Mortal Konquest

1. STATS

Stats represent a character's physical and spiritual attributes and range from 1 to 10, with "1" being the low end of the scale and "10" approaching superhuman ability. 
Strength...this stat represents the character's raw muscle power and damage dealing ability. 
Agility...this stat represents the character's dexterity and accuracy when performing attacks. 
Speed...this stat represents the character's reflexes and ground speed. 
Intelligence...this stat represents the character's general mental ability and perception. 
Body...this stat represents the character's general fitness level and capability to withstand damage of all kinds. 
Chi (Power)...this stat represents the character's source of spiritual energy, used for performing special attacks and abilities. 

2. CONFLICT RESOLUTION 

The formula for resolving resisted actions (that is, when one player opposes another, such as tracking, setting ambushes, fast-talking, kombat and the like) is: 

5 + (acting character's stat [+ bonus]) - (opposing character's stat [+ bonus])
The acting character must roll the resulting number or less on 1d10 to succeed; "1" is always successful, "10" always fails. 
The "[+ bonus]" indicates any bonus applied through use of a character descriptor or prior spending of Fate points (see 13: Experience (Fate) and Chi). 
Example: Baraka (Int 5) is lying in wait, knowing that Liu Kang (Int 8) is approaching. Just as Liu passes by, Baraka leaps out from the bushes, hoping to surprise him (that is, make Liu Kang lose his first turn). Baraka has the descriptor "Sneaky +3", but Liu also has an applicable descriptor, "Observant +2". The final total is 5 + 8 - 10, or 3. Baraka thus has to roll "3" or less on 1d10 to surprise Liu. 
If a character is attempting an unopposed action that still has the possibility of failure (jumping over a chasm, for instance), the opposing number is chosen by the Kombat Master (KM) from the following list: 
Easy 0 - 3
Medium 4 - 9
Hard 10 - 14
Very Hard 15 - 19
Impossible 20+ 
Game Note: All fractions in Mortal Konquest are rounded up to determine end results. 

3. DESCRIPTORS 

Descriptors are skills, character traits and job descriptions all rolled up into one. A player who can work a character's descriptor into a non-kombat action receives the descriptor's bonus to its stat for that action. 
For example, Kano has the descriptor "Liar +3". This gives Kano's player a "+3" bonus to his stat for any roll he may make when Kano attempts to tell (or even indicate, as with a flicker of his eyes) a convincing untruth. 
The descriptor is also a point of role-playing. Rather than naming the descriptor "Lying" or "Telling Lies", calling Kano a "Liar" gives a clue as to his general unsavory disposition. 
A descriptor can also be used to resist another character's action. For instance, Scorpion has the descriptor "Driven +5". If Kano were to tell Scorpion a lie that might put Scorpion off track, Scorpion's player could invoke the bonus to resist Kano's spurious story. 
Another form of descriptor is the job. For instance, Kano also has the descriptor "Mercenary +4". This gives Kano's player a "+4" die bonus to any "mercenary-type stuff" Kano may engage in outside of kombat (searching for contacts, negotiating payment for merc jobs, field-stripping a weapon, camouflage, field medicine, and so forth). This, too, can be a point of role-playing, as Kano may well fall into the mercenary mindset ("What's in it for me?"). 
Finally, there is the special effects descriptor, which indicates an ability or power a character might have that the ordinary man in the street doesn't. Kano, again, has the descriptor "Infravision +3", a gift of his cybernetic left eye. Other special effects descriptors may include Good Looks, Beautiful Voice, Keen Hearing, Direction Sense, and the like.
Game Note: Descriptors are not attached to any one stat, but apply to any roll which can be linked to a descriptor. To use a trivial example, a character with the descriptor "Tennis Nut" would add the descriptor's bonus to Agility when actually playing tennis, but would add the bonus to Intelligence if a point of tennis trivia came up. The final judgment of what is and is not an appropriate use of a descriptor is up to the KM. 
Also bear in mind that descriptors cannot be invoked directly against opponents in kombat. That's what special moves are for. 

4. KOMBAT 

4.1 Initiative 
At the beginning of each kombat turn, all kombatants declare which move they are going to use that turn and which opponent they will attack. The target must be in range of this move at the beginning of the turn. The kombatants then total their chosen move's base Spd + the attacker's Spd stat and compare each participant's total; the highest Initiative total acts first, and other fighters follow in order. If two players have the same Initiative total, their attacks are assumed to go off simultaneously. 
Note: A character may receive a minus to its Initiative total due to prior attacks or movement. See 4.3 Attack effects and 5. Movement. 

4.2 To attack 
Attacks are resolved as resisted actions (see 2. Conflict Resolution). Remember that descriptors cannot be invoked during kombat. 
when opponent is dodging... 
An attack against a dodging opponent contests the attacker's Agl versus the opponent's Agl score. A kombatant may choose to "all out dodge", giving a "+2" to its Agl for all attacks this turn, but the defender loses its attack by taking this option. 
when opponent is blocking... 
An attack against a blocking opponent is a contest of Spd scores (to see if the opponent got its defenses up in time). If the defender is successful, it may deduct its Str from the Str of the attack, suffering only a portion of the original damage. Blocked holds have no effect (i.e., the target does not lose a turn). 

4.3 Attack effects 
An attack will inflict a number of Body points in damage equal to its Str (or its Str + the attacker's Str if the attack has No Range). Unless a target possesses armor, this amount is directly removed from its Body stat. 
If a character's Body should ever fall to "0" or less, it is incapacitated and may not act until he has recovered. This is the point at which a combatant may inflict a Fatality. 
In addition, a character that suffers a successful attack will automatically receive a "-1" to its Initiative total on the following combat turn. This effect is cumulative, so a character who suffers three successful attacks in a row, either from three opponents in one turn or by one opponent over three consecutive turns, will receive a "-3" to its Initiative result on its next turn. If a character's Initiative result should ever fall to "0" or less, it is effectively immobile and may neither attack or move. To eliminate this negative modifier, a character must leave kombat or successfully defend itself in a following turn. 

Note: If only two fighters are participating in a kombat and BOTH receive successful attacks in a combat turn, this additional modifier may be ignored. 

4.4 Fatalities 
Whenever a character has inflicted enough damage on its opponent to cause it to be incapacitated (0 or less Body), it may choose to perform a Fatality move on its following action. If a character does not perform a Fatality as its next action, one may not be performed. 
A Fatality is, essentially, a creative description of what the character does to its opponent in order to kill it. The player should be able to do anything that is reasonable to the KM. Keep in mind that, while Fatalities are focal points of the video game, they are much more serious in the Mortal KonquestTM RPG. A character that performs one should be ready to accept any repercussions that are caused by it. 

4.5 Healing and Recovery 
Due to their mystical nature, characters recover from wounds and incapacitation very quickly. A wounded character may recover its Body/10 (rounded up) every ten Standard turns (2 minutes). A character that is incapacitated (brought to 0 or less Body) but not Fatalitied will heal as normal after ten Standard turns. 

4.6 Range 
None 0-3 feet (0-1m)
Short 4-20 feet (1-6m)
Medium 21-60 feet (7-20m)
Long 61-100 feet (20-35m)
Extreme 101+ feet (36+m)

5. MOVEMENT 

Outside of kombat, all characters move at a rate of ten feet times their Spd per Standard turn. In kombat, however, a more abstract movement system is used. After all attacks are resolved in a turn, kombatants should throw 1d10 and add their Spd stat scores. They then declare, in ascending order of Spd rolls, whether they want to close or open the range to an opponent. 
In the basic movement system, characters in kombat stand at numbered "points". For instance, Mileena can be at point 4, and Sub-Zero at point 6. The absolute difference between point numbers gives the "true" range as follows: 
0 - No Range
1 - Close
2 - Medium
3 - Long
4+ - Extreme 
In the example above, Mileena and Sub-Zero are two points, or Medium Range, from one another. There is no limit to the number of characters that can be stacked at the same point. 
Kombatants can move up to three (3) points in either direction, positive or negative. If Mileena wants to widen the distance to Sub-Zero, she can move to point 2; this puts her 4 (6 - 2) points, or Extreme Range, from her opponent. 
A character takes a "-1" to next turn's initiative total for every point it moves, either away from or toward an opponent. For instance, Mileena's move above would garner her a "-2" modifier to next turn's initiative. 

