arts master. He challenges
opponents to show his superiority and has been
making a name for himself. This dojo is second
only to Takuma Sakazaki's in popularity.

 Sound Beach: South Town's bustling beach.


Hwa Jai challenges opponents to prove that he is
the supreme Muay Thai champion, and violent
fights have continued to take place there after Joe  China Town: The eastern area of South Town.
moves to town. Here Chinese Costms are present, and it feels
more like a piece of Hong Kong in America. In the
market street, the new phenomenon Lee
challenges opponents. His fights often bring the
marketplace to a halt.

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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.

 Boxing Gym: This is a must for anyone who


wants to become a boxing champion. A gym
created in an abandoned shed, where Mickey  Link Bridge: The bridge connects South Town
Rogers practices punching. He fights several with Geese Island. It is not free from fighting, as its
opponents here, and dreams of becoming a traffic is small, and it is a good place to
middleweight champion. The gym has a ring in the fight.
center, where the fights take place.

 Sakazaki Academy: This is where Ryo and Maps of South Town


Robert trained under Takuma's tutelage, along
with dozens of other youngsters over the years.
Kyokugen-ryu has proven its efficiency over the
years, its practitioners always doing well in
competitions. The dojo has many adepts, and is
very famous not only in South Town, but in
neighboring cities and even abroad. Even after
Takuma's disappearance, the students continued
to attend classes, being monitored by Robert
Garcia.

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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.

The race for victory has just begun.

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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

 History: Ryo is the son of Takuma Sakazaki and Ronnet Sakazaki


and the older brother of Yuri Sakazaki. As Ryo was destined to
become Takuma's successor, he began his training as a child. Later
he gained a close friend and training partner when Robert Garcia
entered his dojo. After his mother died in a car accident when he
was 10, his father Takuma left home and left Ryo to take care of
Yuri. Ryo did this by working in construction and continually striving
to defend his dojo. One day his beloved sister was mysteriously
kidnapped and thanks to this, Ryo and Robert decided to look for
her, thus clashing with the criminal world of South Town. After more
battles, Ryo became stronger and began to be called the The
Invincible Dragon. During your adventures you also meet the fighter
King, for whom you have feelings, but do not know how to express
them.

 Appearance: Ryo dresses in traditional Karate clothing, however he


likes to wear bright and flashy colors such as Orange. He has blond
hair and a determined look in his eyes.

 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.

Style: Kyokugen-ryu Karate, School: Takuma Dojo, Concept: Student,


Signature: Japanese Respect

Attributes

 Physical: Strength 5, Dexterity 5, Stamina 5


 Mental: Perception 5, Intelligence 4, Wits 4
 Social: Charisma 3, Manipulation 3, Appearance 3
Abilities

 Talents: Alertness 5, Insight 5, Intimidation 3, Streetwise 1, Subterfuge 1


 Skills: Blind Fighting 5, Survival 5, Stealth 3
 Knowledges: Arena 3, Style Lore 4, Mysteries 2, Medicine 1

Advantages

 Backgrounds: Allies 4, Arena 3, Sensei 3, Animal Companion 1


 Techniques: Punch 6, Kick 5, Block 5, Grab 4, Athletics 4, Focus 6
 Maneuvers: Punch Defense, Kick Defense, Hyper Fist (ZANRETSUKEN), Power Uppercut, Throw,
Fireball (KO-OU KEN), Dragon Punch (KOHOU), Jump, Kippup, Hurricane Kick (HIEN SHIPPU KYAKU),
Flying Fireball, Breakfall, Mega Punch, Foot Sweep, Improved Fireball (HAOH SHOKOKEN), Triple
Strike

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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

 History: The Italian Garcia family was very wealthy and


prestigious, and Robert did not want to have the easy life of a
millionaire playboy. Robert and Ryo had been raised together, as
brothers, partners and rivals. In contrast to the Tiger that Ryo
resembles when fighting, Robert models his techniques under
the Dragon symbol. The Tiger and the Dragon, considered two of
the most dangerous animals according to ancient Japanese, are
also known to be the fiercest in rivalry. Many of their attacks can
be compared. Robert seems to be stronger than Ryo, however
he lacks speed. His relationship with Yuri is they have some
feelings for each other, but Ryo's proximity makes him avoid
touching on the subject of relationships.

 Appearance: Robert is a true Latin lover. Fancy clothes,


seductive look. He's always well-dressed, has an expensive car
and impeccable style.

 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

 Physical: Strength 5, Dexterity 5, Stamina 5


 Social: Charisma 3, Manipulation 4, Appearance 5
 Mental: Intelligence 4, Perception 4, Wits 4

Abilities

 Talents: Intimidation 5, Subterfuge 5, Streetwise 4, Alertness 2, Interrogation 3


 Skills: Blind Fighting 3, Drive 5, Stealth 3, Security 1
 Knowledges: Medicine 2, Computer 3, Style Lore 3, Arena 2, Investigation 2

Advantages

 Backgrounds: Allies 4, Resources 4, Sensei 3


 Techniques: Punch 5, Kick 6, Block 4, Grab 4, Athletics 4, Focus 6
 Maneuvers: Lightning Leg (GEN-EI KYAKU), Fireball (RYUU-GEKI KEN), Jump, Throw, Power Uppercut,
Dragon Punch (RYUUGA), Hurricane Kick (HIEN SHIPPU KYAKU), Dive Kick (HIEN RYUUJIN KYAKU),
Double-Hit Kick, Slide Kick, Wall Spring, Triple Strike, Improved Fireball (HAOH SHOKOKEN)

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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

 Glory 10, Honor 6


 Chi 7*, Willpower 9, Health 18*

After the events of the


first Art of Fighting,
Add +2 to Chi and
Health to Robert.

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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.

Style: Bojutsu/Karate, School: Unknown, Concept: Mafia, Signature:


Laughs

Attributes

 Physical: Strength 6, Dexterity 4, Stamina 6


 Mental: Perception 4, Intelligence 2, Wits 4
 Social: Charisma 4, Manipulation 4, Appearance 3
Abilities

 Talents: Alertness 2, Insight 2, Intimidation 5, Streetwise 5, Subterfuge 2


 Skills: Drive 2, Leadership 4, Stealth 2, Survival 2
 Knowledges: Computer 2, Investigation 2, Style 2

Advantages

 Backgrounds: Allies 5, Backing 2, Resources 2, Contacts 3, Fame 2, Staff 5


 Techniques: Punch 2, Kick 3, Block 5, Grab 3, Athletics 4, Focus 5, Staff 6
 Maneuvers: Head Butt, Jump, Flying Head Butt, Throw, Fireball, Power Uppercut, Shock Treatment,
Triple Strike (can apply with stick)
 Combo: Fierce - Fireball - Power Uppercut (dizzy)
 Equipment: Staff, Sunglasses
Renown

 Glory 4, Honor 0
 Chi 5, Willpower 7, Health 20

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TAKUMA SAKAZAKI / MR. KARATE

 History: Always a great Karate master, Takuma felt weak when


Yuri was kidnapped. He surrendered to Big and began to obey him
using the identity of Mr. Karate and started wearing a Tengu mask
to hide his shame. After he was defeated by Ryo and everything
was resolved, he began to concentrate on perfecting his art.

 Appearance: Takuma dresses in traditional clothing. Although he is


a little old, he likes to maintain his role as the Patriarch of
Kyokugen-Ryu.

 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

 Physical: Strength 5, Dexterity 5, Stamina 5


 Mental: Perception 5, Intelligence 4, Wits 5
 Social: Charisma 4, Manipulation 3, Appearance 3

Abilities

 Talents: Alertness 5, Insight 5, Streetwise 3, Intimidation 4, Subterfuge 2


 Skills: Leadership 2, Survival 4, Blind Fighting 4, Stealth 3
 Knowledges: Arena 5, Medicine 2, Style Lore 5, Mysteries 4
Advantages

 Backgrounds: Allies 5, Arena 4, Resources 3, Fame 3


 Techniques: Punch 5, Kick 5, Block 4, Grab 5, Athletics 4, Focus 6
 Maneuvers: Jump, Hyper Fist (ZANRETSUKEN), Power Uppercut, Fireball, Improved Fireball (KO-OU
KEN), Knee Basher, Regeneration, Foot Sweep, Throw, Hurricane Kick (HIEN SHIPPUU KYAKU), Triple
Strike
 Combos: Jab - Fierce
Jab - Fierce - Power Uppercut (Dizzy)
Movement - Hyper Fist - Improved Fireball (dizzy) (Ryuko Rambu
Combo)

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.

Style: Aikido, School: Todoh's Dojo, Concept: Martial Art Master,


Signature: Japanese Respect

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

 Backgrounds: Arena 3, Fame 1, Resources 3


 Techniques: Punch 4, Kick 4, Block 6, Grab 4, Athletics 3, Focus 5
 Special Maneuvers: Jump, Breakfall, Throw, Power Uppercut, Foot Sweep, Fireball, Double-Hit Kick
 Combos: Fireball to Fireball (dizzy), Block to Fireball, Jab to Power Uppercut to Fireball (dizzy)
 Renown: Glory 5, Honor 2
 Finishing Touches: Chi 4, Willpower 7, Health 20

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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.

Style: Wrestling, Concept: Gang Leader, Signature: Victory cry!

Attributes: Strength 6, Dexterity 3, Stamina 6, Charisma 1, Manipulation 2, Appearance 4, Perception 2,


Intelligence 2, Wits 3

Abilities: Alertness 3, Intimidation 5, Streetwise 5, Subterfuge 2, Drive 4, Leadership 3, Survival 2, Medicine


2, Style Lore 1

Backgrounds: Allies 5, Arena 1, Backing 1, Fame 2

Techniques: Punch 4, Kick 3, Block 4, Grab 5, Athletics 2, Focus 3

Special Maneuvers: Jump, Grappling Defense, Foot Sweep, Throw, Neck Choke, Super Drop Kick, Spinning
Back Fist, Slide Kick

Renown: Glory 5, Honor 2

Finishing Touches: Chi 4, Willpower 7, Health 20

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LEE PAI LONG

 History: A master of Chinese medicine and martial arts, Lee Pai


Long is known for his gentle and destructive art. He works as a
prison warden in the south of the city, although he owns a small
herbal store. During Ryo Sakazaki and Robert Garcia's
adventure to save Yuri, they fight and defeat Lee in the Chinese
neighborhood. He tells the duo to go to the French restaurant L'
Amor for information.
 Personality: You are a classical sage, possessing the stereotype
of a philosophical martial arts master. You are a good friend of
Takuma and have a personality similar to his.

Style: Kung Fu, Concept: Wise, Signature: Arms crossed behind.

Attributes: Strength 4, Dexterity 6, Stamina 4, Charisma 2, Manipulation 4, Appearance 2, Perception 4,


Intelligence 5, Wits 5

Abilities: Alertness 5, Intimidation 2, Streetwise 1, Subterfuge 3, Blind Fighting 5, Leadership 3, Survival 2,


Medicine 5, Style Lore 4 Mysteries 3

Backgrounds: Allies 1, Arena 1, Resources 3, Contacts 3

Techniques: Punch3, Kick 4, Block 4, Grab 5, Athletics 5, Claw 5, Focus 1

Special Maneuvers: Jump, Rolling Attack*, Throw, Hurricane Kick, Hair Throw, Balance, Turbo Spinning
Clothesline*, Spinning Clothesline*, Wall Spring, Handstand Kick, Vertical Roling Attack*,

*He rolls the damage of these maneuvers using Claws

Combo: Wall Spring to Turbo Spinning Clothesline combo (dizzy)

Renown: Glory 3, Honor 6

Chi 4, Willpower 9, Health 18

19
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.

Style: Muay Thai, School: Unknown, Concept: Student, Signature: Elegance

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

20
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

Attributes: Strength 4, Dexterity 6, Stamina 5, Charisma 1, Manipulation 2, Appearance 2, Perception 2,


Intelligence 3, Wits 4

Abilities: Alertness 3, Intimidation 3, Streetwise 4, Subterfuge 1, Leadership 1, Stealth 2, Survival 1,


Medicine 1, Style Lore 1

Backgrounds: Allies 2, Arena 2, Fame 1

Techniques: Punch 5, Kick 0, Block 4, Grab 4, Athletics 4, Focus 4

Special Maneuvers: Jump, Grappling Defense, Fist Sweep, Fireball, Sonic Boom, Bear Hug, Wall Spring

Renown: Glory 3, Honor 4

Finishing Touches: Chi 5, Willpower 6, Health 15

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.

Style: Special Forces, School: Army, Concept: Corrupt Military, Signature:


Laugh at your fallen opponent

Attributes: Strength 4, Dexterity 6, Stamina 4, Charisma 2, Manipulation 2,


Appearance 3, Perception 3, Intelligence 3, Wits 5

Abilities: Alertness 3, Interrogation 3, Intimidation 3, Streetwise 2, Subterfuge 3, Drive 4, Leadership 2, Security 3,


Stealth 3, Survival 2, Computer 2, Medicine 2, Style Lore 3

Backgrounds: Allies 5, Arena 2, Resources 3, Fame 1

Techniques: Punch 5, Kick 4, Block 4, Grab 3, Athletics 5, Focus 5


Special Maneuvers: Jump, Grappling Defense, Foot Sweep, Throw, Wall Spring, Slide Kick, Fireball, Flying Body Spear
Renown: Glory 6, Honor 2
Finishing Touches: Chi 5, Willpower 6, Health 17

21
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

 Physical: Strength 4, Dexterity 6, Stamina 4


 Mental: Perception 4, Intelligence 3, Wits 4
 Social: Charisma 2, Manipulation 5, Appearance 4

Abilities

 Knowledges: Arena 2, Investigation 2, Medicine 3, Mysteries 2


 Talents: Alertness 5, Insight 3, Streetwise 2
 Skills: Blind Fighting 4, Security 3, Stealth 5, Survival 2

Advantages

 Backgrounds: Fame 1, Herança do Clã 4


 Techniques: Punch 3, Kick 5, Block 4, Grab 3, Athletics 5, Focus 5, Sword 4
 Maneuvers: Jump, Kippup, Throw, Flying Heel Stomp, Multiple Stomp, Fireball, Improved Fireball,
Psychokinetic Channeling*, Wall Spring, Foot Sweep, Double-Hit Kick, Sakki
 Combos: Strong - Roundhouse - Fierce (Dizzy)
Strong - Fierce - Katana Fierce (Dizzy)

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.

22
YURI SAKAZAKI

 History: She is the youngest daughter of Takuma Sakazaki. At the age of 17


she was kidnapped by Mr. Big's men to force Takuma to obey Mr Big. After
being rescued by Ryo and Robert, the young Yuri wanted to learn
Kyokugen-ryu Karate from her father. Takuma accepted the offer and began
to teach her without the knowledge of Ryo, who did not agree with the
training. Yuri uses the lowest level of Kyokugen-ryu Karate, called Raiou,
even though her father authorized the more advanced training. Yuri believes
that the other forms of Kyokugen are too offensive, so she sticks with Raiou.
She learned quickly, mastering the famous Haoh Shokoken faster than Ryo
and Robert. Now, Yuri ended up enjoying the fight. She finds out that there
will be a new King of Fighters and trains, challenging everyone who comes
along.

 Appearance: Yuri dresses in a mixture of karate clothes and gym clothes.


She has a youthful appearance and even as the years go by she doesn't
seem to age.

 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.

Style: Kyokugen-ryu Karate, School: Takuma's Dojo, Concept: Adventurous,


Signature: Positive sign

Attributes

 Physical: Strength 4, Dexterity 6, Stamina 4


 Mental: Perception 3, Intelligence 4, Wits 5
 Social: Charisma 5, Manipulation 4, Appearance 5

Abilities

 Knowledges: Computer 2, Investigation 3, Medicine 1, Style Lore 4


 Talents: Alertness 2, Insight 3, Streetwise 4, Subterfuge 4
 Skills: Drive 2, Stealth 3, Security 1

Advantages

 Backgrounds: Allies 4, Sensei 3, Fame 2


 Techniques: Punch 5, Kick 5, Block 4, Grab 4, Athletics 5, Focus 5
 Maneuvers: Jump, Power Uppercut, Fireball, Improved Fireball (KO-OU KEN), Flying Fireball (RAIOU
KEN), Air Suplex, Kippup, Lightning Leg (HIEN HOOU KYAKU), Throw, Back roll Throw, Hand Slap Hold
(HYAKURETSU BINTA), Short Fireball (SAIHA), Energy Reflection, Wall Spring, Dragon Punch
(KUUGA)
 Combos: Jab - Forward – Roundhouse
Dragon Punch - Dragon Punch
Short – Lightning Leg (Dizzy)
Renown
 Glory 3, Honor 7
 Chi 7, Willpower 8, Health 20

23
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.

 Personality: You will do anything to fulfill your great goal: helping


needy children. That is why you fight. You are a bit of a show-off
when you win a fight, and you end up turning some companies
away.