5.1 Miniature System 
The above system is very abstract, and as such some discrepancies may occur. Industrious KMs who want more realism in their bloodletting can use miniatures, poker chips, or 3/4"-square character chits, plus sticky notes, to better visualize kombat. Lay down a few notes in a staggered grid pattern approximately equal to the size of the kombat arena. Assume each note represents an area about 40 feet square. 
	If characters are touching, they are No Range from one another. 
	If characters are on the same square but not touching, they are Short Range from one another. 
	If characters are one square apart, they are Medium Range from one another. 
	If characters are two squares apart, they are Long Range from one another. 
	If characters are three or more squares apart, they are Extreme Range from one another. 
Use the movement initiative system given in the previous section. Characters can move up to three areas per turn, with attendant initiative point loss, as before. Note that closing to No Range with an opponent first requires that the character move into the same area, then move again to touch the opponent. 

6. SPEED-BASED MOVEMENT (OPTIONAL) 

If the KM wishes, the distance a character can move in either system can be based on the character's Speed stat as follows: 
Speed 1 - 3: 1 point / area per turn
Speed 4 - 6: 2 points / areas per turn
Speed 7 + : 3 points / areas per turn 

7. STANDARD ATTACKS 

Standard attacks may be used by all of the characters in the Mortal Konquest game. Standard attacks do not deplete a character's Chi stat reservoir. 
Punch
Spd: 5
Str: +0
Range: None 
Kick
Spd: 3
Str: +2
Range: None 
Sweep
Spd: 5
Str: 0
Range: None
Note: Opponent loses next turn if successful. 
Throw
Spd: 2
Str: +3
Range: None 
Air Punch
Spd: 4
Str: +1
Range: None 
Air Kick
Spd: 2
Str: +3
Range: None 
Hold
Spd: 5
Str: 0
Range: None
Note: Opponent loses next turn if successful. 
Uppercut
Spd: 1
Str: +4
Range: None
Note: Opponent automatically moves one Range in either direction, attacker's choice. 

8. WEAPONS 

Attacking with a weapon in Mortal Konquest™ is treated as another type of standard attack. As such, they do not deplete a character's Chi reservoir. 
Small Weapon (up to short sword)
Spd: 0
Str: +3
Range: None 
Medium Weapon (up to long sword)
Spd: -1
Str: +4
Range: None 
Long Weapon (polearm)
Spd: -1
Str: 4
Range: Short 
Bow
Spd: 0
Str: 3
Range: Medium 
Technological weapons (guns, lasers, etc.) must be designed as artifacts (see 12: Character Creation). 

9. SPECIAL MOVES 

Every character in the Mortal Konquest™ universe possesses special moves and abilities that place them in the superhuman level of skill and power. Each character has its own specific moves that it may use in and, sometimes, out of combat. 
A character's source for its powers is limited, however, by its Chi stat. For every use of a special move, a character loses one Chi stat point. When a character's Chi drops to "0", it may no longer use its special moves. A character regains its Chi power at a rate of one per ten Standard turns (2 minutes). 
Certain special moves (Liu Kang's Bicycle Kick, Jax's Dash Punch, Kano's Cannonball, etc.) include automatic movement toward the target. After attacking an opponent with one of these moves, whether or not the attack hits, the attacker immediately ends up at No Range with the target. This movement does not count against the character's initiative score next turn. If this movement takes the attacker out of range of another kombatant's attack, that kombatant may either lose its turn or target another character in range with the same attack. 
Certain special moves may include elemental effects. A move's elemental effect determines how or whether it is persistent in non-kombat situations; for instance, a fire attack can set things ablaze, an electrical attack can short out small electrical items, a cold attack can freeze items and make them brittle, and so forth. Generally, an elemental effect is determined by a simple 1d10 roll equal to or below a number from 0 (impossible) to 9 (virtually assured), determined by the KM according to how (flammable, delicate, fragile, etc.) the item is. A list of elemental effects and some sample difficulties are below. 
ee: Fire (vs. flammable items)
Cloth: 9
Dead tree: 7
Live tree: 5
Brick: 1
Iron bar: 1 
ee: Ice (vs. brittle items)
Cloth: 2
Dead tree: 8
Live tree: 4
Brick: 5
Iron bar: 7 
ee: Acid (vs. solvable items)
Cloth: 9
Dead tree: 7
Live tree: 6
Brick: 3
Iron bar: 2 
ee: Electricity (vs. delicate electrical items)
Transistor radio: 9
Television: 8
Microwave oven: 7
Refrigerator: 3
Power station: 1 
ee: Force (vs. fragile items)
China cabinet: 9
Flagpole: 6
Interior wall: 5
Exterior wall: 3
Small car: 1 
Other elemental effects are possible, with the approval of the KM. 

10. TIME 

There are two types of turns in the game, Standard and Combat. During a Standard turn, outside of combat, time moves more slowly. A Standard turn is equal to "12" seconds or "4" Combat turns. Combat turns are much faster and are equal to "3" seconds. 

11. KOMBAT EXAMPLE 

Liu Kang and Goro are facing off at short range at a spooky place near a dark forest in China. For the purposes of this kombat, both fighters are behaving honorably and neither has ambushed the other. They begin the kombat at Short Range from one another. 
Liu Kang chooses to use his Dragon Kick for his first attack, while Goro selects his Fireball. Liu Kang's initiative total is "15" (special move base of 7 + 8 Speed stat), Goro has a "9". 
Liu Kang acts first and Goro decides to block the attack instead of dodging it. This means that Liu will automatically hit him and both characters will apply their Speed stats to determine the attack's effect. The base of "5" plus Liu's Speed (8) minus Goro's Speed (5), indicates that Liu needs an "8" or less on a d10 to hit Goro. He rolls a "9". This means that Goro may apply his Strength stat against the Strength of the attack (5 - 12 = -7). Goro shrugs the kick off. Since Liu's Dragon Kick has a movement effect, Liu and Goro are now at No Range from one another. 
Goro laughs heartily and launches his fireball at point-blank range. Liu decides to dodge, and the Agilities of the characters are applied for the attack. Goro needs a "3" to hit Liu (5 + 6 - 8 = 3) and rolls a "2"! Liu takes six points of damage to his Body of "34". Now he has a Body total of "28" and is a little singed. Note that the fireball's elemental effect is not called into play (elemental effects have no effect against kombat opponents). 
Both characters have their Chi totals lowered by one because they used special moves for their attacks (Goro down to 7, Liu to 9). On the next kombat turn, Liu will receive a "-1" to his initiative total because he was successfully hit. 
Now the kombatants enter the movement phase of the turn. Liu rolls 1d10, coming up with a "3", and adds his Speed of 8 for a total of 11. Goro rolls a "5" for a final total of 10. Since movement is resolved in ascending order, Goro gets to choose whether to move first. The kombatants are currently at No Range, so Goro decides he likes it right where he is (probably looking forward to a good Chest Thump next turn). Liu, on the other hand, doesn't like the look in Goro's eyes and chooses to move back to Short Range. 
On the next kombat turn, Liu will receive an additional "-1" to his initiative total for the one-range move, for a final modifier of "-2". For example, if he wanted to try his Dragon Kick again, his initiative would be "13" instead of "15". 

12. CREATING A CHARACTER 

12.1 Stats 
To determine a beginning character's stats, roll 1d10 and add 25, then distribute the resulting number of points among Strength, Agility, Speed, Intelligence, and Chi. No stat may exceed "10" without special permission of the KM. 
To determine a character's Body stat, use this formula: 10 + Str + Chi + (Agl + Spd/2) 

12.2 Special Moves 
A beginning character may have up to three special moves. These moves may be similar or even identical to any of the other Mortal Konquest characters (except immortals). If a player would like to design his own special moves, follow the guidelines below. 

A special move's Speed and Strength must equal "10", unless it is a ranged attack. A Short ranged attack may add "+2" to this total and a Medium attack may add "+1", while an attack with an Extreme range deducts one point (-1). 

Movement abilities (teleport, fly, etc.) do not have to have any Strength, but have a range. 
Abilities that have the power to Hold deduct two points (-2) from the total. 
Special abilities that act as shields or fields will add their Strength ratings to the character's Strength for Blocking purposes. 

If a shield possesses a reflective power, two points are deducted (-2). Reflection powers may only be used against ranged attacks or close attacks (not both) and, when a block is successful, automatically rebound upon the original attacker with the Str of the original attack or the Str of the reflection power, whichever is lower. This rebound attack may be blocked or dodged as usual. If the Str of the reflection power is lower than the Str of the attack, the reflecting character takes the "overflow damage". 

Some special abilities, such as invisibility, flight, etc. incur penalties to an opponent during combat. They do not require any Strength but will lose one point per attack penalty (2 points for a +2 attack modifier). 
A special move may have one (and only one) elemental effect, but one point (-1) is deducted from the total. 

A special move that moves a character to its target, or its target to it, loses one point (-1) per 
Range of the attack (2 points for a move with a range of Medium, for instance). 

12.21 Special Moves (Artifacts) 
Characters can take up to two of their initial special moves as "artifacts" or technological items (such as Stryker's pistol or Sektor's plasma net). The character permanently reduces its active Chi score by one point (-1) for every three (3) charges the artifact has. 
On the downside, an artifact recharges much more slowly than Chi, regaining one charge per hour of game time, and can be stolen from the character (or at least looted off its unconscious body). Only missile and hold attacks can be taken as artifacts. No artifact can have more than six charges. 

12.3 Descriptors 
A beginning character may take "10" points worth of descriptors. No descriptor may have more than a "+5" bonus, or less than a "+2" bonus. Descriptors are one- or two-word descriptions of the character itself, not just its skills. KMs are discouraged from allowing descriptors which would directly augment a stat in all situations (Strong, Agile, Speedy, Smart, and the like). A few example descriptors are provided below: 

	Honorable 		Educated 		Single-Minded
	Steady 		Hardy 		Humorous
	Cheater 		Blackguard 		Snooty
	Collector 		Holy 		Perceptive
	Sure-Footed 	Carouser 		Disgusting
	Liar 		Pedantic 		Accepting
	Headstrong 		Mad 		Mysterious
	Feral 		Mystical 		Argumentative
	Brave 		Acrobatic 		Well-Traveled
	Wild 		Quick-Witted 	Experienced
	Shallow 		Wise 		Mild-Mannered
	Handsome 		Sports Fan 		Outgoing
	Car Nut 		Trustworthy 	Eagle-Eyed

One (and only one) descriptor can also be a "job description", like: 

	Ninja 		Scientist 		Priest
	Actor 		Farmer 		Programmer		
	Lumberjack 		Policeman 		Carpenter
	Special Agent 	Revenant 		Nomad
	Guard 		Monk 		Fireman

13. EXPERIENCE (FATE) AND CHI 

As Mortal KonquestTM characters complete roleplaying sessions, they gain experience for their actions in the form of Fate points. Fate points can be saved to increase stats (to a maximum of "10", unless otherwise approved by the KM) or buy new special moves. Fate points can also be spent as "temporary Chi" to fuel special moves, or to increase their stats for die rolls both in and out of kombat. 
To permanently increase any stat except Body, a character must spend three times its current stat level in Fate points. For example, to raise Str from 5 to 6, a character must spent 15 (5 x 3) Fate points. Body should be recalculated using the standard formula whenever any physical stat or Chi is increased. No stat may be increased more than 1 point at a time. 

KM's Option: If a character has bought artifacts with his or her initial Chi score, then the amount of Fate spent to increase Chi should be calculated from the original Chi score. For example, if a character with an initial Chi of 8 spends 4 Chi points on artifacts (reducing active Chi to 4), it would still cost 24 (8 x 3) Fate points to raise the character's active Chi to 5, and 27 (9 x 3) Fate points to raise active Chi again to 6. 
A character can "split" an old special move (create a new special move using an old power, such as Sub-Zero's Ground Ice maneuver) by spending 25 Fate points. A character can create a whole new special move or artifact (such as Jax's Missile attack) by spending 50 Fate points. What constitutes "new" is up to the KM. Fate points can also be held in reserve as "temporary Chi"; that is, a character can spend Fate points to fuel special attacks if its original Chi stat is depleted. 
Finally, both Fate and Chi points can be spent as a bonus to any stat for any die roll before the roll is made. For instance, a character can raise its Agl from 5 to 8 for one roll by spending 3 Fate or Chi points. 

14. REWARDING FATE POINTS 

The KM should reward characters 1 Fate point for every kombat they win. In addition, characters receive 1 Fate point for participating in a roleplaying session, with an additional 1 to 3 points added if they succeeded in their quest. 
Finally, the KM should reward an additional Fate point to any player who activated his or her character's descriptors in furtherance of the plot, and did nothing to oppose those descriptors (for instance, a player playing Sub-Zero as a kindly jolly character shouldn't receive this reward). 

Kampaign 

15. THE OUTWORLD INVASION 

Shao Kahn has invaded Earth with the help of Shang Tsung and his minions. Most of the souls of the world's human population are now in Kahn's possession, with a few exceptions: Nightwolf's tribal lands, the village of Wuhu, the priests of the Order of Light, the members of the new Shaolin temple formed by Liu Kang and Kung Lao, a handful of other scattered humans, and many of the greatest fighters of our time. 

The world is slowly becoming a shadow of the Outworld, as the two realms come closer and closer. The Outworld gods are taking the place of the ancient Earth gods and life, as we know it, is becoming twisted and warped. 

But there is still hope. Shao Kahn's invasion can never be complete without the total extermination of the human race, for as long as a single human remembers how the world used to be, the Mother Realm will not slip fully into his fell clutches. Those who remain are the most powerful fighters, the most mystical warriors. 

The war begins in earnest, with humanity down, battered and bleeding, but not out. Thunder rolls in the distance. Warriors rise to the occasion. Battle is joined. 

The time has come for ... Mortal Konquest! 

16. THE ISLAND OF SHIMURA 

For all the time it was under the evil claw of Shang Tsung, the Mortal Kombat competition was held on the island known as Shimura, in the East China Sea. It was there, in a restored Shaolin temple at the foot of Mt. Takashi, that Shang Tsung and the Shokanite prince Goro presided over the tournament for hundreds of years. 

Shimura is easily accessible by boat, but the island lies in an eerie area of swirling mists into which no sailor dares venture. Once inside the mist, the seas become preternaturally calm, and boats drift aimlessly until they either emerge into more hospitable weather or run aground on the rocky shoals which surround the island. Of the latter sailors, nothing is ever heard again. 

While the competition was held on Shimura, kombatants were ferried to and from the island from an unmarked slip on the mainland. The flat, dragon-prowed boats, which moved under no visible means of propulsion, were tended by silent, hooded figures (actually revenants). Once on Shimura, kombatants were carried up Mt. Takashi on muleback, led by more hooded figures, until they reached the temple of Shang Tsung. 

The island is a place of strange perspectives and shifting visions. Buildings which appear in perfect repair from a distance are revealed as shambled ruins up close; trees which appear straight and healthy from a distance become gnarled and dark as a traveler approaches. On the island itself the mists seem to abate, allowing crystal clarity of vision of anything on land, but nothing can be seen more than a dozen yards from shore. 

In reality, Shimura corresponds with the location of Shao Kahn's seat of power in the Outworld. The "distance" between the Mother Realm and the Outworld is less here than anywhere else, which is why Shang Tsung chose the island as the location to open the first portal, as well as gather souls to widen it. When the portal was widened enough (through the death of one of the original Mortal Kombatants) to allow Shao Kahn through, the great rent in the fabric of reality consumed the temple of Shang Tsung and caused the dormant Mt. Takashi to erupt explosively, spewing flame and ash for dozens of miles around. Shimura Island has the dubious honor of being the first place in the Mother Realm upon which Shao Kahn ever set foot. 