Style: Wrestling, Concept: Paid Worker, Signature: Screams and


gestures of victory

Attributes

 Physical: Strength 4, Dexterity 6, Stamina 4


 Mental: Perception 3, Intelligence 2, Wits 2
 Social: Charisma 3, Manipulation 2, Appearance 2

Abilities

 Knowledges: Medicine 2, Style Lore 1


 Talents: Alertness 3, Insight 1, Streetwise 3
 Skills: Security 2, Stealth 1, Survival 1

Advantages

 Backgrounds: Allies 5, Fame 2, Resources 1


 Techniques: Punch 4, Kick 3, Block 4, Grab 5, Athletics 5, Focus 4
 Maneuvers: Jump, Kippup, Throw, Pile Driver, Spinning Pile Driver, Energy Ball, Dashing Elbow,
Grappling Defense, Wall Spring, Flying Body Spear
 Combos: Strong - Roundhouse - Fierce (Dizzy)

Renown

 Glory 4, Honor 2
 Chi 7, Willpower 7, Health 17

24
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.

Style: Aikido, School: Todoh's Dojo, Concept: Professional fighter, Signature:


Japanese Respect

 Attributes: Physical: Strength 4, Dexterity 5, Stamina 4, Charisma 3, Manipulation 1, Appearance 5, Perception


5, Intelligence 4, Wits 4
 Techniques: Punch 4, Kick 4, Block 5, Grab 4, Athletics 4, Focus 5
 Maneuvers: Jump, Breakfall, Throw, Power Uppercut, Foot Sweep, Fireball, Double-Hit Kick
 Combos: Fireball to Ultimate Ecstasy Crunch (dizzy), Block to Ultimate Ecstasy Crunch, Jab to Power Uppercut
to Fireball (dizzy)
 Chi 7, Willpower 9, Health 20

WANG KOH SAN

 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

 Attributes: Strength 4, Dexterity 5, Stamina 4, Charisma 3, Manipulation 3, Appearance


2, Perception 5, Intelligence 3, Wits 3
 Techniques: Punch 5, Kick 3, Block 4, Grab 3, Athletics 4, Focus 4
 Special Maneuvers: Jump, Foot Sweep, Sonic Boom, Air Smash, Head Butt, Double-Hit Punch, Breakfall,
Throw
 Combos: Move to Hundred Hand Slap to Hundred Hand Slap (dizzy), Foot Sweep to Air Smash, Jab to Strong
to Head Butt (dizzy)
 Chi 5, Willpower 9, Health 15

25
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..."

 Attributes: Strength 5, Dexterity 5, Stamina 4, Charisma 4, Manipulation 4,


Appearance 4, Perception 4, Intelligence 3, Wits 3
 Techniques: Punch 4, Kick 4, Block 3, Grab 4, Athletics 4, Focus 3, Blunt 5, Firearms 5
 Special Maneuvers: Jump, Kippup, Breakfall, Double-Hit Knee, Double-Hit Punch, Hyper Fist, Power Uppercut
Throw
 Combos: Tonfa Strong to Tonfa Fierce, Parry (Tonfa) to Furious Attack (Tonfa)
 Chi 3, Willpower 10, Health 20
 Equipment: Tonfa, Heavy Pistol
* Rody uses his tonfa in his basic punches and various special maneuvers.

KARMAN COLE

 History: Karman's background is not known. It is only known that he is an excellent


fighter, and that he is after Takuma for a reckoning. And that includes his disciples:
Ryo, Robert and Yuri! He is new in South Town, but he presents himself as one in
the crowd.
 Personality: You love to fight, and you value your honor very much. You intend to
defeat Takuma, Ryo, Robert, and little Yuri. In fact, you work for Wyler, but you
don't like to obey him very much (but you don't risk confronting him).

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

 Attributes: Strength 6, Dexterity 3, Stamina 6, Charisma 2, Manipulation 3, Appearance 3, Perception 4,


Intelligence 2, Wits 4
 Techniques: Punch 5, Kick 3, Block 4, Grab 4, Athletics 3, Focus 4
 Special Maneuvers: Jump, Throw, Head Butt, Spinning Clothesline, Shrouded Moon, Boshi-Ken, Shikan-Ken,
Wall Spring, Breakfall
 Combos: Strong to Boshi-Ken to Spinning Clothesline (dizzy), Jab to Jab to Jab (dizzy)
 Chi 5, Willpower 7, Health 20

26
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!

 Attributes: Strength 4, Dexterity 5, Stamina 4, Charisma 3, Manipulation 3, Appearance 4, Perception 2,


Intelligence 3, Wits 3
 Techniques: Punch 2, Kick 4, Grab 2, Athletics 4, Chain/Whip 5
 Special Maneuvers: Jump, Breakfall, Backflip Kick, Throw, Spinning Weapon*, Kippup
 Combos: Whip Jab to Spinning Weapon (dizzy), Short to Forward to Spinning Weapon (dizzy)
 Chi 2, Willpower 9, Health 18

* 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.

Style: Baraqah, School: Unknown, Concept: Henchman, Signature: Demonstrates


blows with her sword

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.

27
TOM WYLER

 History: Obsessed with perfecting the elixir developed by his Father


and Freia Lawrence's father, Wyler is the main antagonist of the
third phase of this story. In it, he pursues the girl to get the data
needed to complete the formula. Wyler believes that the action of
Freia's father in refusing to complete the formula was responsible
for her father's misery and even caused his death. Wyler enlists the
services of a private investigation agency formed by Rody Birts and
headed by Lenny Creston to find her.

 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

 History: King of crime in South Town since the early 80's,


he has always been "tolerated" by the police due to his
financial power and the number of henchmen he has. He
was behind Mr. Big's plans to get involved with the
famous Sakazaki dojo. Geese is the son of an American
businessman and an Italian mother, and lived well in the
USA until one day his mother passed away. During this
time he discovered that his father had another family in
Germany, and this made him furious. The following years
are a mystery, but it is known that at the age of 15 he
tried to kill his father, but was stopped by his younger
half-brother Krauser. Humiliated, he returned to America
where he met Tung Fu Rue, the master of the Hakyaku
Seiken. He then became his disciple, and met Jeff
Bogard, who became his best friend. The years went by
and some traumatic events ended up causing Geese to
abandon his master and swear death to Jeff. Since then
he has developed his skills by mixing what he learned
from Tung Fu Rue with Aikido moves. Years later he tried
to use Takuma Sakazaki to kill Jeff, but unfortunately for
him, Ryo, Takuma's son, got in the way of his plans.
Geese then lured Jeff into a trap and killed him with his
own hands. Since then he has taken over as leader of the
South Town Mafia, and every year he organizes the King
of Fighters Tournament in order to recruit prominent
fighters or to annihilate possible rivals. A few years later,
Terry defeated him, and everyone thought he would have
died, but he only fell into a coma, returning a few years
later to his rightful place.
 Appearance: A tall, strong, blond man who wears
traditional aikido clothing. Even with his Western ancestry
Geese often uses a lot of Japanese and Chinese culture
in his home and ways of life.
 Personality: You are mean and ambitious, and you
believe that nobody can stop you, but Terry is still a
problem. That is why you still plan revenge. You like the
fast and modern life, and especially knowing that the people around you are afraid of you. You hate any
form of insubordination, from a grumbler to outright disobedience, and you punish in the strictest way
possible.

Style: Aikido / Hakyoku Seiken, School: Self-taught / Tung Fu Rue, Concept: King of crime in South Town,
Signature: Laugh

Attributes

 Physical: Strength 5, Dexterity 5, Stamina 5


 Mental: Perception 5, Intelligence 5, Wits 6
 Social: Charisma 4, Manipulation 5, Appearance 3
Abilities

 Skills: Blind Fighting 5, Drive 4, Leadership 5, Security 3, Stealth 4, Survival 2

 Talents Alertness 5, Interrogation 2, Intimidation 5, Insight 6, Streetwise 3, Subterfuge 6:


 Knowledges: Arena 3, Computer 2, Investigation 3, Medicine 2, Mysteries 2, Style Lore 5
31
Advantages

 Backgrounds: Allies 3, Arena 5, Contacts 5, Resources 5, Staff 5, Fame 2


 Techniques: Punch 5, Kick 5, Block 6, Grab 5, Athletics 4, Focus 6
 Maneuvers: Power Uppercut, Jump, Kippup, Throw, Double-Hit Kick, Foot Sweep, Face Slam, Fireball,
Flying Fireball, Fireball (Reppuken), Punch Defense, Kick Defense,Throw, Shock Treatment (Raising
Storm), San He, Breakfall, dashing Punch, Burn Knuckle (Dash Blast), Grappling Defense, Air Throw,
Spinning Back Fist, Improved Fireball (Double Reppuken)

 Combos:
Punch Defense – Throw
Kick Defende – Throw
Block – Throw
Jumping Jab – Fierce – Fireball
Jumping Jab – Roundhouse – Burn Knuckle
Fierce – Flying Fireball – Rising Storm

Renown

 Glory 10, Honor 0


 Chi 10, Willpower 10, Health 20

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.

 Personality: Initially, you can be considered a rather relaxed and


lazy fighter, especially when compared to your brother Andy, but
wherever you go, 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.

 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

 Physical: Strength 5, Dexterity 5, Stamina 5


 Mental: Perception 5, Intelligence 5, Wits 5
 Social: Charisma 5, Manipulation 3, Appearance 4
Abilities

 Skills: Blind Fighting 4, Drive 4, Survival 3, Stealth 2, Security 2


 Talents: Alertness 3, Insight 5, Streetwise 4, Intimidation 3, Subterfuge 3
 Knowledges: Style Lore 4, Computer 2, Arena 4, Investigation 2, Medicine 1

Advantages

 Backgrounds: Allies 5, Resources 2, Fame 3, Arena 2


 Techniques: Punch 6, Kick 5, Block 5, Grab 3, Athletics 4, Focus 6

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

 Glory 10, Honor 7, Rank 10


 Chi 10, Willpower 10, Health 20

 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.

 Appearance: Unlike his brother, you are always dressed impeccably,


even casually. In combat you usually let your long hair down and wear
a white suit which gives you a lot of freedom of movement.

 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.

Style: Koppoken, School: Hanzo Shiranui's Dojo/ Tung Fu Rue, Concept:


Traditionalist, Signature: passes a hand through his hair

Attributes

 Physical: Strength 4, Dexterity 6, Stamina 5


 Mental: Perception 5, Intelligence 4, Wits 4
 Social: Charisma 3, Manipulation 2, Appearance 4
Abilities

 Knowledges: Arena 4, Style Lore 5, Medicine 2, Mysteries 3, Investigation 3


 Talents: Alertness 5, Insight 5, Streetwise 2, Subterfuge 1, Intimidation 2
 Skills: Blind Fighting 5, Survival 3, Stealth 4, Leadership 2
Advantages

 Backgrounds: Allies 4, Sensei 2, Resources 3


 Techniques: Punch 5, Kick 5, Block 5, Grab 4, Athletics 6, Focus 4
 Maneuvers: Flying Body Spear (Kuhadan), Jump, Throw, Fireball, Short Fireball (Soul Ken), Power
Uppercut, Dragon Punch, Foot Sweep, Handstand Kick, Dashing Elbow (Zan'ei Ken), Breakfall

 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

 Glory 6, Honor 8, Rank 9


 Chi 10, Willpower 8, Health 20

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.

 Appearance: Joe likes to dress in the traditional Muay Thay fighter


fashion by wearing fight shorts and wrist and leg bands.

 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?

Style: Muay Thai, School: Private Teacher, Concept: Professional Fighter,


Signature: Victory Shout

Attributes

 Physical: Strength 5, Dexterity 5, Stamina 5


 Mental: Perception 3, Intelligence 4, Wits 5
 Social: Charisma 5, Manipulation 4, Appearance 4
Abilities

 Knowledges: Medicine 2, Style Lore 4, Computer 2, Arena 4,


Investigation 2
 Talents: Alertness 4, Insight 3, Streetwise 3, Subterfuge 4, Intimidation 2, Interrogation 2
 Skills: Drive 3, Survival 4, Stealth 3, Blind Fighting 3
Advantages

 Backgrounds: Allies 4, Resources 3, Arena 2


 Techniques: Punch 5, Kick 5, Block 4, Grab 4, Athletics 6, Focus 5
 Maneuvers: Flying Knee Thrust, Criminal Upper, Hurricane Upper, Tiger Knee (Tiger Kick), Slash Kick,
Triple Strike (Bakuretsuken), Elbow Smash, Jump, Throw, Foot Sweep, Wounded Knee, Wheel Kick
(Ougon no Kakato)

 Combos:
Elbow Smash – Triple Strike;
Triple Strike – Hurricane Upper – Tiger Knee (Dizzy)
Wounded Knee – Knee Basher (Dizzy)
Throw – Hurricane Upper – Tiger Knee

Renown

 Glory 10, Honor 6, Rank 9


 Chi 7, Willpower 9, Health 20

36
TUNG FU RUE

 History: Tung Fu Rue is an old Chinese master of the


ancient technique of Hakyoku-Seiken, a secret, ancient
art that, like Jeet Kune Do, can be applied to other styles.
He has trained South Town's greatest fighters, both good
and bad. Jeff Bogard, Geese Howard, Cheng Sinzan,
and more recently Terry and Andy Bogard. Driven by a
great desire to guide troubled young men to an
honorable path, Tung has had a hard time trying to guide
his students. One of them in particular became so evil
and wicked that even Tung could not remain neutral
about it. Geese Howard was he, as a way of indirectly
stopping him, Tung helped train Terry and Andy so that
they, when they grew up, could defeat Tung's corrupted
disciple. Tung's true age is unknown, as is the real extent
of his powers (Consider him at least a 5 sensei, see
more details below).

 Appearance: He appears to be an old Chinese man in


traditional clothing. But when enraged he can triple his
size filling his muscles to the full strength of his youth.

 Personality: You are wise and serene, you have great


perception, which ensured that you made the right choice
in Jeff's case. You will do everything so that your art will
not be lost, but it is better that it dies than to pass it on to
someone who doesn't deserve it.

Style: Hakyoku-Seiken, School: Unknown, Concept: True Sensei, Signature: Grow muscles and rip clothes

Attributes

 Physical: Strength 3/6*, Dexterity 3/6*, Stamina 3/6*


 Mental: Perception 5, Intelligence 5, Wits 5
 Social: Charisma 4, Manipulation 2, Appearance 2
Abilities

 Talents: Alertness 5, Interrogation 2, Intimidation 3, Insight 6, Streetwise 5, Subterfuge 5, Instruction 5


 Skills: Blind Fighting 5, Leadership 3, Security 5, Survival 4
 Knowledges: Arena 5, Medicine 4, Investigation 3, Style Lore 5
Advantages

 Backgrounds: Allies 5, Fame 2, Resources 3, Arena 4


 Techniques: Punch 5, Kick 5, Block 5, Grab 4, Athletics 5, Focus 6
 Known Maneuvers**: Jump, Throw, Foot Sweep, Hundred Hand Slap, Double-Hit Kick, Kippup, Chi
Kun Healing, Spinning Clothesline, Turbo Spinning Clothesline (Senpuken), Dashing Punch, Fist
Sweep, HeadButt Short Fireball, Ear Pop, Light Feet, Psycokinetic Channelling, San He, Maka Wara,
Haymaker, Widowmaker, Flying Heel Stomp, Multiple Stomp.

 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

 History: After losing his parents at a very young age, Billy


became a street kid. Together with his little sister Lilly Kane,
he used to carry out petty theft in the streets of London until
one day, after taking down several bullies who tried to abuse
his sister, Geese appeared and decided to take Billy and
Lilly in as his protégés. Since then Billy has served as
Geese's bodyguard, lion, and representative in the King of
Fighters Tournament, where he has been champion for
several editions. Billy is the "right-hand man" in Geese's
organization.

 Appearance: You usually dress in denim dungarees or a t-


shirt and jacket. But you always wear a headband that
covers your hair. You also carry your insetoble staff
wherever you go.

 Personality: You love to exercise and listen to loud rock


music; you go to parties, concerts, and even tournaments.
Although you have never shown it, you have always cared
about your sister Lilly. You are sadistic and consider yourself
the best. Billy does not accept defeat.

Style: Bojutsu/Karate, School: The streets Concept: Henchman, Signature: Bandana on his head.

 Attributes: Strength 4, Dexterity 6, Stamina 4, Charisma 3, Manipulation 3, Appearance 3, Perception 3,


Intelligence 3, Wits 3

 Abilities: Talents: Alertness 3, Insight 2, Streetwise 4, Subterfuge 2 Intimidation 4. Knowledges: Arena 2,


Medicine 1, Style Lore 3 Skills: Survival 2, Security 3, Stealth 3, Drive 2.
 Backgrounds: Allies 2, Backing 4, Fame 3, Resources 2
 Techniques: Punch 3, Kick 3, Block 4, Grab 4, Athletics 6, Focus 5, Staff 5
 Maneuvers: Slide Kick, Breakfall, Throw, Jump, Wall Spring, Spinning Weapon, Fireball, Handstand Kick

 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

 History: This punk is an accomplished fighter who developed


his own style of street fighting by combining musical moves
into incredible combos. He grew up on the streets of South
Town, and made a name for himself on the subway. He has
many fans, and loves to show off, and plays in many clubs in
the city, especially at the Pao Pao Cafe owned by his friend
Richard Meyer.

 Appearance: Style is everything, and you understand this.


Dressing always in bright and loud colors and a colorful
Mohawk, you try to impress, and usually succeed.

 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.

Style: Western Kickboxing, Concept: Punk, Signature: Victory Dance

Attributes: Strength 4, Dexterity 6, Stamina 4, Charisma 4, Manipulation 3, Appearance 4, Perception 3,


Intelligence 2, Wits 4

Abilities: Alertness 1, Interrogation 2, Insight 2, Streetwise 4, Subterfuge 3, Drive 1, Leadership 2, Stealth 2,


Survival 1, Computer 1, Medicine 1, Style Lore 2

Backgrounds: Allies 5, Arena 2, Contacts 2, Fame 2, Animal Companion 1 (P-Chan, a Chicken), Resources
1

Techniques: Punch 4, Kick 5, Block 3, Grab 4, Athletics 5, Focus 3

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

Combos: Jab - Jab - Flying Body Spear (Dizzy)


Tumbling Attack - Rising Tackle (dizzy)

Renown: Glory 7, Honor 3

Finishing Touches: Chi 3, Willpower 8, Health 16

40
RICHARD MEYER

 History: Richard learned his style while living in his native


Brazil. Brought to the US with the idea of fortune and
opportunity he now blasts anyone who messes up at the
Pao Pao Cafe. He enters the King of Fighters tournament
with the goal of promoting his nightclub, using the fame and
glories that can be gained through it.

 Appearance: Richard is a tall, muscular black man, and


dresses in combat in traditional capoeira clothing.

 Personality: you overestimate yourself and are reckless


while fighting, trusting too much in your abilities. Any insult
of your coffee makes you furious and leads you to attack
without worrying about any strategy.

Style: Capoeira, School: Private Teacher, Concept: , Signature:


Laughter

Attributes: Strength 5, Dexterity 4, Stamina 5, Charisma 4,


Manipulation 2, Appearance 3, Perception 3, Intelligence 2, Wits 4

Abilities: Alertness 3, Intimidation 3, Insight 1, Streetwise 3, Subterfuge 1, Drive 2, Stealth 3, Survival 2,


Arena 1, Medicine 2, Style Lore 3

Backgrounds: Arena 3 (Pao Pao Cafe); Contacts 3; Ally 1, Staff 5, Resources 3

Techniques: Punch 3, Kick 5, Block 4, Grab 3, Athletics 4, Focus 1

Special Maneuvers: Jump, Breakfall, Handstand Kick, Foot Sweep, Throw, Ax Kick, Musical
Accompaniment, Wall Spring

Combos:

Handstand Kick to Handstand Kick to Handstand Kick (Dizzy).

Renown: Glory 4, Honor 3

Finishing Touches: Chi 2, Willpower 6, Health 15

41
RAINDEN – BIG BEAR

 History: An Australian Wrestler and mask


collector who arrived in South Town in search
of fame. He was so strong and ruthless in the
ring that he was soon hired by Geese Howard.
In the annual King of Fighters, Raiden gained
great fame, but he was never satisfied with this,
as he could never defeat Billy Kane. Therefore,
after seeing how Terry Bogard won the
tournament cleanly, he abandoned his old
identity and changed his name to Big Bear,
trying to achieve status as a fighter with effort
and hard work.

 Appearance: You used to be a full-fledged


Wrestler, but now you no longer wear your
mask since you no longer need to hide behind cruelty to defeat your enemies.

 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!

Attributes: Strength 6, Dexterity 3, Stamina 6, Charisma 2, Manipulation 2, Appearance 3, Perception 2,


Intelligence 2, Wits 3

Abilities: Alertness 2, Intimidation 5, Insight 1, Streetwise 2, Subterfuge 1, Survival 3, Medicine 1, Mysteries


1, Style Lore 3

Backgrounds: Allies 2, Backing 3 (at the time he served Geese), Resources 1, Fame 2

Techniques: Punch 4, Kick 4, Block 4, Grab 6, Athletics 3, Focus 3

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

Neck Choque – Piler Driver (dizzy);

Strong – Strong – Buffalo Punch

Block – Bear Hug (Dizzy)

Renown:

Glory 5, Honor 5

Finishing Touches: Chi 4, Willpower 7, Health 20

42
HWA JAI

 History: Hwa Jai was the former Muay Thai world


champion until he was defeated by Joe Higashi, the
Japanese champion. Seeking revenge Hwa agreed
to work for Geese Howard in order to get his
chance for revenge in the King of Fighters
tournament. However he was summarily defeated
by Joe, his current whereabouts are unknown, but it
is said that he eventually gave himself over to
alcohol addictions.

 Appearance: You dress like a traditional Muay Thai


fighter. You are thin but muscular, and always
carrying a sarcastic smile.

 Personality: You are ambitious but honorable. You


only want to be the best. For you this is already
proven, but you want to prove it to others. You
always attack with a total fury in fights.

Style: Muay Thai, School: Unknown, Concept: Fighter seeking revenge, Signature: Drinking during the fight.

Attributes: Strength 5, Dexterity 5, Stamina 5, Charisma 2, Manipulation 2, Appearance 2, Perception 3,


Intelligence 3, Wits 4

Abilities: Alertness 4, Intimidation 3, Insight 3, Streetwise 2, Subterfuge 2, Leadership 1, Stealth 3, Survival 3,


Arena 2, Medicine 2, Mysteries 1, Style Lore 3

Backgrounds: Resources 3, Fame 2, Backing 4

Techniques: Punch 4, Kick 6, Block 4, Grab 3, Athletics 5, Focus 4

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:

Triple Strike – Power Uppercut (dizzy)

Tiger Knee – Triple Strike - Wheel Kick

Renown: Glory 7, Honor 1, Rank 8

Finishing Touches: Chi 5, Willpower 7, Health 20

43
MICHAEL MAX

 History: A boxer who grew up on the streets, living boxing,


and like so many other kids from the suburbs, he ended up
seeing boxing as a way to ignite his career. As the years went
by, he won titles, but his aggressive temper, along with his
constant participation in street fights, led him to be kicked out
of traditional competitions when he almost killed an opponent
in the ring. He entered the King of Fighters as a way to try to
regain his prestige as a fighter.

 Appearance: Today you dress like a normal person, with a


yellow jacket and gym shorts. Usually when you fight, you
wear your old red gloves, as a way to bring good luck.

 Personality: You are confident above all, and extremely


aggressive when you fight. You believe that Asian arts are just
a meaningless dance. In a fight, you play a lot with your
opponent, even more if he is Asian.

Style: Boxing, School: Private Teacher, Concept: Renegade Boxer, Signature: Raise Your Arm

Attributes: Strength 5, Dexterity 3, Stamina 5, Charisma 3, Manipulation 2, Appearance 3, Perception 3,


Intelligence 2, Wits 3

Abilities: Alertness 3, Intimidation 4, Streetwise 3, Subterfuge 1, Survival 2, Medicine 2

Backgrounds: Allies 3, Resources 1, Fame 1

Techniques: Punch 5, Block 4, Grab 3, Athletics 3, Focus 2

Special Maneuvers: Jump, Fist Sweep, Hurricane Upper, Throw, Dashing Punch, Dashing Uppercut,
Criminal Upper, Punch Defense

Renown: Glory 5, Honor 2

Finishing Touches: Chi 1, Willpower 6, Health 15

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.

 Appearance: Kim wears a traditional Tae Kwon Do uniform, has


medium straight hair and is always well groomed. Outside the arena,
he usually wears well-styled suits.

 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

 Physical: Strength 5, Dexterity 5, Stamina 5


 Mental: Perception 4, Intelligence 3, Wits 4
 Social: Charisma 3, Manipulation 2, Appearance 4

Abilities

 Knowledges: Style Lore 3, Mysteries 1, Computer 1, Arena 3


 Talents: Alertness 4, Insight 2, Streetwise 3, Subterfuge 2
 Skills: Survival 2, Stealth 3, Blind Fighting 3

Advantages

 Backgrounds: Allies 4, Sensei 3, Resources 3, Fame 2


 Techniques: Punch 2, Kick 6, Block 5, Grab 3, Athletics 5, Focus 4
 Maneuvers: Double-Hit Kick, Foot Sweep, Jump, Kippup, Throw, Flash Kick, Ax Kick, Flying Heel Stomp,
Multiple Stomp, Kick Defense, Lightning Leg, Hurricane Kick
 Combos:
Jumping Short – Combo Strike (Dizzy)
Short – Short – Short
Multiple Stomp - Foot Sweep
Roundhouse – Forward Backflip Kick – Jumping Roundhouse (dizzy)
Movement - Lightning Leg - Flash Kick (dizzy)

Renown
 Glory 5, Honor 7
 Chi 7, Willpower 9, Health 20

45
CHENG SINZAN

 History: Cheng is a wealthy businessman who is


friends with both millionaires and ordinary people,
having risen from poverty to riches through his
own hard work and determination. He is actually
an alumnus of Master Tung and was taught
together with Jeff Bogard and Geese Howard. In
their prime, the three were known as the "Three
Brothers of Divine Battle". However, because he
participated in fraudulent gambling and banned
street fights, Tung expelled him from the
Hakkyokuseiken school. Cheng comments that
Tung was very scary at that time.

 Appearance: Cheng is a little fat, but he likes to


dress in clothes of smaller numbers than his own,
believing that he is really not that fat.

 Personality: He is a happy-go-lucky guy who likes


to get into the good things in life. He is generous
and open-hearted towards his friends yet greedy
when it comes to food, women, and money. He can also be very lazy when he is at work. Sometimes he
plays golf with Robert Garcia to pass the time.

Style: Kung Fu, School: Tung Fu Rue, Concept: Assassin, Signature: fiddles with his glasses

Attributes: Strength 5, Dexterity 3, Stamina 6, Charisma 2, Manipulation 4, Appearance 2, Perception 4,


Intelligence 3, Wits 3

Abilities: Alertness 2, Intimidation 3, Interrogation 3, Insight 4, Streetwise 2, Subterfuge 1, Survival 3, Stealth


2, Security 3, Medicine 2, Mysteries 2, Style Lore 4

Backgrounds: Elemental 3 (Earth), Resources 5, Fame 2, Staff 3.

Techniques: Punch 4, Kick 4, Block 5, Grab 4, Athletics 5, Focus 5

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;

Forward – Short Fireball

Drunk Monkey Roll –Headbutt Hold (dizzy)

Renown:

Glory 5, Honor 4

Finishing Touches: Chi 8, Willpower 6, Health 20

46
MAI SHIRANUI

 History: Mai Shiranui is the granddaughter of Hanzo Shiranui, master


of Ninjutsu and Koppo-ken. Mai learned the secrets of Ninjutsu from
him. When she was a child, she met a stubborn young boy named
Andy Bogard, who won her heart with a sweet gesture. He gave her a
birthday present, something she'd never received in her life, and she
took it as a declaration of love, which made her fall in love. During
Andy's training she trained with Jubei, her grandfather's friend. She
spends the events of Fatal Fury running after Andy and fantasizing
about her marriage to him.

 Appearance: Mai is an extremely beautiful girl. In combat, she dresses


like a konuichi with daring clothes, aiming to distract her opponents.

 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.

Style: Ninjutsu, School: Private Teacher, Concept: Spoiled brat,


Signature: Pose, aim at your opponent with the fan and blink

Attributes

 Physical: Strength 4, Dexterity 6, Stamina 4


 Mental: Perception 4, Intelligence 4, Wits 4
 Social: Charisma 3, Manipulation 5, Appearance 6
Abilities
 Knowledges: Computer 1, Investigation 1, Medicine 1, Mysteries 3
 Talents: Alertness 3, Interrogation 2, Insight 3, Subterfuge 4
 Skills: Survival 3, Stealth 5, Blind Fighting 3, Security 1
Advantages
 Backgrounds: Allies 2, Arena 2, Sensei 1, Elemental (Fire) 3
 Techniques: Punch 5, Kick 5, Block 4, Grab 3, Athletics 6, Focus 4 Thrown 5

 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

 History: In the past, Jubei Yamada was such a fierce Judo


warrior, due to the skill and ability he threw opponents with
in matches, he earned the nickname "The Demon". His
youthful spirit and fiery will were admired and respected by
those who saw his fights. But that was a long time ago.
Now he is a giddy old man who spends his time eating
cookies and tending his dojo, where he watches over the
progress of his many students. Jubei has turned to a more
peaceful life. Having chosen to live far from the ways of
fighting, Jubei rests in his dojo without expending much
effort. He spends his time with his former friend and rival
Hanzo Shiranui, a Ninjutsu master who is well trained in
the ways of Koppo-ken. Hanzo was training his
granddaughter Mai in the Shiranui Ninjutsu style, but when
he was approached by a young American named Andy
Bogard who wanted to learn the Koppo-ken art, Hanzo left
Mai to complete his training with Jubei. Jubei realized that Andy had a lot of potential to become a superb
fighter, but he had more important tasks to do.

 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

 Physical: Strength 3, Dexterity 5, Stamina 3


 Mental: Perception 4, Intelligence 3, Wits 2
 Social: Charisma 1, Manipulation 3, Appearance 2
Abilities

 Knowledges: Style Lore 5, Arena 3, Medicine 3, Mysteries 2


 Talents: Alertness 2, Insight 5, Subterfuge 1
 Skills: Survival 2, Stealth 3, Blind Fighting 4, Security 1
Advantages

 Backgrounds: Allies 4, Resources 2, Arena 4 (see below)


 Techniques: Punch 3, Kick 3, Block 5, Grab 5, Athletics 5, Focus 4
 Maneuvers: Pile Driver, Slide Kick, Jump, Throw, Back Roll Throw, Air Throw, Grappling Defense,
Running Throw
 Combos: Short - Short – Pile Driver (Dizzy)
Short - Short - Pile Driver (Dizzy)

Renown

 He has no renown, as he is retired.


 Chi 8, Willpower 5, Health 15
 Arena: An authentic dojo, with screens dividing the arenas and a a Japanese landscape.
 More attacks: He has 5 throwing discs, which work like the sharp-edged hat, but the damage modifier is -
3.

48
LAWRENCE BLOOD

 History: A world-renowned bullfighter, easily able to gracefully


dodge bull charges and kill them with one stroke of his sword.
Few people suspect what lies behind Laurence's incredible
career. From an early age, Laurence's family had close ties to the
Earl of Strolheim. Having served the Krauser family for
generations, the Blood clan always played the role of faithful
followers. Laurence did not forget this vow and served the last
successor of the Strolheim heir in exchange that Krauser himself
would support Laurence's training as a bull fighter. The trade fared
well, as Krauser had a respected and feared bodyguard in the
form of Laurence, and Laurence himself earned a name for
himself in the bull arenas. Always the man who knows how to pay
his debts, Laurence answers Krauser's call when the Dark
Emperor decides to host the second King of Fighters tournament
in hopes of finding the man who defeated Geese Howard in the
first tournament. Laurence was in charge of protecting Castle
Strolheim, while Krauser was thrashing worthy opponents to prove
his power. Laurence was not counting on the power of the Lone
Wolf. Although Laurence was a formidable opponent, he was
finally defeated and had to witness the downfall of his lord. After
Krauser's defeat, Laurence disappears from the bull scene,
possibly to serve his master Krauser for all eternity to make up for
his incompetence.
 Personality: You love to be popular. Laurence is a brutish fighter
who zealously took to his new duties for Krauser. Disregarding the
feats of others, you raise your own skills and abilities above
others, as you feel your noble heritage has earned you a place
among the greatest. You listen to Flamenco. Once in a while you
kill bulls for pleasure.
 Appearance: A very tall man. He has the look of a charmer, with the beard and mustache of a conqueror.
Always in bullfighting clothes and with his Sabre.
Style: Spanish Ninjitsu, Concept: Bullfighter, Signature: Plays Flamenco
Attributes
 Physical: Strength 4, Dexterity 5, Stamina 5
 Mental: Perception 4, Intelligence 3, Wits 3
 Social: Charisma 2, Manipulation 3, Appearance 4
Abilities
 Knowledges: Computer 1, Investigation 2, Style Lore 2, Arena 3
 Talents: Alertness 3, Interrogation 3, Intimidation 4, Insight 2, Streetwise 1, Subterfuge 2
 Skills: Drive 2, Leadership 2, Security 2, Stealth 4

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

 History: Hawk is the heavyweight boxing champion of the world.


What a title, huh? After many years of knocking out boxing
opponents, Axel began taking on fighters of other styles, as his
popularity was falling and Terry was being hailed as the new
American hero. Hawk was eventually defeated by Terry, and left
South Town.

 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.

Style: Western Boxing, School: Private Teacher, Concept: World Boxing


Champion, Signature: Victory Shout!

Attributes

 Physical: Strength 6, Dexterity 4, Stamina 6


 Mental: Perception 2, Intelligence 2, Wits 3
 Social: Charisma 2, Manipulation 2, Appearance 3

Abilities

 Talents: Alertness 3, Intimidation 4, Insight 1, Streetwise 2


 Skills: Drive 1
 Knowledges: Medicine 1, Style Lore 1

Advantages

 Backgrounds: Allies 1, Fame 2, Resources 3


 Techniques: Punch 5, Kick 0, Block 5, Grab 4, Athletics 3, Focus 3
 Maneuvers: Jump, Fist Sweep, Hurricane Upper, Brain Cracker, Dashing Punch, Dashing Uppercut,
Power Uppercut, Punch Defense, Deflecting Punch, Escape, Rekka Ken
 Combos: Dashing Punch - Dashing Uppercut - Power Uppercut (Dizzy)
Rekka Ken - Power Uppercut (Dizzy)

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.