17. THE PORTALS 

When Shao Kahn managed to pass over from the Outworld, the barriers of reality sundered. Portals opened over the largest population areas of the Mother Realm and vomited forth the horrid energies of the netherworld. Within moments, almost all the souls of the Mother Realm had been "reaped" by Shao Kahn. 

The portals appear as huge "twists" in space, perspective swirling into the depths of infinity, occasionally lit by a crackle of otherworldly energy. Some are barely large enough for a single human to pass through; others are tremendous holes a quarter-mile across. It has been said that looking into the depths of the larger portals will drive a human insane (an Int challenge against a difficulty of 0; failure brings on temporary gibbering catatonia, lasting until the end of the scene). 

Closing a portal is possible, but very difficult, requiring all creatures that passed through the portal be returned to its world of origin (alive or dead), after which a special phrase must be spoken. Note that a portal may not be closed while something that traveled through it is in the Mother Realm (or the Outworld, if it came from the other end; yes, portals can be opened in that direction too). 

The phrase which closes a portal is actually the reverse of the spell used to open it. The phrasing of the spell can be gleaned in several ways. Perhaps the simplest method is to extract it from the being which opened the portal in the first place, through trickery or intimidation. However, many portals are opened by Shadow Priests who do not subsequently pass through, or by a being which is killed in the fracas which follows the opening. The phrase can also be deduced through study of the portal by someone who understands how such things are created (requiring the descriptor "Mystical" or something similar). Using this method increases the difficulty of closing the portal, however. Finally, it is rumored that a portal may be closed by speaking the Locus, the complete magical formula upon which all portal spells are based. Whether or not the Locus even exists is open to debate; there is no reliable report of such a text ever being found in the Mother Realm. 

The difficulty of speaking the closing phrase properly is equal to the Intelligence of the being which opened the portal, +3 (+8 if the exact wording is unknown). If the exact phrase is written down and read backwards by rote, the difficulty is only equal to the Intelligence of the opener. All tests are made against the Intelligence of the closing character. 

18. THE OUTWORLD 

The Outworld is a dimension parallel to the Mother Realm, formed, according to legend, by the death of P'an Ku, the god from whose body the world was created. Thus were the eternal yin and yang completed; where there is life (the Mother Realm), so there is death (the Outworld). Note, however, that the Outworld is not the realm of the dead, nor the dimension of T'ien where many of the younger gods reside. Rather, it is essentially a manifestation of the "soul" of P'an Ku, a mystical and changeable place subject to the whims of its ruler. 

Whether or not these legends are true, the Outworld does seem to reflect whoever rules it at the time. In the time before the coming of Shao Kahn, the Outworld was ruled by King Jerrod. In his kingdom of Edenia, the Outworld had a pastoral, almost dreamlike quality, and many of its inhabitants were content to live and work in serenity. However, this peaceful existence grated to some, particularly the warlike Shokanites in their underground lairs. So when a powerful figure appeared and promised them a target for their bloodlust, they gladly followed him. At this mysterious, black-robed figure's bidding, the Shokanites poured from the mountains like a black flood, ravaging everything in their path. The peaceable inhabitants never stood a chance in the initial assault. 

Jerrod, hearing of the invasion, sent forth an army of Centaurians. The two forces clashed for the first time on the huge Xinzang Plains, and the Outworld shuddered. Greatly outnumbered, the Centaurians still managed to hold off waves of Shokanite attackers. 

As the battle raged, Jerrod concentrated more and more of his power on aiding his Centaurian defenders, while allowing the wards which protected his palace to weaken. It was an easy matter, then, for the dark-robed figure to enter the palace with a few simple illusions and butcher Jerrod's wives and children in their sleep. Then, as Jerrod cried out in anguish to see his family's remains strewn about the room, the robed figure struck him down with a single blow from behind. Using a magical formula of his own devising, the unrobed Shao Kahn stole Jerrod's soul and power. 

For his first act, Shao Kahn banished the Centaurians to the deep forests and caused them to forget everything they ever knew, forcing them to build their society over from the beginning. Then he got down to the business of remaking the Outworld in an image more suitable to his desires. 
In the millennia since, the Outworld has become dark and twisted. The sky is a miasma of lurid pink and yellow vapors, beating down with unnatural heat one moment, blowing with icy winds the next; the sun, if there is one, is never visible. At night, stinking grey clouds writhe, lit only by the great funeral pyres which dot the Xinzang Plains, in which the bodies of Jerrod's defenders are ensorcelled to burn for all eternity. The forests are dark and rank with the smell of decay. It is a custom of Shao Kahn to send the defeated souls of his enemies into the bodies of trees, where they moan in agony through fearsome faces carved into the boles. Great jagged chasms have opened across the surface of the world which can only be crossed by thin bridges supported by magic. To fall from these spans is certain death. 

The climate in the Outworld is exaggerated, depending on the terrain. Deserts glow with heat, and in many places the top layer of sand has fused into a thin coat of glass. Forests are dark and humid places, where huge black birds flap clumsily through barren branches. Storms scuttle across plains, dumping monsoon-like rain and hail on the sickly crops. In the far reaches, glaciers loom over oceans of black fire, freezing everything. Mountainous areas tremble with volcanic activity; choking soot is omnipresent. No matter where a traveler may go in the Outworld, the air always smells vaguely of sulphur and charred meat. 

At the center of the Outworld is the grand palace of Shao Kahn, a magnificent edifice standing in a plain of eternal flame. The palace is built in a style reminiscent of ancient Roman and Egyptian architecture, and includes an enormous courtyard-arena at its center. There Kahn (and an audience of thousands) may watch, or even participate in, kombats. Kahn usually leaves public kombats to his personal champion Kintaro, however. 

19. A REALM INVADED 

The first phase of the Outworld invasion was over within moments, with 99% of the souls of humanity in Shao Kahn's clutches. The bodies of this unlucky percentage collapsed where they stood, but did not die; instead, over the course of several hours, they slowly grew translucent, then transparent, before mysteriously vanishing from the Mother Realm. No one is certain where the bodies disappeared to, though many theories have been put forth by the survivors. Some say the bodies were pulled into the Outworld, to bolster Shao Kahn's army of revenants. Others believe the bodies were removed to the realm of T'ien by the gods before their power waned entirely, to prevent Kahn from doing just that. Yet others have postulated that, without their souls to hold them together, the bodies simply discorporated. 

The remaining members of humanity had little time to wonder before the second phase of the invasion began. Portals disgorged Kahn's extermination squads, which swept like an evil wave across the surface of the world to finish off the survivors and complete Kahn's victory. A few squads were armed with mystical weapons which could temporarily absorb the soul of any being which was killed by them, but these beautiful blue-green blades were rarely used; they had a tendency to shatter easily, bringing Kahn's wrath down upon the unlucky soldier wielding a rare weapon so carelessly. 

In truth, Kahn isn't worried about gathering the paltry few million souls remaining as much as "cleansing" the Mother Realm of all native intelligence so he can remake it in his own image. In the intervening months, the extermination squads have butchered the remainder down to fewer than 100,000 worldwide, who survive by keeping their heads down. It is rumored that Kahn is developing a spell by which one could detect any humans within miles of the caster. If this spell is completed, the days of humanity are truly numbered. 

Even with some humans remaining, though, the transformation has already begun. Chill winds howl through the eerie, deserted skyscrapers of big cities. Portals hang in the skies, swirling slowly, crackling with unworldly power. Formerly fertile farmland is wasting away, crops turning yellow and brittle. Animals have begun to revert to their primitive feral states, and herds of beasts long thought extinct have been rumored roaming the newly deserted prairies. Trees which had been lush and green are becoming dark, blasted things, black leaves stretching up to the grey of a constantly overcast sky. In some cities, electric lights still burn, but the light is cold and sterile. People feel unwelcome even in their own homes or hiding places, and the skin crawls. Rain, when it comes, has a faint odor of burning rubber and tastes slightly acidic. The sun is rarely seen; the moon rises blood-red, always full.