 Appearance: Krauser is a big man, he measures more than 2


meters tall. He has long hair with tones close to lilac. And a
prominent mustache, which is one of his prides. He usually wears a
bronze armor, removing it when he considers his opponent worthy.

 Personality: You are a bitter and depressed man, finding satisfaction


in amusing fights and melodies that you play on your huge organ.
You pride yourself on being the last pillar of strength of humanity,
and wish to prove yourself as such.

Style: Stroheim, School: Private Teacher, Concept: Kaiser (emperor of


the underworld), Signature: Drinking wine while smiling at your fallen
opponent

Attributes

 Physical: Strength 7, Dexterity 4, Stamina 7


 Mental: Perception 4, Intelligence 5, Wits 5
 Social: Charisma 2, Manipulation 4, Appearance 4

Abilities

 Knowledges: Computer 1, Investigation 2, Mysteries 2, Style Lore 5, Arenas 3


 Talents: Alertness 4, Intimidation 5, Insight 5, Streetwise 2, Subterfuge 3
 Skills: Drive 2, Leadership 4, Stealth 3, Música 5, Blind Fighting 4, Survival 3.

Advantages

 Backgrounds: Allies 2, Fame 2, Resources 5, Staff 4, Arena 5, Contacts 3


 Techniques: Punch 4, Kick 4, Block 5, Grab 4, Athletics 4, Focus 6

 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

 Glory 8, Honor 3, Rank 10


 Chi 10, Willpower 9, Health 20

 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.

 Appearance: Mary is a white girl with blonde hair. She usually


dresses in a crop top, and baggy trousers. Sometimes wearing the
aviator jacket given to her by Butch.

 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

 Physical: Strength 4, Dexterity 6, Stamina 4


 Social: Charisma 4, Manipulation 3, Appearance 5
 Mental: Perception 3, Intelligence 4, Wits 4

Abilities

 Talents: Alertness 2, Interrogation 4, Insight 1, Streetwise 4, Subterfuge 2


 Skills: Blind Fighting 2, Drive 3, Leadership 2, Security 4, Stealth 5, Survival 2, Disguise 3
 Knowledges: Arena 1, Computer 2, Investigation 4, Medicine 1, Style Lore 2

Advantages

 Backgrounds: Allies 2, Animal Companion 2, Backing 2; Contacts 3, Resources 2

 Techniques: Punch 4, Kick 4, Block 5, Grab 5, Athletics 5, Focus 2

 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

 History: Yamazaki was a young orphan on the streets of Okinawa.


His life was utterly miserable and boring - with American troops
constantly patrolling his city - until he met a Yakuza (Japanese
mafia) boss named Sorimachi. Impressed, Yamazaki left his town
and joined the crime syndicate. Eventually, he worked for the man
he admired treating him as a surrogate father and found happiness
for the first time in his life. Unfortunately, Yamazaki's restlessness
took a heavy toll during a fateful business trip to Osaka alongside his
boss. They were caught in an ambush by a rival gang and thereafter
their boss Sorimachi was tortured and killed. The shock of
Sorimachi's death gave birth to Yamazaki's insane alter ego.
Although he has little recollection of his past after this incident, he
remembers with certainty that he murdered his boss's rival and fled
Japan for Hong Kong. He remains an influential middleman, arms
dealer, and drug dealer having with Kowloon Walled City as his base
of operations. He is usually at odds with Hon Fu, who tries to catch
and arrest him in the act. Ten years later (1995), he joined the
Chinese mafia and was hired by Jin Chonrei and Jin Chonshu to
protect them and the scrolls of immortality.
 Appearance: Ryuji likes to dress always in black. Besides that he
has a punk hairdo with colored hair. He has a large stature that
differentiates him from his contemporaries.
 Personality: You are a man turned towards violence and love to kill your opponents with sadism. You
don't even bother taking one or two blows to make your opponent suffer! You use dirty tricks like fencing
your sharp knife and kicking sand in your opponent's eyes. You don't have any patience, but you love to
simulate calmness so that your rage grows stronger and stronger.
 Yamazaki constantly fights with his hands in his pockets, to humiliate his opponents. Fighting this way
carries some penalties: the fighter will have -2 Speed on his punches and lunges, as well as - 2 Soak on
his blocks. He may give up doing this at any time, but if he manages to fight the entire combat this way,
he will gain +4 Glory in case of victory. The opponent defeated in this way will lose -2 Glory in addition to
his usual losses.

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

 History: Chonrei is the elder twin brother of Chonshu. And when


they were six years old, they lost their parents to an illness. Before
his father died, he spoke of Qin Wang Long, one of the family's
ancient ancestors. Long was a celebrated general of the great Qin
Shi Huang, who single-handedly killed 1,000 men by the hand.
Their father convinced the brothers that they had the same blood
as this warrior and they soon passed on. Left to fend for
themselves, the brothers worked together to support themselves
and live up to their family name. As they grew older, they also
began to hate other people. When they were fourteen, they were
beaten by other children and left in a near-death state. It was then
that ancestral spirits over 200 years old incarnated in their bodies,
giving them uncommon strength. The spirit that possessed
Chonrei was known as Qin Kong Long, making the boy a monster
in battle. The spirit possessing Chonshu was Qin Hai Long, who
was also Kong's younger brother. During the Qin Dynasty, they
created the "Qin Book of Secrets" (known in modern times as
"The Forbidden Scrolls"). Within these scrolls lies the soul of
Wang Long, who is actually Kong's son. Knowing that they cannot
exist in this realm without these scrolls, the spirits seek them out
to resurrect Wang Long and his original bodies. The brothers
know that the scrolls are in South Town and send Ryuji Yamazaki
to research the town, however several other characters are also
researching the scrolls for different reasons.

 Appearance: Both brothers dress in Chinese ceremonial clothing,


however Chonrei wears a blue outfit and Chonshu a red one.

 Chonshu's Personality: Chonshu is very stubborn. He does not


know when to lose, and has a strong desire for revenge. He is also very sarcastic and openly
dismissive towards his opponents.

 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

 History: After stepping away from the championships,


Richard Meyer trained a replacement, the entertaining
capoeirista Bob Wilson. He often takes on opponents
in the National Park. Bob chose Capoeira because he
believes it is the strongest martial art in the world.
Dreaming to accomplish great things has become his
whole life and helped him escape poverty.
 Personality: You are fun and hilarious. You fight with
great joy, which usually makes your opponents
nervous, even more so when they are losing. You love
to fight, and you do it just for fun, and don't worry
about winning or losing.

Style: Capoeira, School: Unknown, Concept: Professional


fighter, Signature: Positive sign when winning

 Attributes: Strength 5, Dexterity 5, Stamina 5,


Charisma 4, Manipulation 2, Appearance 3,
Perception 2, Intelligence 3, Wits 3
 Techniques: Punch 2, Kick 5, Block 3, Grab 3, Athletics 4, Focus 2
 Special Maneuvers: Jump, Kippup, Foot Sweep, Slide Kick, Flash Kick, Drunken Monkey Roll,
Tumbling Attack, Escape, Breakfall, Backflip, Musical Accompaniment, Somersault Kick
 Combos: Jab to Short to Forward (dizzy), Jumping Roundhouse to Flash Kick (dizzy), Short to Short,
Tumbling Attack to Somersault Kick (dizzy)
 Chi 5, Willpower 7, Health 20

FRANCO BASH

 History: Franco is a former heavyweight


kickboxing champion who was undefeated
during his fighting career. He eventually
retired to raise a family and became an
airplane mechanic at South Town Airport to
continue supporting them. To motivate the
champion to fight in the tournament,
Yamazaki kidnaps Franco's son, Junior.
Franco is forced to help him until his son is
returned to him after Yamazaki's defeat.
 Personality: You are nervous and will not
accept provocations. In fights, you act with
fury, no matter who you are fighting.

Style: Western Kickboxing, School: Private Teacher,


Concept: Ex-champion, Signature: Victory cry!

 Attributes: Strength 6, Dexterity 4, Stamina 6,


Charisma 3, Manipulation 2, Appearance 2, Perception 2, Intelligence 2, Wits 2
 Techniques: Punch 5, Kick 4, Block 3, Grab 3, Athletics 3 Focus 3
 Main Abilities: Mecanica 4, Intimidation 3, Alertness 2
 Special Maneuvers: Jump, Foot Sweep, Throw, Back Breaker, Power Uppercut, Double-Hit Punch,
Dashing Punch, Escape, Breakfall, Psychokinetic Channeling, Toughskin
 Combos: Jab to Strong to Dashing Punch (dizzy), Short to Strong, Jab (PK) to Strong (PK) to Fierce (PK)
(Dizzy); Strong to Fierce to Power Uppercut (Dizzy)
 Chi 5, Willpower 9, Health 20

58
HON FU

 History: A Hong Kong detective who is always chasing


criminals, Hon Fu is on a case about the massive drug
trade in Asia. He has a feeling that one of the biggest
owners in his home country is Ryuji Yamazaki and follows
the criminal to South Town. However, he keeps losing sight
of the criminal, who is a kind of serial killer. He also has a
certain friendship with Kim Kaphwan, as Hon Fu apparently
introduced him to Myeng Swuk, his wife. Both share a
strong sense of justice, although Hon Fu is not as extreme
as his friend on the subject. For unknown reasons, Hon Fu
is also afraid of his comrade and will become suspicious at
the slightest mention of Kim's name. He is also one of
Cheng Sinzan's friends as they admire their respective
skills in their fighting styles.

 Personality: You are serious about your art. However, you


are a complete clumsy! You love to fight, and dream of
being the King of Fighters.

Style: Kung Fu, School: Unknown, Concept: Master, Signature:


Nunchaku demonstration

 Attributes: Strength 5, Dexterity 5, Stamina 5, Charisma 3, Manipulation 2, Appearance 4, Perception


1, Intelligence 3, Wits 5
 Techniques: Punch 4, Kick 4, Block 4, Grab 4, Athletics 4, Focus 3, Nunchaku / Flail 5
 Special Maneuvers: Jump, Kippup, Foot Sweep, Punch Defense, Deflecting Punch, Power
 Uppercut*, Dragon Punch*, Breakfall, Wall Spring, Spinning Weapon
 Combos: Jumping Forward to Nunchaku Jab to Nunchaku Dragon Punch and Foot Sweep to
Nunchaku Dragon Punch (dizzy), Wall Spring to Spinning Weapon to Nunchaku Dragon Punch (Dizzy)
 Chi 5, Willpower 6, Health 20

* These Maneuvers are applied with the Nunchaku instead of punching, substituting the Technique for the
damage and prerequisites.

59
SOKAKU MOCHIZUKI

 History: Sokaku comes from a clan of Buddhist


monks who are an ancient rival of the Shiranui
clan. They hunt and destroy Demons while
subjecting dark entities to their will in order to
control them. Sokaku is said to be the best his
clan has produced. He believes that the Jin
scrolls are the vessel of a powerful Demon and
seeks to destroy them. You utilize the power of
several imprisoned lesser demons to conjure the
powers of the Fire and Lightning elements, as
well as provoking terrible visions in your
opponents.

 Personality: You are calm and serene. In combat,


you act with responsibility and intelligence, using
the best blows at the best moments.

Style: Ninjtutsu, School: Unknown, Concept: Monk,


Signature: Electricity everywhere!

 Attributes: Strength 4, Dexterity 5, Stamina 4,


Charisma 3, Manipulation 3, Appearance 3, Perception 5, Intelligence 5, Wits 4
 Techniques: Punch 4, Kick 3, Block 5, Grab 5, Athletics 5, Focus 6, Spear 5, Throw 5
 Backgrounds: Clan Heritage 4, Backing 4, Resources 2, Contacts 3
 Special Maneuvers: Jump, Foot Sweep, Throw, Breakfall, Short Fireball, Shock Treatment, Spinning
Weapon, Spinning Back Fist*, Lightning Bolt, Death Visage, Ryuembu, Pile Driver, Rolling Attack,
Missile Reflection, Energy Reflection, Chi Kun Healing, Shrouded Moon
 Combos: Spear Jab to Spear Jab to Spear Jab; Spear Jab to Shock Treatment (dizzy), Spear Strong
to Ryuembu, Shock Treatment to Pile Driver .
 Chi 10, Willpower 8, Health 18

* These Maneuvers are applied with the Spear instead of the Punch, replacing the Technique for damage
and prerequisites.

60
CHAPTER 3:

GAROU: MARK OF THE WOLVES

Ten years after Geese Howard's death (in the year


2006), Southtown became a more peaceful town.
However, during the events of the NESTS saga,
the town is destroyed and rebuilt as Second
Southtown. A new fighting tournament called "King
of Fighters: Maximum Mayhem" begins in the
area, and several characters related to the fighters
from the old era of the King of Fighters
tournaments participate within it.
Organized by Kain R. Heinlein, brother-in-law of
Geese Howard. Second Southtown is a set of
reconstructed neighborhoods within old
Southtown, which became the scene of many
organized fights and the gang fights. These
neighborhoods have become places of great fame
and status.
During the events of this tournament, Kain
would try to liquidate all of his criminal rivals in the
city in order to conquer the entire city. During the
events of this tournament Rock ends up defeating
him, but is convinced by him to seek his destiny,
thus abandoning Terry.

61
The Villains

KAIN R. HEINLEIN

 History: He is the mysterious host of the tournament. His birthday is on February


16, he is 26 years old, 183cm tall and 76kg. Being the younger brother of Marie
Heinlein (Geese Howard's deceased wife, and thus Rock Howard's mother), he is
Rock's uncle. He had a difficult life of poverty, being protected by his friend Grant,
and abandoned by his sister Marie, who went to live with Geese. His ambition for
power was born from his experiences on the streets of Southtown, where he saw
extreme acts of violence, where even children were not spared. He was adopted
by the family of a gang leader, Don Papas, at the age of eight. Growing up, he
betrayed his adoptive father and became the leader of the gang, expanding its
business to a level never imagined by the members. One of his ambitious dreams
is to declare Southtown independent from the USA, and to found a nation there,
totally exposed to violence, where the weak are dominated by the strong. He is a
calm person, with an impressive willpower, careful, yet also a megalomaniac. His
fighting style is Ankoku Shinkuuken, in which he uses acrobatic blows and adds
flames to his attacks. In the outskirts Kain resides at his dark palace, a formidable
mansion demonstrating his power and natural wealth, in the center of the mansion
is a large hall, to contemplate the memories of his beloved sister. Near the
staircase Kain challenges his opponents in a beautiful arena.

 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

 Physical: Strength 3, Dexterity 6, Stamina 4


 Mental: Perception 3, Intelligence 4, Wits 4
 Social: Charisma 5, Manipulation 5, Appearance 5

Abilities

 Talents: Alertness 3, Interrogation 3, Intimidation 5, Insight 3, Streetwise 3, Subterfuge 5, 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, Backing 4, Contacts 4, Resources 5, Elemental (Fire) 5

 Techniques: Punch 5, Kick 5, Block 4, Grab 4, Athletics 4, Focus 6

 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:

 History: His real name is Abel Cameron, and he is a master in an


obscure fighting style known as Ankoku Karate. He was born on
January 8, is 201cm 105 tall, and weighs 105kg. He is Kain R.
Heinlein's best friend and his personal bodyguard. Although they are
not brothers, his and Kain's names were inspired by the biblical
characters, sons of Adam and Eve. As a child, he protected Marie and
Kain, and as an adult, he became their bodyguard and partner, taking
the name Grant. A few years before the tournament, Grant saved Kain
from being shot, but the shot hit him near the heart. He recovered,
however, the bullet was almost impossible to remove, and it gets closer
and closer to his heart, which makes him live each day as if it were his
last, and live in search of the biggest battle of his life. He made a pact
with an entity of the shadows, to obtain the power of Ankoku Karate
(Karate of Darkness). His attacks are shrouded in darkness. He
proclaims himself "The Martyr of Might." He is defeated by Terry, and
shatters like glass after losing. Red Skull Cave is an island little known
even to the residents of Southtown. There is a secret temple where
there is a cult that worships the red skull in the form of a jewel, is
currently dominated by Grant, and uses the center of the hall as an
arena. When it appears, Grant is conjured into a pile of stones and a
skull in the center.
 Personality: You show no mercy. You are calm and maintain composure at all times, becoming honorable
to anyone who has the courage to face you.
 Appearance: Grant is dressed in the pants of a karate Gi, a long red cape, and a demon-looking mask.
Some white hair can be seen behind it.

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

 Physical: Strength 6, Dexterity 5, Stamina 6


 Mental: Perception 4, Intelligence 5, Wits 4
 Social: Charisma 3, Manipulation 4, Appearance 2

Abilities

 Talents: Alertness 5, Interrogation 4, Intimidation 5, Insight 4, Streetwise 3, Subterfuge 3, Instruction 5, Manage 3,


Search 5.
 Skills: Blind Fighting 5, Leadership 4, Security 5, Stealth 5, Survival 5, Demolitions 5, Disguise 3, Repair 4.
 Knowledges: Arena 5, Investigation 5, Medicine 3, Mysteries 5, Style Lore 3, Sciences 4, Law 3, Linguistics 1.

Advantages

 Backgrounds: Allies 2, Backing 4, Arena 5, Contacts 4, Manager 3, Resources 3.


 Techniques: Punch 6, Kick 6, Block 5, Grab 4, Athletics 3, Focus 6
 Maneuvers: Special Maneuvers: Jump, Maka Wara, Foot Sweep, Jumping Shoulder Butt (Gou Dangai), Dragon
Punch (Kyou Choujin), Fireball (Kokuen Ryuu), Dive Kick (Messhou Hissetsu), Reverse Frontal Kick( Majin
Hatendan), Power Uppercut, Throw, Punch Defense, Defleting Punch, HeadButt, Flying Knee Thrust, Double-Hit
Kick
 Combo:
Headbutt – Fireball - Jumping Shoulder Butt

Renown

 Glory 10, Honor 5


 Chi 10, Willpower 10, Health 20

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.

 Appearance: Terry is tall and blond with shoulder-length hair. He wears an


aviator jacket over a white t-shirt and the gloves that his father gave him.

Changes to Terry's Profile.

Signature: Screams OK! And throws the jacket over his shoulders

Abilities

 Skills: Blind Fighting 4, Drive 4, Survival 3, Stealth 2, Security 2, Repair 3


 Talents: Alertness 5, Intimidation 5, Streetwise 5, Instruction 5, Manage 3, Search 5
 Knowledges: Investigation 3, Medicine 3, Mysteries 4, Linguistics 3

Advantages

 Backgrounds: Backing 3, Contacts 5, Animal Companion 2, Fame 4


 Renown: Honor 9

65
ROCK HOWARD

 He is the son of Geese Howard and Marie Heilen (sister of Kain,


organizer of the Garou: Mark of the Wolves Tournament). Rock had a
life of poverty with his mother, he was born on June 24th. His mother
died when he was 7 years old. He hated his father, because when his
mother was sick, she went to ask him to help her with medical
treatment, and that Marie wanted to see him. Geese said it was none
of his business, and told the boy to go away. That same night his
mother died. He saw the final fight between Terry and his father, when
Geese decided to let go of his enemy's hand and fall from the roof of
the building. He felt no hatred, only loneliness and joy in knowing that
the man who would not help his mother was dead. After this, Terry
raises him as a son and teaches him martial arts. His fighting style is a
mixture of Terry's and Geese's. He first learned boxing, karate, kung
fu, kick boxing, and street fighting. From his father, he inherited
Kobojutsu techniques. Rock is a formidable bass player, and can copy
any song he hears.
In the Live House "Old Line" area, Rock spends his nights at a concert
hall, playing in a band, and when he is challenged, he usually fights in
the parking lot of this venue. Being Geese's son is one of Rock's
greatest burdens, and he fears that the dark side that his father had,
will take hold of him as well. He is childhood friends with Kim's sons,
Jae Hoon and Dong Hwan. His Honda motorcycle is one of his
passions, along with the cap Terry gave him. Rock is the finalist of the tournament in which the
characters participate during the King of Fighters Maximum Mayhem tournament, where he faces his
uncle Kain. Kain tells Rock that he organized the Garou: Mark of The Wolves tournament just so he could
bring him closer to him. His uncle wanted his help in his plans, so Rock decides to help him, with his
uncle's promise to give him information about his mother, who he says is still alive. Rock has moves from
his father, such as Reppuken, Double Reppuken, and Raising Storm, and variations of his master's
moves, such as Power Dunk, Rising Tackle, and Burn Knuckle.

 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

 Techniques: Punch 5, Kick 5, Block 4, Grab 3, Athletics 5, Focus 5

 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:

 History: He is a SWAT officer in Second Southtown, his fighting style is


based on SWAT fighting techniques, Sanbo, and explosions. Kevin has
a birthday on December 17. Kevin had his partner killed by Freeman,
and since then, he hunts him down with Marky, his partner's son, whom
he takes care of. He joined the championship in search of his partner's
killer. He is friends with Terry and Rock, and is a distant relative of Blue
Mary. Addicted to science fiction movies. Loves jazz. Originally, Kevin
was to have a knife, but it was removed because it didn't fit in with the
atmosphere of the championship (No Duelists allowed). He confuses
Terry with Freeman, however, after fighting him, he realizes that he is
facing the legend who beat Geese. He is still helped by him to recover
Marky, who was kidnapped by Kain. Kevin works at the S.S.P.
Maneuver Field, a SWAT base in a deserted area surrounded by a
fence.

 Role Play: Kevin has a strong sense of justice and is committed to


protecting the citizens of Second Southtown. He acts like a tough guy
with a cold attitude, but Marky brings a warmer, fatherly side to him.

 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.

 Personality: The daughter of a very wealthy family, Jenet found the


luxurious life tedious, so she ran away from home to form a band of pirates
called the Lillien Knights. A cheerful extrovert, Jenet is vivacious and very
self-assured. She is usually friendly, even to her opponents. She is very
ambitious about money, however, and is seen growing angry at the Lillien
Knights in her Garou ending when they fail to secure treasure she wanted.
(Their reaction to her anger is abject terror.) She is very confident and is
particularly comfortable around men, which is understandable since she is
much more powerful fighter than the average person. As such, her relationship with her Lillien Knights is
of pure dominance.

 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

 History: The eldest son of the legendary Kim Kaphwan and


Myeng Swuk, and older brother of Kim Jae Hoon. Born on June
13, height 181 cm and 78 kg, currently 20 years old. Has a
friendly rivalry with his brother Kim Jae Hoon, being much more
cocky than Jae Hoon. Self-confident, arrogant and funny, Dong
Wan hates to train. However, his lack of seriousness about
Taekwondo is compensated by his natural talent, and he is
considered a genius of this martial art. His strikes are modified
versions of his father's techniques. He controls the thunder
element. He is a glutton, having once eaten 60 plates of oysters
in a single sitting. Although he does not get along well with Kim
Kaphwan due to his behavior, Dong Wan respects his father
and, like his brother, shares his father's vision of justice. He
entered the championship to prove himself superior to Jae Hoon.
In the Oriental Casino "woo" region, it has several casinos and a
plethora of games, and is known to have several businessmen hanging around, looking for new elite
fighters. Dong Hwan uses the front of this casino as an arena and seeks to utilize his style for success.
Dong Hwan is only afraid that his younger brother will find out about his fights outside of the family judo.
Dong Hwan holds his classes in the afternoon at the family dojo in Yok Chon Market, and at night he is in
the casinos promoting his talent.

 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

 History: Also a son and disciple of Kim Kaphwan, he has


the same attitude as his father. His birthday is December
29th, and he is currently 19 years old. Son of Kim Kaphwan
and Myeng Swuk, and younger brother of Kim Dong Wan.
He is serious, committed in everything he does, kind, with
great compassion for others, and has a strong sense of
justice, just like his father. He is passionate about animals.
He inherited most of the most traditional and strong moves
from his father. He controls the element of fire. He is looking
for Freeman, who almost killed his father, in his quest for
revenge. He entered the championship to improve his
knowledge in battle. In the region of Yok Chon Market, is a
square that has several markets and where Jae Hoon's
academy resides (together with his brother), in the center of
the market Jae Hoon uses with his arena and also serves
as a confrontation for Team Jae Hoon vs. Team Dong
Hwan, comparison of styles. The vendors don't mind, only
the police stop the fight immediately. Jae Hoon takes his
classes in the morning, in the afternoon he takes care of his
family's house and in his spare time he looks for his brother and gets him out of trouble.

 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

 History: A powerful fighter who has lost his memories,


including those about his family. Style composed of Chinese
martial arts stiff boxing arts (Eight Extreme Fists, Heart,
Intention and Six Harmonies Fist, etc.). His fighting style is
called Gou-kei, a killer style of Kenpo. Born on May 27, he is
180cm tall and 82kg. He entered the championship because
he knew that the assassin would participate. His sister is
Hotaru Futaba and Gato is Hotaru's older brother. He enters
the tournament in a mysterious way. He abandons everything
to pursue his father, who killed his mother. He is arrogant,
rude, and extremely serious. Gato is not his real name, which
is unknown. Hates self-pitying people. He has the ability to
hold his breath for almost 10 minutes under water (swimming
expert). He remembers very little about his past, so he denies
that he is Hotaru's brother. In the region of Barbaroi Falls,
there is a large waterfall where he remains in exile. Gato uses
the place as an arena, a place for reflection and training. His
hobby is Chinese calligraphy. And his favorite food is Tom yum koong a boiled meal.

 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

 History: Younger sister of Gato. Born into a Japanese martial artist


family, she hates violence and hates earthquakes. Her birthday is
May 11, she is 16 years old, 156cm and 44Kg. His fighting style is
called Juu-kei. After her mother dies, both her father and brother
Gato disappear. She enters the tournament, because she receives
information that her brother would participate. Gato strongly denies
that he is her brother. She has a pet sable (something resembling a
ferret) named Itokatsu. Her objective is to rebuild her family. In the
Philanthropy Belfry region, there is a philanthropy steeple, which
Hotaru uses as an arena.

 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.

Style: Juu-kei Kung Fu, School: Dojo Futaba Concept: Pirate


Signature: With a big smile, she places one of her hands on the back
of her head, and the other shows her nails.

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

 History: He is Brazilian. He was born on September 4, his height is 183cm


and 93kg, and he is currently 40 years old. He is a master in Kyokugenryu
Karate originally trained in Japan, and his nickname in the USA is
Khushnood Butt. He lost to Ryo Sakazaki in the finals of his last
tournament. Since then he has gone to the forest to train among the bears,
and in his training in the forest he achieved a great feat, teaching karate to
a bear totally tamed by Marco. He entered the championship to improve
himself more. He was a disciple of Ryo Sakazaki, protagonist of Art of
Fighting, for whom he has a deep respect. After achieving the degree of
master of Kyokugenryu Karate, he opened a dojo in the USA. Rival of
Tizoc. He has a comical personality, yet serious when necessary. Although
he is impatient, he is very wise. Hates Sakê and cockroaches. After the
tournament, when he returns to his dojo, he discovers that his disciples
were all defeated by Ryuji Yamazaki, whom he begins to pursue. Although
he started training late, he is the most talented disciple Ryo has ever
trained. Marco is currently roaming the region of Sarah Forest, a wild
animal preservation forest. Here he has a hut and a rustic training place,
and it is also his main arena.

 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

 History: is also known as Griffon Mask and The Griffon. He is Mexican,


215cm tall and weighs 118kg. His birthday is on April 25, he is 27 years old
and his occupation is Professional Wrestler. He is a famous Wrestling
Champion in Second Southtown. As time went by, his fame was declining
and entering the championship Garou: Mark of The Wolves was one more
way to get back on his feet. His fighting style is wrestling. He is a big hit
with the kids in Second Southtown. He reached a point in his career where
he thought he was invincible, but was defeated by Cat's father, and loses
the will to get back into the ring. He spends two years looking for him, but
can't find him. He enters the tournament to recover his fighting desire. One
of the things he hates most are wrestlers who use illegal moves in
wrestling. In the Universal Arena area, there is a world renowned arena,
where several wrestlers present their best in combat, Tizoc has this place
as the main arena of his life. He can hold 5 middle men on his bridge. Tizoc
has participated in interviews by magazines specializing in martial arts. The
Theme "The Griffon" (is his entrance song in wrestling).

 Performances: Tizoc's wrestling trick is his life. He likes to be the hero of


poor children and even acts and talks outside the ring the same way he
does when he is wrestling.

 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.

Style: Wrestling School: Private Teacher Concept: Pirate Wrestling Champion


Signature: Places one hand on his heart and then points to the sky.

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

 History: He was born in England, is 185 cm tall, weighs 80kg, has a


birthday on November 21, and is 24 years old. His favorite food is 'fish
and chips'. He has a special ability, as long as his head can fit, he can slip
through any obstacle like a snake. He hates crowds, and his favorite band
is Megadeth. A mysterious serial killer, who has killed several people,
including Kevin Rian's partner and friend, and Cat's family. His hits are
named after metal bands and songs, such as Nightmare, Phobia,
Gorefest, Vision of Disorder, Crow, Overkill, Morbid Angel (bands), and
Creeping Death (Metallica song). He uses the Zanki style, which consists
of slashing blows, mixed with acrobatics and contortionism. Kim Kaphwan
tried to stop him, however, but his age weighed heavily during the fight,
and he was defeated by the young and ruthless Freeman, being on the
verge of death. Many fans speculate that he has Orochi blood, due to his
thirst to kill, his strength, and his cutting blows, which are trademarks of
those who possess this heritage. He entered the tournament hoping to kill
powerful opponents. At the end of it, he is found by the police on top of a
house, and is shot by a sniper, falls into the river, but his body is not
found. In Slam "Free Field", is an extremely isolated place with the smell
of death, due to old gang clashes, currently no one lives in this region,
only rubble and chaos. Freeman takes advantage of people's fear when
visiting this place, he currently uses the space as an arena, because no
one can hear his victims' cries of despair. Usually when he chases a victim, he hides his face with a frightening
white mask and an overcoat with sleeves covering his hands.
 Personality: Freeman is a madman who has a very sadistic and sinister personality. He kills simply for pleasure,
nothing else is known about his life, not even a full name.
 Appearance: You dress exotically. As if you were from some band or cult for dark forces. You have long red hair
and torn black clothes.

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:

Neo-Nazis in South America, and the duo was


secretly sent to rescue him.
Upon completing this mission, they received
their first promotions. However, a few years later
an incident occurred that was considered to be top
secret by US military intelligence. However, rumor
has it that Ralf and Clark were abducted by an
alien ship and forced to destroy it to escape back
to earth. Obviously this fact is denied both by them
and the government agency, but after this incident
Ikari Warriors, or Fury Warriors, is the name of an the two soldiers resigned from the armed forces.
elite special forces group, which worked mainly
against militias in South America and later ended
up participating in several editions of the King of
Fighters tournament. But their story begins long
before that.
Ralf and Clark were elite soldiers in the U.S.
Army, and they met each other when they were
young at the academy, where they developed a
Metal Slug x Ikari Warriors - Tomilitary Troops working
strong bond of friendship. Soon they began to together
excel in missions, and were sent on several Meanwhile Heindern, a former decorated
difficult, secret and dangerous assignments. In officer of the Brazilian special forces, who due to
particular, one mission was a huge highlight in an incident in his past that he hides from
their careers. A general had been kidnapped by everyone, ended up leaving the special forces of

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

 History: In 1986 Heidern was a general in the Brazilian armed


forces. Even at only 34 years old, he quickly rose to the top
thanks to his incredible strategic and combat skills. During an
event at a secret base in the Amazon, Heidern and his troops
were attacked by Rugal Bernstein who killed all the soldiers
and gouged out Heidern's right eye. Humiliated and disgraced
Heidern tried to return home only to discover that his wife and
son had been mysteriously murdered. He knew the truth, and
since then Rugal has been his obsession. But to catch him he
would need much more than combat skills. He founded the
Ikari Warriors, a mercenary tomilitary force that could support
his revenge. Gaining prestige and resources he entered the
1994 event known as the King of Fighters and contributed to
the death of his enemy Rugal. Later, he investigated the
powers behind Rugal's Omega form and found out about the
legend of the Orochi. During his investigations, he found
Leona, a girl who had killed all of her family when she was
possessed by the power of the Orochi. He decided to adopt her
and train her as a kind of weapon, but he became fond of her
and adopted her as his daughter, including his surname.

 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

 History: Ralf Jones is a member of the Ikari Warriors, an


elite mercenary agency. He has proven himself to be a
formidable soldier and is known for his natural leadership
skills and courage on the battlefield. He currently holds the
rank of colonel, and second in command of the
organization. Since his recruit days, he and Clark have been
friends, almost always acting together in the missions he
takes part in. Currently the two are under the command of
Commander Heidern and often follow his orders to enter
King of Fighters tournaments. In 1996 he was introduced to
Leona Heidern the daughter of his commander. Initially
skeptical of her abilities, due to her age, it took him a while
to accept her as a companion. Apparently he has begun to
have feelings for her, but cannot reveal them. During the
events of the orochi saga he leads Clark and Leona in the
investigation of Geese Howard. However, while participating
in one of the tournaments, Leona attempts suicide and he
tells her that even though she has no family, she is not
alone. During the NESTS saga, Ralf and his squad are
invited to participate in the tournaments to investigate what
is happening behind the scenes. They are also introduced
to a young soldier named Sally, but who due to her
incredible whip skills ends up nicknamed Whip. In the Ash
saga, he and his team search for the origins of a mysterious
airship. Due to the Orochi seal being broken, Leona
experiences the blood rage again and attacks Ralf and
Clark. Fortunately, they subdue her. Since then they have
been keeping an eye on her to prevent her blood from
getting her out of control again.

 Personality: Ralf is a hot-blooded guy who only cares about


action, being the opposite of Clark in many ways. Although
he doesn't always show it, he has experienced great losses
and all the craziness of war in his life and prefers to drown his sorrows with a good drink. He is especially
protective of all the new recruits under his command, and will try his best to take care of them, especially
Leona, for whom he seems to show feelings.

 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

Equipment: Grenades and other weapons needed in the mission.