20. TIPS ON MOOD 

The Mortal KonquestTM universe is warped and desperate, as the few remaining humans of the Mother Realm fight for their lives against horrible odds. Consequently, the KM should play up the beleaguered status of the people and the Realm itself. Sprinkling images like the following in Mother Realm descriptions works well to convey "mood": 

21. MOTHER REALM DENIZENS 

The Mortal KonquestTM world is not just made up of demons, mystics and fighters. The masses of Mother Realm humans and Outworld beings will often come into play as well. 

Human 
An average Homo sapiens, either male or female. After the Outworld invasion, normal humans have become a very endangered species, though a few pockets still exist, hiding from Shao Kahn's roaming extermination squads. Note: Typical humans can only use the Punch and Kick maneuvers, but their weapon use is unrestricted. 
Descriptors: Frightened +3, Angry +2 
Str 3 Agl 3 Spd 3 Int 3 Bod 10 Chi 0 
Special Moves: None 

Lin Kuei Ninja 
The ninja order of the Lin Kuei, which has boasted Sub Zero, Scorpion, Cyrax, Smoke and Sektor as members at one time or another, is an ancient one. Typically, they "recruit" new members by kidnapping children, then forcing them through grueling physical tests approaching torture. Those who survive this "training" are taught the ninja skills of stealth, intimidation, and patience, plus a melange of other skills so they may blend in with any society, for years if need be. Lin Kuei are unusual among ninja in that they teach techniques by which a member may use Chi. 
Descriptors: Ninja +3, Well-Rounded +2 
Str 5 Agl 5 Spd 4 Int 4 Bod 20 Chi 3 
Special Moves: One (Any) 

Mercenary (Criminal) 
These blackhearted rogues are typically found in the employ of criminal empires or "subcontractors" (like the Black Dragon Society headed by Kano). Thugs and hired guns, mercenaries are still capable of limited loyalty, though only until a higher bidder comes along. While mercenaries do not have Chi per se, they are normally equipped with artifact weapons. 
Descriptors: Mercenary +3, Cheater +2 
Str 5 Agl 4 Spd 3 Int 2 Bod 19 Chi 0 
Special Moves: 
AK-47 Rifle (Artifact)
Spd: 5
Str: 5
Range: Long
Charges: 6

Shaolin Disciple 
A young monk, just beginning the journey to enlightenment. He or she has discovered the power of Chi, but has yet to learn how to focus the mystical energy. Once accepted into the Shaolin order, a disciple is required to shave his or her head and wear the traditional orange robe of the neophyte, as well as make vows of poverty and honor. The disciple is usually encouraged to attend fighting matches (including the Mortal Kombat tournament) and study the styles of the participants. Note: Shaolin disciples can only use the Punch, Kick, and Sweep maneuvers, and are prohibited from using bladed weapons in kombat. 
Descriptors: Honorable +2, Naive +3 
Str 3 Agl 4 Spd 4 Int 3 Bod 15 Chi 2 
Special Moves: None 

Shaolin Monk 
This is an average Shaolin monk, who may or may not be a member of the Order of Light which reveres Rayden. A Shaolin will protect the innocent, and usually will only use fighting skills if no other recourse is available. In the face of greater evil, however, they will not hesitate to strike preemptively. Shaolin monks have learned to focus their Chi, and most have mastered a single technique (special move). Note: Shaolin monks may not use the Uppercut maneuver in kombat. 
Descriptors: Honorable +3, Learned +2 
Str 4 Agl 5 Spd 5 Int 4 Bod 20 Chi 4 
Special Moves: One (Any) 

Special Forces Agent 
This is a typical member of the Special Forces agency of any developed country. Maj. Jackson Briggs (aka Jax) and Lt. Sonya Blade were both United States Special Forces agents before the Outworld invasion began. While normal agents do not have Chi per se, they usually have access to artifacts (i.e. guns) and other gear depending on the situation. 
Descriptors: Military +3, Well-Equipped +2 
Str 4 Agl 4 Spd 5 Int 5 Bod 18 Chi 0 
Special Moves: 
M-16 Rifle (Artifact)
Spd: 3
Str: 7
Range: Long
Charges: 6 

22. OUTWORLD DENIZENS 

Centaurian 
Centaurians, half human, half horse, live in the dark Outworld forests of Huishai province. There they gather in loose warrior clans and take delight in bloody skirmishes among their own kind. The decentralized organization of Centaurian society, coupled with their aimless savagery, kept the Centaurians beneath Shao Kahn's notice (in favor of the better-organized and consequently more easily controlled Shokanites) until the invasion of the Mother Realm was imminent. Kahn has recruited Centaurian clans into his ranks, much to the chagrin of their enemies the Shokanites. The promotion of Motaro to lead the extermination squads has sparked a new Centaurian interest in Outworld politics. Centaurians are omnivorous, subsisting mostly on roots or small birds. 
Descriptors: Warlike +3, Equine +2 
Str 6 Agl 4 Spd 5 Int 3 Bod 25 Chi 4 
Special Moves: 
Energy Blast
Spd: 6
Str: 6
Range: Short 

Gairen (Nomadic Mutant) 
These twisted humanoids wander the smoky and barren region of Shitou-Keng. This location was once a rich and verdant plain until the people dared rise up in rebellion against Shao Kahn; in retribution, the armies of Kahn blasted the entire province down to bedrock and cursed the (very few) survivors to suffer the mutagenic effects of the conflagration. Over the aeons, the Gairen have become savage marauders with raw metal for bones. The Gairen are characterized by an elongated skull, sharp interlocking teeth, and dimly glowing eyes. Many have crude blades magically grafted into their metallic skeletons. Recently, Shao Kahn has recruited some of the Gairen as priests of his bloody religion. 
Descriptors: Nomad +3, Disgusting +2 
Str 5 Agl 4 Spd 3 Int 2 Bod 23 Chi 4 
Special Moves:
Blade Attack
Spd: 6
Str: +4
Range: None 

Guard, Typical 
These are the unemotional guards who escort fighters to and from Mortal Kombat competitions, guard prisoners, line the walls at ceremonial functions, and otherwise serve as cannon fodder for kombative PCs. They are apparently human, though quite muscular, and seem to all be male. Their faces are hidden behind grey metallic masks which are pointed at the chin and sweep up on either side of the head in a shape reminiscent of the Egyptian god Anubis, lord of the dead. Most guards are trained in the use of pikestaffs and other polearms. Note: Guards may not use the Air Punch or Air Kick maneuvers. 
Descriptors: Stoic +3, Unreadable +2 
Str 5 Agl 4 Spd 5 Int 3 Body 20 Chi 0 
Special Moves: None 

Revenant 
The mindless animated remains of a human body whose soul has been removed for Shao Kahn's nefarious purposes. Revenants must be torn apart piece by piece to be destroyed (reflected in their high Body stat). Revenants will only obey the command of their masters, and possess no skills. Note: Revenants can only use the Punch maneuver or melee weapons in combat. 
Descriptors: Single-Minded +15 
Str 3 Agl 1 Spd 3 Int 0 Bod 20 Chi 0 
Special Moves: None 

Salina 
Salinas appear as a cross between humans and apes. They stand barely four feet tall, but are broad-built and strong for their size. Salinas are often summoned by Shao Kahn and Shang Tsung as grunt laborers. Salinas are barely intelligent and unable to speak, though they can understand simple commands. Note: Salinas can only use the Punch or Kick maneuvers in combat, and rarely use melee weapons; when they do use weapons, they prefer polearms. 
Descriptors: Broad Back +3, Apelike +2 
Str 3 Agl 3 Spd 3 Int 1 Bod 16 Chi 0 
Special Moves: None 

Shadow Priest 
The Shadow Priests are a common sight throughout the Outworld as they spread the word of Shao Kahn's religion. Physically humanoid, they wear heavy cowled robes which hide the terrible effects of their induction into Kahn's order: ritual branding across the eyes, leaving deep angular scars on their faces and black pits where their eyes once were. Shadow Priests are not inconvenienced by the blinding, however, using mystical senses which make them more perceptive than many who can see. The color of a Shadow Priest's robe indicates its rank in the order: green for acolytes, red for initiates, purple for elders and pure depthless black for Shao Kahn's Grand Circle. 
Descriptors: Mystical +3, Perceptive +2 
Str 3 Agl 5 Spd 4 Int 6 Bod 18 Chi 6 
Special Moves: 
Levitation
Spd: 8
Str: 0
Range: None
Note: Opponents are at +2 to their rolls to strike a levitating Shadow Priest. The effect lasts until the priest is struck in kombat. A levitating priest may only move 1 Range per turn. 