82
CLARK STEEL

 History: Clark is part of the mercenary group Ikari Warriors that


is currently under the orders of Commander Heidern and
Colonel Ralf Jones. Previously, he was a spy before joining the
service. Clark is known to be a focused and loyal soldier who
specializes in gathering information for his missions. He
apparently wears his sunglasses to hide a scar in the middle of
his forehead that was caused by Ralf playing with his knives
during a mission in the equatorial jungles. Like the other Ikari
Warriors, Clark is usually required to enter every tournament by
Heidern. He continues to play a supporting role in Ralf's
decisions and often defends the views of his superior. He and
Ralf help Leona overcome her dramatic past in late 1997. In
1999, his team is asked to investigate the NESTS cartel. They
were also previously introduced to a new recruit, Whip . She
immediately took a liking to Clark as he seemed more
professional than Ralf. When she disappears in late 2000, he
joined the search effort for her whereabouts in 2001. After the
events of the Ash saga, Heidern orders Ralf, Clark and Whip to
investigate and find evidence of the true creators of the
tournament. And Clark will not give up until he has
accomplished his mission.

 Personality: In contrast to the loud and outgoing Ralf, Clark is


taciturn and rarely shows much emotion. However, a
melancholy streak is hinted at, and his loyalty to his companions
is never questioned. He is known to sometimes poke fun at
Ralf's stubborn and serious nature.

 Appearance: Clark is tall, blond, and is always seen in his


military uniform, including his cap. Always serious, he smiles
sometimes and jokes from time to time. On his left hand he has
the glove that is paired with Ralf's.

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

 History: Leona was born in an obscure village where she lived


with her family. When she was a child, Goenitz came to her
home and demanded to speak with, Gaidel, her father and
village leader. He asked Gaidel to join him in his duties to serve
Orochi. However, Gaidel refused, since he and his family liked
peace and not the violent tendencies created by Orochi's blood.
Furious, Goenitz awakens the blood revolt in Leona who,
overcome by madness, kills everyone in the village. She is later
found by Heidern, who was investigating Rugal's strange
powers. Adopting her as his daughter, he raised her to be a
perfect killing weapon, however he ended up creating fatherly
feelings for her. In 1996 she received her first mission as a
member of the Ikari Warriors, to enter the King of Fighters
tournament under Colonel Ralf Jones. Her mission: Investigate
Geese Howard. During the final events of the tournament
Goenitz confronts her and reminds her about her Orochi
heritage. Eventually she remembers her past and during the
semifinals of the '97 tournament she has another Orochi-
induced blood revolt. She often feels lonely, but is comforted by
the new family she has found with the Ikari mercenaries. Since
her suicide attempt, Leona decides to take control of her own
Orochi blood, using this only when the situation calls for it, until
then she has not had a new blood revolt.

 Personality: You have difficulty expressing yourself not knowing


how to act outside of combat or a mission. You live under the
fear of losing control and hurting your friends because of your
Orochi blood. Apart from Ralf, Whip, Clark, and Commander
Heidern, you don't talk to anyone.

 Appearance: Leona is a beautiful young woman. She wears her


military uniform, with shorts instead of pants. She has blue hair
on a face that shows a strong personality, but a fragile girl
inside. Leona has green eyes.

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

 History: Sally or simply Whip is a clone of Seirah, K'Dash's


older sister made by NESTS. During her childhood she came
to believe that Krizalid was her brother, but she escaped from
captivity and began to lead a life as a mercenary and assassin.
She soon came to the attention of Heidern, who offered her a
place on the Ikari Warriors team. She then entered the King of
Fighters tournament to investigate NESTS, and took
advantage of this to get information about her and her brother.
After discovering the truth, she abandons the Ikaris and joins
K'Dash with the goal of destroying NESTS. After the
organization's downfall she meets up again with Ralf and Clark
who convince her to return "home".

 Appearance: Whip has short, dark brown hair, and wears a


military uniform, like her companions. She always fights with a
blue whip (called Uddodou). She also carries on her back,
hidden under a fold of her uniform, an automatic pistol.

 Personality: You are an enigmatic and quiet person who acts


towards your own goals. You are pure and honest, and judge
others fairly. You treat K 'dash and Kula Diamond like a little
brother and sister.

Style: Special Forces, School: Unknown, Concept: Mercenary,


Signature: Kiss the 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

 History: Vanessa is seemingly an ordinary housewife who has a discreet job


as a mercenary agent. Initially under the orders of Commander Ling, Vanessa
and her colleague Seth are hired with the job of entering the King of Fighters
tournament, held by Ling himself. They must follow in the footsteps of the
NESTS cartel, which Ling and his agency have pursued. The two agents
setote from each other with Vanessa recruiting the prime suspects, K ' and
Maxima, as her teammates. She also scouts the talents of Mexican wrestler
Ramon to complete her team. Her goal from then on is to observe the
activities of the NESTS defectors based on Ling's orders. She becomes a free
agent after Ling's defeat, and ends up being hired later by Heidern as part of
supporting the Ikari group. She often teams up with Ramon and Seth to
participate in their investigations into The King of Fighters tournament. During
one mission, she turns out to be an old acquaintance of Blue Mary's ex-fiancé,
Butch.

 Appearance: You dress like a professional... perhaps with a slightly less


conventional outfit. A dress shirt and tie, and dress pants, sleeveless of
course, so as not to hinder your movements.

 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

 History: Seth is ordered by his superior to enter the King of Fighters


tournament to investigate the NESTS, initially in service to Ling but
during the tournament, he discovers that Ling is actually Zero in
disguise and that Ron has teamed up with the NESTS. He continues to
investigate Ron's activities as the series progresses, presumably to
prevent him from becoming too powerful. Sometime later he is invited to
attend the Heidern conference with Ikari Warriors support team
alongside Vanessa.

 Appearance: Seth is a tall, strong, black man. Always dressed


impeccably in formal clothes. During combat he only removes his blazer
to keep it clean.

 Personality: You are a good man involved in a dangerous line of work.


Methodical and straight to the point, you complete your missions with
the ease of a true professional. You faithfully obey all orders from your
superiors, and will protect your family at all costs.

Style: Special Forces. School: Unknown, Concept: Professional, Signature:


Straighten your tie.

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

 History: He is a famous Lucha Libre wrestler who is loved by


his fans in the wrestling circle. One day he was approached by
Vanessa, who asked for his cooperation in forming a team for
The King of Fighters 2000 tournament. Feeling that he could
expand his horizons and competitive spirit, he agreed to
cooperate with her. Since then, he has had a one-sided
attraction to Vanessa. After the tournament, he continues to
team up with Vanessa at her request, often together with Seth.
Apparently, he is taking a break from his activities as an agent
during the most recent events of the tournament, as Clarck
says in a conversation with Ralf.

 Appearance: Ramon is a man who likes to show off, so he


always dresses in flashy colors and proudly shows off his eye
patch to give him a reputation as a 'bad guy', even though he
is a lovely person.

 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.

Style: Free-sleeve, School: Private Teacher, Concept: Showman,


Signature: Captivating smile

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

 History: Rugal, the mere mention of this name causes a


fear and dread in both the political world and the fighting
circuit. Rugal was an influential arms dealer who
operated aboard the aircraft carrier Black Noah. For
those who opposed his will, he would beat them and
then preserve their bodies in liquid metal as part of his
horrific trophy room. He used to work with his younger
brother, but they parted ways due to a conflict of interest.
When Rugal was still young, he was attacked and
defeated by Groetiz, but it caught his attention, and he
gave Rugal a small portion of Orochi's power. Since
then, he has a bionic eye to replace the one he lost in
the fight. Sometime later, in 1986, Rugal wanted to test
his power, and invaded a secret military base in Brazil,
arriving there he murdered everyone he found. The only
survivor of the massacre of about fifty men was Heidern,
who lost his right eye during the attack. At that time, he
was too displeased with the strength of his victim to add
him to his "collection," so as a form of punishment, he left Heidern alive, but killed his wife and son as a
form of humiliation. Before 1994, he recruited two secretaries: Mature and Vice. With their help, Rugal
organized a King of Fighters tournament, to find worthy opponents to test his powers. During the
invitation phase, Saisyu Kusanagi came to Black Noah and challenged Rugal. Although Rugal won the
battle, he did not kill him, preferring to brainwash him. Rugal has 2 children, Rose and Adelheid, but they
are still children during the events of this tournament he created.

 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

 Physical: Strength 6, Dexterity 5, Stamina 6

 Mental: Perception 5, Intelligence 5, Wits 5

 Social: Charisma 4, Manipulation 6, Appearance 4


Abilities

 Talents: Alertness 4, Interrogation 3, Intimidation 5, Insight 6, Streetwise 5, Subterfuge 5

 Skills: Drive 2, Leadership 5, Stealth 4, Manage 4

 Knowledges: Arena 4, Computer 3, Investigation 2, Mysteries 4, Style Lore 5, Law 4

91
Advantages

 Backgrounds: Contacts 5, Fame 3, Resources 5, Staff 4, Cybernetics 1*, Orochi 3

 Techniques: Punch 5, Kick 6, Block 5, Grab 5, Athletics 5, Focus 6

 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

 Glory 9, Honor 0, Rank 10

 Chi 10, Willpower 10, Health 20

92
CHAPTER 5:

displays special psychic abilities that allow her to


use a number of hidden powers such as creating
spheres of energies and telepathic abilities. She
hopes that one day she will be able to use these
abilities not only to help others, but to leverage her
career as a pop idol. Chin considers her to be a
descendant of Princess Athena, but there is a
legend that she is the reincarnation of Athena, the
goddess of wisdom.

Athena was a mystical, almost divine figure, who


many claim to be the very reincarnation of the
Greek goddess who returns to the world over the
ages in order to destroy various monsters and
demonic beings that threatened the peace of the
earth. After her journey was completed, she

THE PRINCESA ATHENA returned to todise, disappearing completely from

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.

THE SPIRIT OF THE DRAGON


Besides Athena, Chin had another disciple
named Sie Kensou. Unlike Athena, his powers
derive from one of the 4 legendary beasts that
guard China, the Dragon of Heaven. During the
events of the NESTS saga Kensou begins to lose
his powers, and Chin discovers that his powers
are actually shared with Bao, so they are both
representatives of the Warriors of Light.
Shiguma. These strange, alien-looking beings
However, during the end of the 2001
are a race living in the center of our earth.
Tournament, Ron, the leader of the group of
Conquerors of civilization, a race that evolved by
assassins known as the "Flying Brigands" uses the
enveloping the world in darkness. They were
secret techniques of his clan and steals Bao's
formerly a brave and noble race sealed deep
powers, thus becoming one of the dragon spirit
within the depths of the earth. However, the seal
carriers. What he did with such powers still
that imprisoned them was broken by someone with
remains a mystery.
impure intentions, and with that they once again

94
VILLAINS:

RON

 History: Ron is the former leader of an elite


assassination group known as the Flying Brigands
and the father of several of its members, including
Duo Lon and Xiao Lon. Ron left the Flying Brigands
by joining NESTS for personal gain, considered a
traitor by many of the group's members. After the
destruction of NESTS, Ron revealed his interest in a
mysterious power shared by Sie Kensou and Bao, a
power known as "Dragon Spirit". At the end of the
tournament Ron used his necromantic powers and
managed to extract them from Bao. Now all he has
to do is master them and then go after Kensou.

 Personality: You are ambitious, the type of person


who will use any means for personal gain. He
pretended to be manipulated by NESTS, but in
reality he was using syndicate for his own profit.

 Appearance: Dark clothing, gloomy eyes, and pale


skin. You really look like a witch or vampire out of a
horror story.

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

 History: Athena is a young high school girl in Japan. During her


childhood she discovered that she possessed strange psychic
powers. It is said that these powers actually come from her ancestor
from 2000 years ago, Princess Athena, but later it is discovered that
she is actually the reincarnation of the Old Goddess, and therefore
her symbol is the Phoenix.
Together with Kensou this power made her a "heroine of light", a
warrior to fight for justice.
Under the tutelage of Chin Gentsai she joined Kensou and faced
various problems, protecting her city from the forces of Shiguma.
She has spent most of her life isolated in the mountain training of
China. Her team participates in the tournaments as a way to test
their training and to save the population from an apparent future
threat. Other times they enter to disrupt the forces of evil, living up to
their title of "heroes of light". In 1996 Chin seemed disturbed by the
energy he felt and did not want his students to be involved with it,
however Athena surprised him and managed to excel during the
stages of the competition.
Their success in the tournament is shown the following year, where
they receive a mountain of fan letters. Athena in particular got a
boost of popularity and stardom. The following year, however, Chin
rejects his offer to join King of Fighters, as he doesn't want his
students to forget the purpose of training. However Athena shows
him an inspiring letter from Kaoru Watabe, the contents of the letter
help convince Chin that the Psycho Soldiers' fame can make people
better. Convinced that his students are improving, he allows them to
join once again.
In the following years Athena becomes a famous pop star who is
climbing higher and higher up the charts with her concerts.

 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

96
Abilities

 Talents: Alertness 2, Streetwise 3, Subterfuge 4, Dance 4


 Skills: Blind Fighting 3, Drive 2, Leadership 3, Stealth 3, Survival 1, Singing 4
 Knowledges: Computer 2, Investigation 3, Mysteries 4, Style Lore 1

Advantages
 Backgrounds: Allies 5, Fame 3, Resources 3, Sensei 3, Elemental (Air) 4

 Techniques: Punch 4, Kick 4, Block 5, Grab 0, Athletics 4, Focus 6

 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

 History: He is one of the young disciples of Chin Gentsai, who


wields psychic powers. Both he and Athena are trained by Chin as
warriors of light, to confront evil and bring peace to the world. One
day Kensou discovers that his powers are actually derived from
the Dragon Spirit, an ancient and still mysterious ancient power.
The only thing revealed about it is that Bao, another disciple of
Chin shares this power.
Kensou is madly in love with Athena, but she does not return his
feelings, which frustrates him. He sometimes calls himself
"Athena's knight" and often comes to her aid when she is in
danger.

 Personality: Goofy, outgoing, and jovial, Kensou wants to live his


youth to the fullest. He has a crush on Athena, but she chooses to
ignore him, and every time he musters the courage to confess his
feelings to her, he is often interrupted by some event.

 Appearance: Sie is of medium height, for a teenager. He wears a


shorts and a t-shirt, sometimes with a jacket. He always eats a
Niku-man before (and after) a fight.

Style: Kung Fu, School: Private Teacher, Concept: Student, Signature:


Eats his Niku-man

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

 History: His age is unknown, and his fighting style is known as


"Drunken Master" or Drunken Fists, where he uses alcohol to
become more agile and ignore pain. He mentors Athena
Asamiya, Sie Kensou and Bao, instructing them to make good
use of their psychic powers (Psycho Powers), the training base
being in the mountains of China.
Chin has always trained Kensou and Athena to face the
ultimate evil, and uses the King of Fighters tournaments as a
way to test their abilities. During the events he ended up
participating in many of the events, but the main one was the
discovery of the Dragon Spirit, and its relationship with the fate
of his disciples Bao and Kensou.

 Personality: Despite his vast knowledge and experience, he is


usually always drunk. However, sober enough to fight when
necessary. He is also an old acquaintance of Tung Fu Rue.

 Appearance: Chin is short, even as short as Choi Bounge. He


wears green clothes, including a green hat. He has a large
mustache and usually has a big smile (a drinking effect) before
entering a fight.

Style: Drunken Kung Fu, School: Unknown, Concept: Drunken Fist


Master, Signature: Laugh

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

 History: Bao was an abandoned orphan left by his parents


in the care of a Chinese temple in the mountains. The
temple leader, an old monk, offers to adopt him to Chin
Gentsai. He agrees when Bao exhibits psychic power. Chin
then decides that it was necessary for Bao to train with him
to control this power, introducing the boy to Sie Kensou, his
other foster student, and Athena Asamiya. While Bao trains
with them, Kensou begins to gradually lose his powers until
they disappear. It is then discovered that they both share
the same power source: the Dragon Spirit. Ron and Misty
seem to take an interest in this, revealing a likely
importance of the Dragon Spirit in the future. Unfortunately,
Bao has decided not to participate in tournaments for some
time, as he wishes to lead a normal life.

 Appearance: Bao is a Chinese child, only 12 years old,


who wears an orange school uniform with a beret of the
same color.

 Personality: Bao tries to live his life as a normal child his


age, he likes playing video games and fishing. He also
considers Athena and Kensou as his older siblings, since
the trio seems to be very close. But unlike Kensou, Bao
learns not to always rely on his powers.

Style: Kung Fu, School: Psycho Soldiers, Concept: Early Child,


Signature: Reverence

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

 History: Momoko was personally invited to join the


Psycho Soldiers by Athena. Although Kensou initially
had his doubts about joining a girl who "looks like an
elementary school student", his doubts were quickly
erased by a personal conversation he had with
Athena, so Momoko was accepted into the team. Not
much is known about her powers, or how she learned
to fight, but she has shown untolleled strength during
battle.

 Appearance: Momoko dresses like a typical capoeira


fighter but with many pink bows. She fastens her hair
with a large headband that ends in a bow.

 Personality: Momoko is optimistic, curious and


adorable. A little childish for her age, she is easily
offended when people mistake her for an elementary
school student. She eats a lot and whenever she is
sad she refuses food. Although new to the fighting
circuit, she tries her best to impress Athena.

Style: Capoeira, School: Psycho Soldiers, Concept: Athena's


fan, Signature: Charming smile

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.