Shokanite 
These four-armed, semi-humanoid creatures roam the volcanic caverns which lace the mountains of the Outworld province of Shokan. Carnivorous predators, they subsist mostly on live reptiles, rat-like mammals, and giant insects indigenous to the Shokan mountains. Shokanites are normally about 8' tall and thickly muscled, though some specimens are smaller and whipcord-thin. As a race, their appearance tends to be more varied than humans, ranging from hairless skin of most any color to a thick coating of fur patterned like an animal's pelt. Shokanites are renowned as great fighters and have long been favorites of Shao Kahn. However, Kahn's recent promotion of a Centaurian, the Shokanites' bitter rivals, to lead his extermination squads has caused a ripple of disquiet among the Shokanite citizenry. 
Descriptors: Fierce +2, Proud +3 
Str 7 Agl 4 Spd 4 Int 4 Body 25 Chi 4 
Special Moves: 
Fireball
Spd: 4
Str: 6
Range: Medium
ee: Fire 

The Heroes

Cage 
Johnny Cage is a Hollywood movie star and martial artist sensation. He has been trained by the best martial masters money can buy and gotten every penny's worth. His first appearance in the Mortal universe is at Shang Tsung's Mortal Kombat competition. Cage's sole motivation is expansion of his notoriety and fame by way of his movies. 
Descriptors: Actor +3, Handsome +3, Shallow +4 
Str 7 Agl 8 Spd 8 Int 4 Bod 33 Chi 8 
Special Moves: 
Energy Ball
Spd: 5
Str: 7
Range: Short 
Shadow Strike
Spd: 5
Str: 6
Range: Short
Note: Moves Cage to target. 
Nut Buster
Spd: 6
Str: +2 (Hold vs. males)
Range: None 

Cyrax 
Cyrax is the second of the Lin Kuei ninjas that were transformed into cyber-assassins through automation. His real name is LK 4D4 and his assignment is to kill the Lin Kuei renegade, Sub-Zero. 
Str 8 Agl 8 Spd 7 Int 5 Bod 33 Chi 3 (7) 
Descriptors: Ninja +4, Mechanical +4, Humorless +2 
Special Moves: 
Plasma Net (Artifact)
Spd: 9
Str: 0 (Hold)
Range: Medium
Charges: 6 
Bomb (Artifact)
Spd: 4
Str: 7
Range: Short
ee: Force
Charges: 6 
Explosive Teleport
Spd: 11
Str: 0
Range: Medium 

Jade 
Jade is a mysterious figure from the Outworld. It is not known for certain if she is related to Kitana and Mileena, but her special talents seem to point in that direction. Her motivations are just as mysterious. 
Str 5 Agl 8 Spd 10 Int 7 Bod 31 Chi 7 
Descriptors: Mysterious +5, Silent +5 
Special Moves: 
Fan Throw
Spd: 6
Str: 5
Range: Medium 

Jax 
Colonel Jackson Briggs is the leader of the U.S. Special Forces team of which Sonya Blade is a member. Jax possesses a wealth of special abilities and, most recently, has acquired a pair of bionically enhanced arms with which he may more easily combat the invaders of the Outworld. With Sonya's help, he tries to warn the American government of the Outworld's power and the impending danger, but they do not listen. Jax's motivation is the defense of the planet against evil. 
Str 9 Agl 6 Spd 6 Int 7 Bod 32 Chi 5 (7) 
Descriptors: Military +5, Good-natured +3, Powerful +2 
Special Moves: 
Missile (Artifact)
Spd: 2
Str: 7
Range: Long
ee: Fire
Charges: 3 
Double Missile (Artifact)
Spd: 1
Str: 8
Range: Long
ee: Fire
Charges: 3 
Sonic Wave
Spd: 6
Str: 5
Range: Short
ee: Force 
Dash Punch
Spd: 6
Str: 5
Range: Short
Note: Moves Jax to target. 
Shock Wave
Spd: 3
Str: 9
Range: Short 
Backbreaker
Spd: 6
Str: +4
Range: None 
Slam
Spd: 4
Str: +6
Range: None 

Kabal 
Kabal is a chosen warrior that met a horrible fate at the hands of Shao Kahn's extermination squads. He survived, but not without suffering permanent damage. Now, he must wear an artificial respirator at all times. Kabal's motivation is his rage and thirst for revenge against Kahn. 
Str 7 Agl 7 Spd 8 Int 7 Bod 33 Chi 8 
Descriptors: Angry +4, Vengeful +4, Loner +2 
Special Moves: 
Tornado Dash
Spd: 9
Str: 0 (Hold)
Range: Short
Note: Moves Kabal to target. 
Plasma Bolt
Spd: 4
Str: 6
Range: Medium
ee: Force 
Ground Saws
Spd: 5
Str: 7
Range: Short 

Kano 
The man known as Kano is a Japanese-American and member of the criminal organization called the Black Dragon Society. He is crude and blackhearted, always willing to fight, with or without a reason. For a time, Kano was kept as a prisoner in the Outworld by Shao Kahn but it didn't take long for him to get on his captor's good side. Soon after, he was inadvertently released when Jax rescued Sonya. Kano occasionally performs small tasks for Shang Tsung, for the right price, and offers to help train Kahn's men when the Outworld invasion begins. Kano's motivation is money and power. 
Str 8 Agl 7 Spd 7 Int 4 Bod 31 Chi 6 
Descriptors: Mercenary +4, Liar +3, Infravision +3 
Special Moves: 
Cannonball
Spd: 3
Str: 7
Range: Short
ee: Force
Note: Moves Kano to target. 
Knife Slice
Spd: 6
Str: +4
Range: None 
Knife Throw
Spd: 6
Str: 5
Range: Medium 
Choke Hold
Spd: 5
Str: +5
Range: None 

Kitana 
Princess Kitana was one of Kahn's personal assassins, along with her twin sister, Mileena. As the true heir to the throne of the Outworld, she turned on Shao Kahn and joined the heroes of the Mother Realm (Earth) in fighting Kahn and his henchmen. 
Str 5 Agl 8 Spd 9 Int 9 Bod 32 Chi 8 
Descriptors: Assassin +5, Regal +2, Gorgeous +3 
Special Moves: 
Fan Throw
Spd: 6
Str: 5
Range: Medium 
Fan Slice
Spd: 7
Str: +3
Range: None 
Fan Wave
Spd: 10
Str: 0 (Hold)
Range: Short 
Flying Punch
Spd: 7
Str: 4
Range: Short
Note: Moves Kitana to target. 

Kung Lao 
The priest Kung Lao is the descendent of the first champion of the Mortal Kombat competition of the same name. He is a pious servant of Rayden and the Order of Light (Rayden's sect) and a close associate of Liu Kang. With Liu Kang, Kung Lao is helping to establish a new Shaolin temple. Kung Lao's motivation is the protection of life and the small village in which he lives, Wuhu. 
Str 6 Agl 8 Spd 8 Int 8 Bod 34 Chi 10 
Descriptors: Learned +5, Polyglot +3, Friendly +2 
Special Moves: 
Hat Throw
Spd: 6
Str: 6
Range: Short 
Teleport
Spd: 9
Str: 0
Range: Extreme 
Flying Kick
Spd: 6
Str: 5
Range: Short
Note: Moves Kung Lao to target. 
Spin Attack
Spd: 4
Str: +6
Range: None 

Liu Kang 
Liu Kang is an agent of the White Lotus Society and disciple of Kung Lao. Liu Kang is the current champion of the Mortal Kombat competition and one of the greatest threats to Shao Kahn's rule over the Mother Realm. He is acquainted with most of the heroes of the Mortal world and has been forming a new Shaolin temple with the help of Kung Lao. His sole motivation is the defeat of Kahn. 
Str 6 Agl 8 Spd 8 Int 8 Bod 34 Chi 10 
Descriptors: Honest +4, Selfless +3, Vengeful +3 
Special Moves: 
Dragon Kick
Spd: 6
Str: 5
Range: Short
Note: Moves Liu Kang to target. 
Fireball
Spd: 4
Str: 6
Range: Medium
ee: Fire 
Bicycle Kick
Spd: 4
Str: 7
Range: Short
Note: Moves Liu Kang to target. 
Tiger Run
Spd: 2
Str: 8
Range: Short
Note: Moves Liu Kang to target. 
Air Throw
Spd: 7
Str: +3
Range: None 

Nightwolf 
Nightwolf is the chief of a major Native American tribe in the Midwest. He is a historian and preserver of his culture. When Shao Kahn begins his invasion, Nightwolf has his shaman use his magical powers to shield his people's land. Nightwolf is curious but his greatest motivation is the protection of his people. 
Str 6 Agl 7 Spd 9 Int 7 Bod 33 Chi 9 
Descriptors: Tribal Chief +5, Curious +3, Aloof +2 
Special Moves: 
Spirit Bow
Spd: 5
Str: 5
Range: Long 
Spirit Shield
Spd: 3
Str: +5 (Missile Reflector)
Range: None 
Shadow Ram
Spd: 3
Str: 7
Range: Short
ee: Force
Note: Moves Nightwolf to target. 
Hatchet
Spd: 7
Str: +5
Range: None 

Scorpion 
The being known as Scorpion is actually two men, Yong Park and his son Tsui. Yong Park, a former member of the Lin Kuei, left his past behind to raise a family and work as a bridge toll collector. After ten years, he was hunted down and killed by Sub-Zero. The demigod Yu returned Yong's soul, which inhabits his son's body, to the Mother Realm to exact revenge on his assassin. 
Str 9 Agl 7 Spd 7 Int 7 Bod 34 Chi 8 
Descriptors: Ninja +5, Driven +5 
Special Moves: 
Harpoon
Spd: 3
Str: 4 (Hold)
Range: Medium
Note: Draws target to Scorpion. 
Take Down
Spd: 6
Str: 5
Range: Short
Note: Moves Scorpion to target. 
Teleport
Spd: 9
Str: 0
Range: Extreme 
Air Throw
Spd: 7
Str: +3
Range: None 

Sektor 
Sektor is the first of the Lin Kuei ninjas that were transformed into cyber-assassins through automation. His real name is LK 9T9 and his assignment is to kill the Lin Kuei renegade, Sub-Zero. 
Str 7 Agl 8 Spd 8 Int 6 Bod 32 Chi 3 (7) 
Descriptors: Ninja +5, Mechanical +3, System Glitches +2 
Special Moves: 
Missile (Artifact)
Spd: 4
Str: 5
Range: Long
ee: Fire
Charges: 6 
Heat Seeking Missile (Artifact)
Spd: 2
Str: 7
Range: Long
ee: Fire
Charges: 6 
Teleport Punch
Spd: 7
Str: 4
Range: Short
Note: Moves Sektor to target. 

Smoke 
Smoke is the third of the Lin Kuei ninjas that were transformed into cyber-assassins through automation. He is very mysterious and his motivations are unknown. It is believed that Smoke and Sub-Zero are close associates, which may cause his feelings about him and his hunters (Cyrax and Sektor) to be mixed. Smoke is rumored to have retained his soul in his cyber-transformation. 
Str 7 Agl 7 Spd 10 Int 5 Bod 33 Chi 5 (7) 
Descriptors: Ninja +5, Loyal +3, Honorable +2 
Special Moves: 
Bomb (Artifact)
Spd: 4
Str: 7
Range: Short
ee: Fire
Charges: 6 
Harpoon
Spd: 3
Str: 4 (Hold)
Range: Medium
Note: Draws target to Smoke. 
Invisibility
Spd: 8
Str: 0
Range: None
Note: Opponents are at +2 to their attack rolls. Smoke remains invisible until he is successfully struck. 
Teleport Punch
Spd: 7
Str: 4
Range: Short
Note: Moves Smoke to target. 

Sonya 
Lieutenant Sonya Blade is an American Special Forces agent and one of the members of Jax's team. She is a hot-tempered warrior with a particular dislike for the mercenary Kano, who killed her fiance, Cliff LoDolce, a martial arts sensei. With her commander, Jax, she tries to convince the government of the looming danger of the Outworld but her words fall on deaf ears. Sonya's primary motivation is the death of Kano. 
Str 6 Agl 7 Spd 9 Int 7 Bod 31 Chi 7 
Descriptors: Military +4, Generous +3, Beautiful +3 
Special Moves: 
Power Blast
Spd: 4
Str: 6
Range: Medium
ee: Force 
Bicycle Kick
Spd: 4
Str: 7
Range: Short
Note: Moves Sonya to target. 
Flying Punch
Spd: 6
Str: 5
Range: Short
Note: Moves Sonya to target. 
Leg Flip
Spd: 5
Str: +5
Range: None 

Stryker 
Officer Kurtis Stryker is the leader of a riot control brigade in a major city. When Kahn begins his invasion of Earth, Kurtis finds himself the lone survivor of the city he is sworn to protect. 
Str 7 Agl 6 Spd 7 Int 5 Bod 30 Chi 3 (7) 
Descriptors: Police +4, Protective +3, Unassuming +3 
Special Moves: 
Grenade (Artifact)
Spd: 3
Str: 7
Range: Medium
ee: Force
Charges: 6 
Tonfa Dash Flip
Spd: 8
Str: 3
Range: Short
Note: Moves Stryker to target. 
Tonfa Trip
Spd: 8
Str: +2
Range: None 
Pistol (Artifact)
Spd: 6
Str: 5
Range: Medium
Charges: 6 

Sub-Zero 
Sub-Zero is the most notorious member of the Lin Kuei ninja clan. His potent special moves are products of ancient Lin Kuei scrolls given to him by Shang Tsung in exchange for services rendered. When his clan begins to transform members in cyber-assassins through automation, Sub-Zero chooses not to undergo the operation, against the wishes of the Jonin. Now, he is a carrier of the death mark and hunted by his former associates. Sub-Zero's current motivation is survival, although he always wishes to gain more power and knowledge. 
Str 8 Agl 7 Spd 8 Int 8 Bod 35 Chi 9 
Descriptors: Ninja +4, Acrobatic +3, Cold +3 
Special Moves: 
Ground Ice
Spd: 9
Str: 0 (Hold)
Range: Short
ee: Ice 
Slide
Spd: 9
Str: 2
Range: Short
Note: Moves Sub-Zero to target. 
Cold Wave
Spd: 8
Str: 0 (Hold)
Range: Medium
ee: Ice 
Ice Clone
Spd: 8
Str: 0 (Hold, if touched)
Range: None 

The Villains 

Baraka 
Baraka is the leader of a tribe of Gairen from the wastelands of the Outworld and the high priest of Shao Kahn working with Shang Tsung. He possesses razor sharp sword-like appendages that he may conceal at will. Baraka's barbaric nature and monstrous features are his trademarks. 
Str 7 Agl 6 Spd 6 Int 5 Bod 31 Chi 8 
Descriptors: Nomad +4, Sneaky +3, Disgusting +3 
Sword Bolt
Spd: 4
Str: 6
Range: Medium
ee: Electricity 
Scissor Blades
Spd: 4
Str: +6
Range: None 
Sword Slice
Spd: 6
Str: +4
Range: None 

Goro 
Goro is a four-armed Shokanite, son of King Borbak and Queen Mai, the Prince of Kuatan (a subterranean province) and Ruler Supreme of the Armies of the Kingdoms of Shokan. Several hundred years ago, he was sent by Shao Khan to serve as the champion of Shang Tsung's Mortal Kombat competition. He killed the ancestor of Kung Lao and reigned as champion until eventually defeated by Liu Kang. 
Str 12 Agl 6 Spd 5 Int 8 Bod 36 Chi 8 
Descriptors: Prince +4, Connoisseur +3, Cruel +3 
Fireball
Spd: 4
Str: 6
Range: Medium
ee: Fire 
Body Slam
Spd: 3
Str: 8
Range: Short
Note: Moves Goro to target. 
Chest Thump
Spd: 3
Str: +7
Range: None 