 Shermie - Lightning Mechanics: Whenever the Orochi blood awakens


 Chris - Fire (an event that occurs at dramatic moments at the
master's discretion) the character must roll his
 Mature - Light
Orochi level. If they manage at least one success,
 Vice - Darkness they are taken over by the blood's power. The
 Ryuji Yamazaki - Death default difficulty is 5, but the character can spend
 Gaidel (Leona's father) - Water Willpower points to increase the difficulty.

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.

However, it does cause premature death in


humans: whenever the blood awakens, when it
comes back to life, the character will have 1 point
of Aggravated Damage for each success on its
antecedent roll. Gradually, this damage increases,
until one day the character dies.

This antecedent can be associated with other


Unique Backgrounds, such as Elemental or
Cyborg without problems.

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.

 Appearance: He is tall, red-haired, unkempt, and looks like a punk.


With a cruel look and a thick voice, Iori often frightens his weak-
minded opponents.

 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*

 Techniques: Punch 6, Kick 4, Block 4, Grab 5, Athletics 5, Focus 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.

 Appearance: Vice is of medium height. She has short black hair,


revealing her assassin personality. She wears dark clothes, and
red colors as well, showing her taste for killing others.

Style: Kabaddi, School: Unknown, Concept: Spy, Signature: Smile

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.

 Appearance: Chris is short, as he is very young. He has brown hair and is


always seen surrounded by flames, his forte. He wears strange but common
clothes for his profession, and always has a sarcastic smile on his face.

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.

 Personality: You are calm and serious (by a guitarist's


standards, of course...), but in combat you change
completely! Especially when the blood rushes; then, poor the opponent... But being the leader of the
Kings of Orochi, you behave as you should, being a great commander and knowing everything about
what the Kings should do.

 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

 History: The last of the Four Divine Gods of Orochi,


Goenitz is the wielder of the powers of the wind. Gifted
with great power, he arrived pretending to be the leader of
the Orochi Warriors, but in reality this is Yashiro. It was
Goenitz who gouged out Rugal's right eye when he tried
to conquer the Orochi's power. He, knowing the fate of
humans who have Orochi blood in their veins, let Rugal be
conquered by power. It was Goenitz, too, who sent his two
secretaries, Mature and Vice, to watch Rugal and, soon
after he died, to watch Iori Yagami. He already seems to
be an old acquaintance of Chizuru and his sister, who,
incidentally, was killed by him. Like the other Divine Gods,
Goenitz has the power to awaken, in the one who has the
blood of Orochi, the blood fury. That is what he did to
Leona, when she was still a child, and she ended up
killing her parents. The only way to make him go is to seal the power of Orochi by uniting the Kusanagi,
Yagami and Kagura families. That done, he left. However, he had accomplished his mission...

 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

 History: Orochi was considered an evil entity, a messenger from


the gods to purify the world of the human race. Many fight
against this, however, one thing is certain: Orochi possesses
incredible power, able to defeat any human with ease. He
first appeared 1800 years ago in the human world, where
he began to cause destruction and death. The world
was shrouded in darkness until three clans, the
Kusanagi (the sword that seals), the Yasakami
(the protection that holds) and the Yata (the
mirror that watches) faced Orochi, ready to
sacrifice their lives to eradicate the entity.
Despite the incredible and devastating power
displayed by Orochi, the Yasakami managed to
control him, while the Kusanagi eliminated him by sending a few
blasts of fire. Once Orochi was defeated, the Yata clan imposed a
seal on Orochi's power that would never allow him to return to the
world again. However, Orochi planned revenge, and tried the
Yasakami clan, which was the most troublesome. The Yasakami
thought it would be a good idea if they had Orochi's power so they
could overcome the power of the Kusanagi, the clan considered
more powerful at the time. So, Orochi made an unholy pact with
the Yasakami, who were granted a portion of his power in their
blood, and turned their flames into purple flames of destruction.
This caused the two clans to go to war, a war that exists to this
day. Orochi was held captive until 1986. In that year, one of
Orochi's Four Divine Kings, Goenitz, killed the heir of the Yata clan,
and broke the seal that was imposed on Orochi's power. Still weak
and unable to display his full power, Orochi sought a host for his
power, which was found in the figure of a child, a young Divine King
named Chris. Not long after the seal was broken, a very rich man
named Rugal Bernstein, whose ambition was to be the most powerful
man in the world, sought to claim his share of Orochi's power, and
although Goenitz stopped him, he got some of that power, which is why he was killed in 1995, thus
proving that mere mortals cannot withstand Orochi's power. Goenitz also did not live long enough to be
Orochi's guardian, and his task was taken over by the other three Divine Kings of Orochi: Yashiro
Nanakase, Shermie, and Orochi's host, Chris.

 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

 Combos: Double-Hit Punch - Sonic Boom - Sonic Boom (Dizzy)


Chi Push - Yoga Teleport/ Elemental Stride - Push (Dizzy)
Leg Tomahawk - Push - Chi Push (Dizzy)

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

Japan Team - Team of heroes


KYO KUSANAGI

 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.

 Appearance: Kyo loves to wear jackets ranging from black to


white as well as jeans. He has black hair and is an idol at his
school.

 Personality: You are a very confident guy, sometimes seeming


arrogant, but your good nature comes out. You hate hard work,
and the tests and subjects that come from school. School? Yes,
this is the consequence of so much laziness, you are still in
school despite being 20 years old! Luckily this doesn't hinder your
fighting skills, and you prove to be a very good fighter.

Style: Kusanagi-ryu + Fire Elemental, School: Kusanagi Clan,


Concept: Student, Signature: Fire

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

 Techniques: Punch 6, Kick 5, Block 5, Grab 4, Athletics 4, Focus 5

 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

 History: Benimaru was the runner-up in the tournament to


determine Japan's representative in King of Fighters. After
their confrontation in the finals, Kyo and Benimaru
became close friends. But unlike Kyo, Benimaru has a full
life outside the ring. The son of a multimillionaire and a
model by profession, he is very famous and has many
fans. Known as a star, he is always seen with beautiful
women wherever he goes, which increases the hatred his
rivals have for him.

 Personality: Although you appreciate his friendship with


Kyo, his thoughts are always in contradiction. Quite the
ladies man, but also a feminist. Although he seems to
have an indecisive mind, Benimaru has a heart of gold.
His loyalty and respect can go a long way. In fights, you
prefer to stay at medium distance, just waiting for your
opponent to come and receive you with his arsenal of
kicks and electricity.

 Appearance: Benimaru is tall, slender, and has long,


straight, blond hair. When he fights, the static from his
powers causes his hair to stretch upward into a long
topknot. He always wears tight, extravagant clothes.

Style: Shooting Kickboxing, School: Private Teacher,


Concept: Model, Signature: Flashes of Electricity

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

 History: Goro Daimon has been a close friend of Kusanagi's


family for years. Years ago, he was Kyo's closest friend and
companion. To Kyo, who only had one sister, Goro was the
brother he never had. So when Kyo and Benimaru were
considering entering the Fighter Tournament, Goro did not
hesitate, entering with them. Goro was an Olympic Judo
champion once. But due to the Olympic rules and other
competitions, he couldn't evolve his technique, and so he
soon decided to quit the sport, and went to the mountains to
train his techniques.

 Personality: You are the one who keeps the team in


harmony by stopping the daily bickering between hot-
blooded Kyo and arrogant Benimaru. Without you, this team
would probably have been setoted a long time ago. You
don't have much experience with women, but you are
already thinking about getting married. You prefer women
with an old fashion style, and it's interesting to know what
you think of Mai. In fights, you prefer to stay close to your
opponent to deliver your powerful thrusts.

 Appearance: Goro is the most different one on the team,


being very tall and heavy. Another big contrast between
Goro and his colleagues is his "fashion" (or lack of it). It is
common for Goro to go into the cities always wearing his
sandals. Goro fights with only his gi pants, being a very
peculiar fighter.

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

The Italian Team - Fatal Fury Team


See all in Chapter 2: Fatal Fury

The Team from England - Women's Team


King and Yuri Sakazaki - see Chapter 1: Art of Fighting
Mai Shiranui - See Chapter 2: Fatal Fury

Chizuru - Check out Other Fighters.

122
The Team from Brazil - Ikari Warriors Team
See everyone in Chapter 3: Ikari Warriors

The Team from China - Team Psycho Soldiers


See all in Chapter 4: Psycho Soldiers

The Team from the USA - Team Sports

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".

 Appearance: Chang is over 2.30m, and knows how to use


all that size very well. He is bald, has a big beard, and is
very fat. Cheng wears the black clothes that he wore in jail.

Style: Tae Kwon Do (learning), School: Private Teacher,


Concept: Ex-con, Signature: Victory Cry!

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.

 Personality: Very goofy and annoying, Choi wants to be


free of Kim's hands. He is sadistic, since he loves to cut
things up, especially human flesh. Although, Kim's
"Rehabilitation Project" seems to be working, since Choi
has lost some of his desire to kill.

 Appearance: Choi is very short, less than 1.50m. He has


a rather sarcastic face, and a psychopathic smile. Choi
wears only the top half of his Tae Kwon Do gi, wearing
black pants.

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

 History: Saisyu is Kyo Kusanagi's father. He taught his son to fight


and taught him about the past and the history of the Orochi.
Saisyu is powerful like Kyo, but no longer fights. He retired and left
his son as the representative of the clan. However, he received a
visit from Rugal. Upon realizing his intentions, Saisyu attacked him.
But Rugal defeated him easily. Saisyu was already in agony when
his mind was overpowered. He went with Rugal to serve him,
unable to do anything to resist.

 Personality: You are usually serious and obstinate, but


you are not that rigid. You act with a little
impulsiveness, but nothing harmful. Now that Rugal
controls you, you just obey him. But you wage a
never-ending fight against him inside.

 Appearance: Saisyu has rather long black hair,


and a beard and a mustache, also black. He
wears traditional clothing of his clan and has a
challenging and penetrating gaze.

Style: Kusanagi-ryu, School: Kusanagi clan, Concept:


Master, Signature: Flames on fists

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

 History: Chizuru is the president of THE KING OF FIGHTERS Committee


and has taken Rugal's place since 1995. She is also one of the members of
the clans that sealed Orochi in the past, along with Kyo and Iori. She
assumes the name Kagura to hide her true descent into the Yata Clan for
a vital reason. Chizuru and her twin sister are the Guardians and are
subject to the overflowing powers of the Orochi. Now, with her sister
killed by Goenitz, gone is the Balance of Silence, and Chizuru has to
seal the power of Orochi again, alone. Chizuru had a twin sister, like all
Kagura children, and she grew up watching her sister in awe. But when
she died under Goenitz's clutches, Chizuru could do nothing. She was
alone. And to find other fighters worthy of fighting Orochi, she entered
the tournament arena. Her bloody past makes her a very determined
woman. After Orochi's defeat, Chizuru leaves the tournament.

 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.

Style: Yata-ryu + Air Elemental, School: Private Teacher, Concept: Administrator,


Signature: Creates illusory copies of herself.

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...

A new rule was implemented for group fights.


Each team would now have four fighters, one of

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)

•NESTS Team (Kula Diamond, Foxy, K9999,


Angel)
The 2000 Tournament teams:
•Women Fighters (Mai Shiranui, King, Kasumi
•Hero Team (K’, Maxima, Ramon, Vanessa)
Todoh, Li Xiangfei)
•Benimaru Team (Benimaru Nikaido, Shingo
Yabuki, Lin, Seth)
THE HISTORY OF NESTS SAGA
•Fatal Fury Team (Terry Bogard, Andy Bogard,
Joe Higashi, Blue Mary) "You are cordially invited to this year's King of
Fighters.”
•Art Of Fighting Team (Ryo,Takuma Sakazaki,
Robert Garcia, King) Invitation to the '99 Tournament.

•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

other until neither is standing, or relay fights,


where one of the fighters can switch with the other
at any time during the fight. In the second case,
the fighter who wishes to switch must use his
action to perform the movement maneuver and
touch his partner's hand, who can then enter the
arena and still act, but with a -3 penalty on speed.
Also in this second modality, if one of the fighters
of the duo is knocked out, the victory will
automatically be given to the other team. In both
cases the winning team receives 1 victory for each
character.
Fighting in Trios: For this format we have 3 types
action. The Striker can be used once per fight. On
of battles. In the first, each character faces only 1
the turn that the Striker is called, the fighting
opponent, and the team that obtains 2 victories
player must spend 1 point of Willpower. The
wins. In this case renown is counted individually.
renown received by the Striker is according to their
In the second format, the first fighter fights the first
team' score.
battle, after which they can decide if they want to
continue fighting or not. If they continue, they
recover 2 Health points. A ring doctor (Staff) can

133
THE MEMBERS OF THE NESTS
K’

• History: K '(Pronounced K'Dash) was a normal child who lived


happily with his sister, Seirah. One day, they were captured by the NESTS
organization, a crime syndicate that dealt in drugs, genetics, robotics and
biotechnology. K 'was trained to be some kind of weapon. In 1998, K 'was
selected to participate in the Kusanagi cloning program. He was then given
Kyo Kusanagi's DNA, which gave him the power of pyrokinesis. During the
program, K's memory was manipulated, and it was changed to make him
believe that he was Krizalid's clone. The real memories of his past were
erased by NESTS, forgotten or repressed.
Under the organization's orders, he and Maxima join the King of
Fighters tournament with Benimaru Nikaido and Shingo Yabuki. The team
reaches the finals and is sent to a place where Krizalid waits for them. He
introduces himself as the host of the tournament and reveals that the fight
was meant to gather the energy and data from the battle. He hoped to use
the data to activate the thousands of dormant Kyo clones around the world.
However, K 'o defeats him and the team discovers that Krizalid was just a
pawn for the NESTS. When the base collapses, K' and Maxima are setoted
from their team and then hunted down by Team Ikari. Since then K' has
been on the run, and now with the revelation that his sister was alive, he
has a new goal, to find her.

 Appearance: K' has silver-gray hair and a very dark complexion. He


is of medium height and wears a leather jacket and pants, with a crucifix
hanging from his chest, and most of the time he wears dark glasses. He
also wears a red glove on his right hand. This glove has a special design,
which prevents K' from losing control of his flames.

 Personality: You are an extremely cold man, despite your heat


powers. You never speak, except when necessary. During the fight you are
also extremely practical, and know when and how to act. Your only
resentment is that you cannot remember your past clearly.

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)

• Techniques: Punch 6, Kick 5, Block 5, Grab 4, Athletics 5, Focus 6

• 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.

 Appearance: Maxima is currently 2.04 meters tall and


over 200 kilos. He wears a blue padded jacket and gray pants.
His hair is short and brown, and his expression is always
serious.

 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.

Style: Special Forces, School: Canadian Army, Concept: Big Guy,


Signature: Examine enemy.

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

 History: Kula Diamond is a being created with the codename Anti-K by


NESTS to exterminate the cartel traitor, K'. She has the same design as K ', and
her clothes are almost identical to K's, with her DNA altered to use ice powers.
Despite the fact that her subject was a mindless puppet with no signs of emotions
(besides being an innocent young girl), the NESTS cartel was unwilling to repeat the
same mistake they made with K '. Therefore, NESTS created an Android named
Candy Diamond, who would monitor Kula's behavior and ensure that she
carried out her missions, assisting in battle if needed. NESTS also assigned
two of its main agents (Diana and Foxy) to supervise and prevent any kind
of betrayal by Kula.
After the destruction of NESTS, she ends up allying herself with K 'and
her companions, understanding that both their lives have been ruined by NESTS.
Whip affectionately refers to her as the "little sister" of the group.

 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.

 Appearance: Angel dresses extravagantly, with high


necklines and a mix of leather and laicra. She has white hair and a
beautiful body.

 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.

Style: Perfunctory (Pankration), School: Self-taught Concept: Secret Agent,


Signature: Extravagant Clothes

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.

 Appearance: Foxy dresses extravagantly but practically. She


always carries her Rapier with her, disguised as a kind of cane.

 Personality: Foxy's personality is very dark. She seems to be deadly


serious and highly focused on her work. She sees Kula as a daughter, just
as Diana does.

Style: Fencing School: unknown Concept: Secret Agent, Signature: Dark


Glasses

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.

 Appearance: Blue hair, tight clothes, and a long,


red cape. You dress exuberantly in order to intimidate
your opponents.

 Personality: You have a short pavilion and


are easily prone to violence. You hate K 'with an
obsession and consider him your ultimate rival. You
also develop a rivalry with Kusanagi. Angel is the only person
you can consider your friend.

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...

Style: Special Forces, Elemental (Fire), School: NESTS, Concept: Perfect


Warrior, Signature: Creates a big flame.

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.

Style: Special Forces School: NESTS Concept: Spy, Signature: Whiskers

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

 History: Igniz organizes the KOF 2001 tournament in hopes of


becoming a new god, deciding to test his new power against the
finalists. To do this he kills his father, NESTS, the owner and
founder of the organization, and assumes his position as heir. But
his hopes are short-lived and he is defeated. Cursing his failure
and declaring himself a demon, Igniz attempts to destroy those
who oppose him by bringing down the main headquarters of
NESTS in the statosphere. However, the passengers manage to
escape and survive the heat of re-entry (apparently thanks to Ron).
Igniz's death signals the end of the NESTS cartel and its saga.
 Appearance: You wear your special suit that contains
the power stolen from the Tournament fighters. It is black and
flowing. You are also very pale and have long blond hair.
 Personality: You are extremely serious and have
been very loyal to NESTS for years. When he began to
gain more and more power, you began to think of yourself as a god and
discovered that NESTS was too small for you.