Kintaro 
Kintaro is a leader in Goro's Outworld army. He is a tiger-like variation of the typical Shokanite and enjoys to fight for money or any other reason. Kintaro served as Shao Kahn's champion in his Outworld version of the Mortal Kombat competition. 
Str 11 Agl 6 Spd 6 Int 6 Bod 34 Chi 7 
Descriptors: Protective +5, Bestial +3, Selfish +2 
Flying Smash
Spd: 3
Str: 8
Range: Short
Note: Moves Kintaro to target. 
Fireball
Spd: 4
Str: 6
Range: Medium
ee: Fire 

Mileena 
Mileena is the twin sister of Kitana and an heir to the throne of the Outworld. She is a loyal assassin to Kahn and still serves him. It is believed that Kahn has augmented her abilities. 
Str 5 Agl 8 Spd 9 Int 7 Bod 32 Chi 8 
Descriptors: Assassin +4, Observant +3, Physically attractive +3 
Combat Roll
Spd: 6 (+2 to Agl for Dodging)
Str: 3
Range: Short
Note: Moves Mileena to target. 
Teleport Kick
Spd: 8
Str: 3
Range: Short
Note: Moves Mileena to target. 
Sai Throw
Spd: 6
Str: 5
Range: Medium 

Motaro 
Motaro is a steel-tailed Centaurian from the Outworld and the current leader of Kahn's extermination squads during the invasion of the Mother Realm. He is unique in that he possesses a missile reflection power that is always on. 
Str 10 Agl 7 Spd 7 Int 4 Bod 35 Chi 8 
Descriptors: Leader +3, Equine +5, Clannish +2 
Energy Blast
Spd: 5
Str: 5
Range: Medium
ee: Force 
Missile Reflection
Spd: 0 (Always on)
Str: +8
Range: None 
Teleport
Spd: 10
Str: 0
Range: Long 

Reptile 
Reptile was the personal bodyguard of Shao Kahn and, later, the protector of Shang Tsung. He appears to be human but is, in actuality, an Outworld demon, a member of a reptilian race believed to have been extinct for hundreds of years. Acidic poison constantly drips from slits in his face. 
Str 7 Agl 7 Spd 8 Int 3 Bod 34 Chi 9 
Descriptors: Ninja +3, Confident +3, Reptilian +4 
Acid Spit
Spd: 7
Str: 4
Range: Short
ee: Acid 
Stun Ball
Spd: 9
Str: 0 (Hold)
Range: Short
ee: Force 
Slide
Spd: 9
Str: 2
Range: Short
Note: Moves Reptile to target. 
Invisibility
Spd: 8
Str: 0
Range: None
Note: Opponents are at +2 to their attack rolls. Reptile remains invisible until he is successfully struck. 

Shang Tsung 
Shang Tsung is the mortal shell of a demon once brought to the Mother Realm by Am-ho-tep, an Egyptian Pharaoh. After dying and being reborn many times, Shang Tsung eventually recalled the proper method to create the portal between Earth and the Outworld and contacted his master, Shao Kahn. With Kahn's assistance and instruction, Shang began to cultivate souls by means of the Mortal Kombat competition on the island of Shimura. For thirteen years, Shang was defeated in combat by his nephew, Kung Lao, until Kahn sent the dragon-man, Goro, to act as champion. On the fourteenth year, Goro killed Kung Lao... 
For hundreds of years, Shang Tsung gathered the souls slain in the Mortal Kombat by Goro and others. Slowly, the portal to the Outworld grew. Then, Liu Kang and many other heroes came to the island and, at long last, Goro was defeated and Shang's plans came to ruin. For his encore, Shang Tsung attempted to lure the heroes of the Mother Realm to the Outworld, where they could be destroyed by Kahn himself. It was a difficult battle and both Sonya and Kano were captured and held captive. With the help of Liu Kang, Kung Lao, Cage, Jax and Kitana, the prisoners were set free. 
Now, with the Outworld in shambles, Shang Tsung has been granted more power than ever to help Kahn invade the Mother Realm. 
Str 7 Agl 7 Spd 8 Int 10 Bod 35 Chi 10 
Descriptors: Evil +4, Mystical +4, Bird lover +2 
Flaming Skulls (1-3)
Spd: 4, 3, 2
Str: 6, 7, 8
Range: Medium
ee: Fire 
Eruption
Spd: 1
Str: 9
Range: Medium
ee: Fire 
Morph
Spd: 7
Str: 0
Range: None
Note: Shang Tsung has the ability to change himself into any other character he has seen and studied. This transformation lasts 1-10 combat turns. 
Mist
Spd: 10
Str: 0
Range: Short
Note: Shang Tsung may create an arcane mist about him that partially blinds his opponents, giving them a +1 to their attack rolls. This mist lasts for the entire combat unless somehow blown away. 

Sheeva 
Sheeva is the mate of Goro and appointed bodyguard of Kahn's wife, Sindel. When Kahn invades the Earth realm, she grows unhappy with Motaro's position as leader of the extermination squads. Motaro's race of Centaurians are the Shokanite's worst enemies and she sees Kahn ignoring her people more and more. 
Str 10 Agl 6 Spd 6 Int 6 Bod 34 Chi 8 
Descriptors: Protective +4, Combative +3, Quick-Witted +3 
Fireball
Spd: 3
Str: 7
Range: Medium
ee: Fire 
Flying Smash
Spd: 4
Str: 7
Range: Short
Note: Moves Sheeva to target. 
Ground Stomp
Spd: 5
Str: 7
Range: Short 

Sindel 
Sindel is believed to be the wife of Kahn and the main reason for his invasion of the Mother Realm. Ten thousand years ago, she met an untimely death and, in order to resurrect her, Kahn had to come to Earth to do it. Sindel is as evil as Kahn and just as dangerous. She is the key to his power in the Mother Realm. 
Str 6 Agl 7 Spd 7 Int 11 Bod 33 Chi 10 
Descriptors: Queen +5, Snooty +3, Spoiled +2 
Wave Scream
Spd: 7
Str: 2 (Hold)
Range: Short
ee: Force 
Fireball
Spd: 3
Str: 7
Range: Medium
ee: Fire 
Flight
Spd: 8
Str: 0
Range: Long
Note: Opponents are at +2 to their attack rolls. Sindel may maintain flight until she is successfully hit in combat. 

The Immortals 

Rayden 
Rayden is one of the lesser Chinese gods and is worshipped by the Order of Light. He is one of the few ancient deities that still involves themselves with the affairs of men. He is very protective of mortal man and will risk his physical avatar form in their cause. With the invasion of the Outworld, Rayden's power is at its weakest and his existence begins to fade ... 
Str 9 Agl 10 Spd 9 Int 12 Bod 41 Chi 12 
Descriptors: God of Thunder +5, Wise +3, Likes humanity +2 
Special Moves: 
Lightning Throw
Spd: 5
Str: 6
Range: Long
ee: Electricity 
Shocking Touch
Spd: 7
Str: +4
Range: None
ee: Electricity 
Torpedo Attack
Spd: 4
Str: 7
Range: Medium
Note: Moves Rayden to target. 
Teleport
Spd: 11
Str: 0
Range: Extreme 

Shao Kahn 
Shao Kahn is the demon ruler of the Outworld and strives to merge his realm with that of Earth's, in essence eliminating the yin and yang. Shao Kahn has another reason for conquering the Mother Realm, however: the resurrection of his deceased wife Sindel. Shao Kahn's avatar is quite powerful and he has an army of servants at hand to do his bidding. 
Str 12 Agl 8 Spd 8 Int 12 Bod 45 Chi 15 
Descriptors: God of the Outworld +5, Evil +5 
Special Moves: 
Shoulder Smash
Spd: 4
Str: 9
Range: Short
Note: Moves Shao Kahn to target. 
Energy Lance
Spd: 6
Str: 6
Range: Medium
ee: Force 
Force Hammer
Spd: 4
Str: +5 (Hold)
Range: None
ee: Force