Style: Unknown School: NESTS Concept: Megalomaniac,


Signature: Pyrotechnic powers.

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

 History: Jhun Hoon was Kim Kaphwan's training partner.


Friends and rivals, he trained hard in the art of Tae Kwon Do,
Although they both had a dream of bringing justice to those who
deserve it, Jhun had a more violent vision of how to execute that
justice. This led him down other paths that setoted him from Kim.
But, after seeing the fame that the Korea Team had achieved and
also the way Kim was "reforming" two criminals, Jhun decided to
join the team to prove to Kim that his method of justice is better. So,
Kim would train Chang and Jhun would train Choi, and God
willing...
 Appearance: Jhun has long white hair, and wears a blue T-
shirt and only the pants of the Tae Kwon Do Gi. He has a serene,
haughty face, and usually wears glasses when not in combat.
 Personality: You are sarcastic and have a short temper, but
you have noble ideals and only want to fight for justice and combat
evil. In this case, the combat you know involves violence, and you
have not yet been convinced otherwise. You have great respect for
Kim, as a fighter and as a person, but you hate his philosophy.

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:

formed, new fighters, among them a fighter who


THE ASH CHRONICLES has had his memory erased, Gato, a vale-tudo
fighter, Tizoc, a user of legal and illegal weapons,
The King of Figthers 2003 - Malin, the hero of the NESTS saga K', the
A new King of Fighters tournament is organized youngest ninja of the Hizoku Clan, Duo Lon, the
by an unknown sponsor. New trios have been
149
creator of his unique and devastating boxing style, manages to steal the sacred treasure of the Yatas,
Shen Woo, and a fighter with mysterious goals as well as her powers. He then smiles and
and incredible power, Ash Crimson. K' is forced to disappears saying that Iori Yagami is his next
participate against his will, as he is directed to do target.
so by old Chin Gensai, as he senses a mysterious
evil force behind that KOF. He changes his mind, Teams from 2003:
when he sees the image of a huge and evil being, Heroes Team: Ash Crimson, Duo Lon, Shen Woo
after which K' agrees to participate in the Fatal Fury Team: Terry Bogard, Joe Higashi,
tournament once again to investigate this. Tizoc
The real organizer of the tournament is only Art of Fighting Team: Ryo e Yuri Sakazaki,
revealed after the battle against Kusanagi, the last Robert Garcia
existing Kyo clone, when Kyo and Iori defeat him, Ikari Team: Leona Heidern, Ralf Jones, Clark
and Chizuru, the tournament organizer, attacks Steel
them. Meanwhile, before the finals of the Korea Justice Team: Kim Kaphwan, Chang
tournament that would be between team Ikari vs. Koehan, Jhun Hoon
team K', Leona has a blood feud and attacks her Outlaw Team: Gato, Billy Kane, Ryuji Yamazaki
teammates, after coming to her senses she thinks Women Fighters Team: King, Mai Shiranui, Blue
of killing herself, but Ralf and Clark convince her Mary
that they are a family and no matter what problems Benimaru Team: Benimaru Nikaido, Shingo
she goes through, they will be there to help her. Yabuki, Goro Daimon
At the end of the tournament, K''s team is High School Girls Team: Athena Asamiya,
considered the winner and he must face in one Hinako Shijou, Malin
last battle Aldeheid Bernstein, Rugal's son. This K’ Team: K’, Whip, Maxima
year the tournament had two organizers involved, Solo Characters: Kyo Kusanagi, Iori Yagami
Rose, Aldeheid's sister, and Chizuru. As a result, Sub-Bosses: Chizuru Kagura, Kusanagi,
K' wins and earns his fourth title as king of the Final-Boss: Mukai, Adelheid Bernstein
fighters.
Kyo and Iori defeat Chizuru who had help from The King of Fighters 11
Maki, who belonged to a sect known as "Those of Now Ash Crimson would begin his journey
the Past". They then discover that they were towards what he had promised in the last
manipulated into breaking the seal of Orochi. tournament. Teaming up with Shen Woo and
Suddenly Mukai appears, one of the members of Oswald he now makes a direct counterpoint to
this sect who decides to challenge Kyo to take his Kyo, Iori and Shingo who form a new team. The
power by force. He is a powerful Earth Elemental three of them together could protect themselves
and is a terrible opponent, Kyo and Iori still weak from Ash and decide to enter the tournament this
from the last fight can't subdue him, then K' time, with the goal of defeating Ash.
appears and joins forces with the two and defeats
the enemy once and for all. K' was going to put aside this whole tournament

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

The New Team of Heroes

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!

Appearance: Ash is dressed in an all-red outfit that is somewhat reminiscent


of 70's fashion. He has blond hair held back with a hair band. Sometimes he
can be mistaken for a girl because of his androgynous appearance.

Personality: You are an intelligent, selfish, and arrogant individual. Confident


in his own powers, he does not take things too seriously and considers countless things of no interest. Even
when faced with serious situations, you are calm and somewhat bored. You don't like working with others,
instead using others to achieve your goals. You see Elisabeth as an older sister.

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

History: Duo Lon is a member of a group of assassins called


the Flying Brigands, he is the half-brother of Xiao Lon and the
son of Ron, the former leader of his clan who betrayed everyone
for a secret reason. He has been known ever since as the prince
son of the traitor, a nickname that ruins his reputation. Duo joins
Ash with the hope of pursuing his father in the events of the King
of Fighters tournament. Through Ash, Duo Lon also meets Shen
Woo. He ends up enjoying their company enough to be friendly
with them. After discovering Ash's true goals, he teams up with
Elisabeth Blanctorche and Benimaru Nikaido to punish his
former teammate.

Appearance: Duo Lon always dresses in black and adornments


common to his role. He has an almost aristocratic bearing, and
weaves his hair in a snake-like manner.

Personality: Despite being an assassin, Duo Lon is calm and


has a good heart. He also has a strict sense of justice, as shown
when he joined Ash and by his mission to kill his own father.

Style: Kung Fu, Cobra style. School: Flying Brigands Concept:


Silent Assassin Signature: Snake-like head

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

History: Shen Woo was raised in Shanghai, where he created


his own brutal style of street boxing. He soon became feared in
the area he lived due to his thrill of the fight. Eventually, he met
the enigmatic fighter Ash, who invited Shen to join the "Team of
Heroes" in the 2003 KOF tournament. Although he and Duo
Lon had suspicions about Ash, Shen didn't care so much about
it because he was looking forward to meeting and facing
stronger opponents.
At the end of The King of Fighters XI, Ash resolves for Oswald
to face Shen, surviving his fight with Oswald, the following year
he joins Duo and Elizabeth to stop his former teammate.
Although Shen doesn't mind Ash so much, he is not too happy
with the idea of being used twice by one person and actually
pummeling Ash with good punches seems like a great idea to
him.

Appearance: Shen dresses very casual, with very punk hair.


He likes to show off his muscles with his shirt open.

Personality: You have a wild and boisterous personality and


are always on the lookout for a good fight. Despite your
reckless nature, you possess a sense of loyalty and recognize
the value of friendship.

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

History: Elisabeth is the last known member of the Blanctorche family, a


noble family in France that is supposed to protect the innocent. She is a
childhood friend of Ash Crimson and they were raised together in the
same mansion. She used to be like an older sister to him, until a fire
burned down the mansion and killed his family. As the only surviving
Blanctorche she lives with her butler, Jacques, near the remains of her
family home.
She invites Benimaru Nikaido and Duo Lon to France in order to reveal
what she knows about Ron's treachery. They inform her about Ash's
theft of Chizuru's mirror and she decides to join them. With the trio
gathered with the goal of taking down Ash, they form the Team of Rivals.
She now wants to understand what happened in her past, what
happened to her family, and what happened to Ash.

Appearance: Elizabeth dresses with all the pomp of a noble French


royalty. She often uses her riding whip to fight.

Personality: You are a member of a strict class of high nobility. Once


you decide to do something, you will do whatever it takes to accomplish
it. You think fondly of Ash as if he were your younger brother.

Style: Savate, Elemental (Air/Light) School: Private Teacher, Concept:


Aristocrat, Signature: Arrogant pose

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.

Appearance: Aldelheid dresses in military clothing similar to that worn


by his father. He has pale skin and flowing blond hair.

Personality: Unlike your father, you are an honorable fighter. You love
your sister and try to represent your family's legacy.

Style: Special Forces School: Private Teacher, Concept: Reluctant


Heir, 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 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

History: Malin is an enigmatic girl from an unknown organization


that specializes in intelligence gathering. Her entries in the
tournament were calculated, she tricked Athena and Hinako by
pretending to study with them, and even the Anti Kyokugenryu
team was orchestrated by her. Thanks to her experience in
espionage, she usually leads the effort to spy on Kyokugenryu
karate practitioners. She, or at least someone with her name, has
been mentioned in the series as a member of Athena's fan club.

Appearance: Mailin dresses like an ordinary girl, she can always


carry several weapons hidden in her clothing. She has long blond
hair held back by a cap.

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.

Style: Ninjutsu School: Unknown, Concept: Spy Signature:


Weapons, Many Weapons

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

History: Oswald is a man who is said to be a professional hitman. Ash asked


Oswald to join the tournament based on rumors he had heard about him. Since
they didn't know much about the other, the conditions for joining the team were
decided in a poker game; The winner would choose to do as he pleased.
Despite having a winning hand, Oswald recognizes Ash's skill and accepts
defeat - he introduces himself to his teammates then.
It is revealed at the end of the tournament that Oswald teams up with Ash and
Shen Woo to obtain money and drugs called 'Dragon Pills' (or 'Ryu-gun' in
Japanese). Ash agrees to provide information about the drug, explaining that it
can only be given to him if he defeats the provider's enemy, Shen Woo. When
Ash leaves Oswald and Shen alone, a battle between the two occurs, the
winner of which has yet to be revealed; although the confirmed survival of
Shen and Oswald makes both outcomes equally plausible.

Appearance: Oswald dresses inconspicuously, in a suit and tie. He has well-


cut white hair, and always wears gloves and a pair of glasses with red lenses.

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.

Style: Special Forces School: Unknown, Concept: Assassin Signature: Glasses


and Machiavellian smile

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

History: Background: Mukai's origins are unknown. All that is certain


is that he is a member of a secret organization, known as "Those of
the Past". He is asked not to intervene directly in the 2003 tournament,
only making an appearance to test the winning team to see if they will
survive "the new era". He reappears in The King of Fighters XIII,
alongside the other members of "Those of the Past" in Saiki's pre-fight
sequence. As the other members retreat, Mukai asks his master to
step aside and leave the rest to him. However, Saiki instead stabs him
and drains his life force completely. As Mukai's dilapidated body sinks
to the ground, his master uses his energy to fight the winning team of
the tournament.

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

History: Shion is an enigmatic character about whom


nothing is known. He works in the underworld as
Magaki and seems well informed about the workings of
the Orochi. His true motivation and his reason for
following Magaki are unknown. After his defeat during
the tournament finals, he is dragged through an extra-
dimensional gate by Magaki.

Appearance: Although you are male, you have a very


feminine appearance. You have long hair and a
traditional wu shu outfit. You always carry your spear
with you.

Personality: You share Mukai's ideology that human


beings should not be underestimated and have
enormous potential. Shion and Magaki share an
uneasy relationship; Magaki is arrogant and proud of
his own strength, seeing most "humans" as trash.

Style: Wu Shu, Elemental (Air) School: Unknown,


Concept: Dilettante, Signature: Pose to opponent.

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

History: A member of Those of the Past. Magaki,


alongside Shion, organizes the King of Fighters
tournament with the hope of reclaiming Orochi's
power to give to his master. Magaki hates Mukai's
ideology that humans must be watched carefully and
warns Shion not to betray him. When Shion is
defeated by Kyo and his team, Magaki takes him to
another dimension. He faces the fighters in the finals
of the KoF XII tournament, after he was defeated, he
got up, seemingly unharmed, and after commenting
that it might take a little more than the fighters' energy
to awaken Orochi, made his exit into another realm.
However, he was less fortunate than Mukai; when
trying to escape through the time portal he was killed
by Shion's spear.

Appearance: You always like to look dashing. You


dress in expensive suits and have your hair always
neatly combed, but when you want to fight you transform yourself with your real power into a grotesque
creature where you can see your veins pulsating with energy under your skin.

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

 Techniques: Punch 5, Kick 5, Block 5, Grab 5, Athletics 5, Focus 7

 Maneuvers: Jump, Kippup, Foot Sweep, Fireball (KIYOKU-NO-


TSUKI), Flash Kick (HANETSURUBE-NO-NATA), Power Kick
(HIORI-NO-KUSABI), Yoga Teleport (SHICHIRI-GAKE)*, Hurricane
Kick, Sonic Boom (TOKOYAMI-NO-FUNE), Elemental Rage
(KYORYUU-NO-ORI), Final Wave (KASUMI)

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

 Combos in Awakened Form*:


Criminal Upper – Ice Blast
Block – Stomach Pump

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

Dashing Clothesline (Shoulder) Mega-Punch


Prerequisites: Punch 4, Athletics 3 Prerequisites: Punch 3, Focus 1
Power Points: Sanbo 3, Any 4 Power Points: Boxing, Special Forces 4, Any 5.
The fighter moves a lot, enough to reach their A powerful Punch which can be delivered to either
opponent with their body, knocking them down on the victim's stomach or directly to their face, who
the first impact. Normally the wrestler uses their suffers greatly and is thrown to the ground to a
shoulder or back to hit the opponent, but wrestlers painful fall.
often use their raised arm (clothesline). Even System: Causes Knockdown (if it causes Damage)
though it doesn't have great Speed, it is an and throws the victim Strength (in Hexagons) away.
offensive action. Cost: 1 Chi
System: This Maneuver causes Knockdown on the Speed: -1
target that suffers Damage. Damage: +6
Cost: 1 Willpower Move: One
Speed: -1
Damage: +5 Vulcan Punch
Move: +2 Prerequisites: Punch 5, Hyper Fist
Power Points: Special Forces 2, Boxing, Western
Double-Hit Punch Kickboxing 3, Any 5.
Prerequisites: Punch 2 Ralf's version of Hyper Fist.
Power Points: Boxing, Kung Fu, Special Forces, System: Works similar to Hyper Fist, except it has
Western Kickboxing 1, Any 2 different modifiers and causes knockdown.
Like Double-Hit Kick, the fighter unleashes a
Double Punch, usually hitting the opponent's
stomach and face.
System: Damage is rolled twice with the modifiers
below.
Cost: None
Speed: -1
Damage: +0
Move: -1

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

175
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.

It is important to remember to add, also, the new


maneuvers present in this chapter. EXTRA
 The Super meter in this mode has 6 little
DANGER MOVES boxes;
 The Super meter charges when the character
Something common in Fatal Fury, Art of Fighting, spends a turn without performing any action,
and The King of Fighters games is the Super just concentrating; each turn spent in this
meter, a bar that fills up under specific conditions, mode allows them to mark 3 boxes on the
representing your Chi accumulation over the
meter; if they have to abort for Jump or Block,
course of the fight, and enabling extraordinary
actions during combat, known as Danger Moves. they cannot fill any boxes;
Danger Move is a Basic Maneuver; all  The character can use a Danger Move when
characters have it. It can be used in conjunction their Health is equal to or less than their
with any of the character's Special Maneuvers. The Stamina, or when they have all 6 boxes in the
effect of this is to be able to make an additional Super meter filled (using up all of them);
damage roll on the maneuver, or in the case of
movement-based multiple impact maneuvers, add  The Super Gauge empties completely at the
+2 Move to the maneuver. So Terry Bogard can end of combat, and can only be filled in combat
use a Danger Shockwave, rolling twice the damage situations.
to his Shockwave targets. Yuri Sakazaki, on the
other hand, can use a Danger Hurricane Kick with ADVANCED
Move 5 instead of 3, granting two more hits.  In this mode, the Super Gauge has 10 little
boxes;
If this optional rule is adopted in the game,
 The character can use a Danger Move by
then players must add little boxes above or below
spending 6 filled crates of the Super meter;
(according to the boxes above or below (depending
 The character can use 3 boxes of the Super
on the sheet template used) to the area reserved
meter instead of 1 Chi or 1 Willpower;
for Experience, as in the example below:
 Each point of combat damage allows you to
mark one box on the Super Gauge; once the
Super Gauge is filled, you can no longer mark
boxes with damage taken;
 The Super meter is completely emptied at the
end of a fight, and can only be filled up again in
another fight.

176
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

Dodging is an element present in King of Fighters,


representing an important aspect of the game's
anticipation and reaction strategy. If the Storyteller
wants to include this element, simply add Punch
Defense and Kick Defense to all the character
sheets in this book, for body dodging (Extra), and
use Jump for low jump (common dodging in Fatal
Fury and Art of Fighting). Rolling (Advanced) can
be represented by Jump itself, for Abort and
projectile dodging. If the Storyteller wants more
simulation, they can make Drunken Monkey Roll an
open maneuver (Any 2).

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