My Original (?) Zako Story - Crimson Angel (System Manga: Balance updated in 16th December 2024) (2 Viewers)

ran

Club Regular
Joined
May 22, 2011
Some notes first:
-This thread is for my own zako story. I am not sure whether to call it original since it was initially based on Japanese comic Detective Conan, although OOC.
-This story is written as a layout of a beat'em up game proposal.
-The content maybe familiar to some readers since posted some ideas in Undertow before.
-#1 is for story and system, #3 is for zako setting, #4 is for character setting, #5 is for other items. I am updating them very slowly, maybe years, due to limitation of fund and time.
-Most of the fight is hand-to-hand combat, weapons especially firearms are restricted.
-Zako is the core of this proposal. They fight fearlessly and bravely to their last breath, by their own free will.
-Characters respect each other as opponents, all actions are for battle only, no guro, torture, rape or other unnecessary damage outside combat.
-Appreciation to artist xfqn of pixiv for my artwork commission, and O osw Tsukachan Tsukachan of this forum for suggestions and feedbacks
-Suggestions and ideas are welcome

System: (Under Construction)
-When a character is down, she can still be attacked when lying on the ground. She needs to roll away, stand or jump up quickly to dodge ground attacks.
Not like most beat'em up games, beating down an enemy only means the end of a chain attack, giving the enemy an opportunity to recover instead of a dangerous status like in real-life.
-Character will gets down if being hit when losing balance, not taking enough damage. Get damage is different from losing balance. By putting down enemies with little damage, the player can buy time to deal with fewer enemies in short period.
For example, when the player pushes an enemy, she will not lose HP but lose balance so you can get her lie on the ground. When the player punches an enemy in her stomach, she still stands but takes damage.
Balance 1.jpg

Balance 2.jpg


Panel 1:
Caption: Female Karatist, a tough type of female zako with strong head-on combat abilities.

Panel 2:
Caption: Facing a resilient enemy...

Panel 3:
Caption: ...you first need to throw her off balance!

Panel 4:
Caption: Then it’s easy to knock her down!

Panel 6:
Caption: You can follow up...

Panel 7:
Caption: ...by landing additional attacks to deal massive damage!

Panel 8:
Caption: But be careful! Some enemies can counterattack from the ground!


-Enemy's HP can re-generate slowly with time but max HP bar reduces. When an enemy's HP is low, she may take a rest posture to re-generate HP quicker, but also making her vulnerable to the player's attack.
Like in real-life, a knock out an enemy, only one punch is not enough, she will take some rest and recover soon, only a series of attack in a relatively short period can defeat her.
For the heal mechanism, re-generating health very slowly when not in combat works to the player's character as well and the maximum health bar won't reduce. I also think Street of Rage 4's idea is good, after finishing a group of enemies, the player's health can re-generate certain amount if not get hit shortly. I also would like health items appear more frequently and be real medical items like painkiller, band and spray instead of a chicken from a rubbish bin.

-Girls getting launched or knocked down can hit other girls
Simple punching off-balanced girl for knock downs may get prevented due to other girl catching them, where as proper launch may cause domino effect. once downed, they will be protected, but perhaps in the form of low priority. so if a girl standing still is within the attack box, that girl will take the hit so the downed girl has chance to get up instead of getting stomped on.
Instead of traditional ai of always roam near player and attack on cooldown, they will run to the edge of screen and lean on object or sit down to regenerate. making themselves vulnerable to flying projectiled girls. and lastly add in trauma stage, so if girl takes way too much damage at once, even when she recovers health, she will be permanently weakened due to blunt trauma / bleeding.

-Enemies' wearing really work. Enemies' gear is not just decorative of their sexy bodies but also influences the player's strategy.
For example, an enemy girl wears the bikini armour. The player's upper attack on breasts deals little damage because of her breastplates. However, middle attack on her exposed belly or lower attack on her legs may really hurt her.

-Enemies' location and stance change with your attack.
For example, if the player side kicks an enemy, she will move a little left/right, rather than just leap front or back. Their defeated posture will also not only depend on their own unit type, but also how the player attacks them.

-The spawning mechanism makes some sense
For example, enemies gather outside the door and then open the door and get in the fight, the player can also get through the opened door, or enemies come with transport like truck or boat, or enemies jump down from windows/hills instead of from the air like Ninja Gaiden or mass teleporting like you speak. The player can know where the enemies come from and how many of them.

Story:
Prologue
Afternoon: J Nation-Tokyo-Business Street

After school, Ran and Sonoko go to a dessert shop to have drinks and discuss the upcoming visit of Heiji and Kazuha. Sonoko goes to the restroom while Ran has a long phone call with Shinichi. After the call ends, Sonoko still hasn't come out.
Ran goes into the restroom to check and finds Sonoko unconscious. After a brief conversation with Shinichi and the shopkeeper, it is determined that a group of female students from Tamagawa Minami High School who just came out of the restroom are suspicious. Ran chases after them and tries to stop the female high school students outside, demanding that they go back and be questioned. However, they refuse and a conflict breaks out, with other Tamagawa Minami students on the street joining in.

Zako: Thug Type

After defeating these female high school students, a sunny and strong female high school student somersaults and jumps in front of Ran. She introduces herself as Yui Yuno and asks for Ran's school and name. After Ran provides the information, Yui cheerfully challenges her.

Boss: Yui Yuno

Yui, who was knocked down, quickly gets up and excitedly suggests having another round. At that moment, Conan arrives on a skateboard and resolves the misunderstanding between the two sides. It turns out that there is a fighting tournament between Tamagawa Minami High School students and external fighters on the street, attracting many Tamagawa Minami students, and Yui mistook Ran for an interfering fighter from another school. With Yui's assistance, Ran identifies the girls who bullied Sonoko among the defeated female high school students. They admit to being part of a delinquent girl gang and confess to drugging Sonoko earlier.
Sonoko is taken to the Suzuki Zaibatsu Hospital, and Ran, along with Heiji and Kazuha who have arrived, goes to visit her. Sonoko seems to have been poisoned with a rare toxin, and not only is she not waking up, but her life is also gradually weakening. Filled with guilt, Ran decides to uncover the truth and save Sonoko.

Chapter 1
Midnight: J Nation-Tokyo-Park

After receiving information from the police that a group of delinquent girls enjoys bullying lone girls late at night, Ran decides to go to the park alone, using herself as bait to lure them out.

Zako: Thug Type

After giving them a severe beating, the leader of the delinquent girls, Tsubaki, appears, threatening to disfigure Ran.

Boss: Nagarekawa Tsubaki

Once Tsubaki, the leader, is defeated, she immediately falls to her knees, begging for mercy. The delinquent girls confess that they have been under the orders of Hōmu Corporation, a company involved in adult video production. They have been injecting aphrodisiacs while bullying girls, aiming to make money and enjoy filming their victims in a state of arousal for online entertainment.

Ai's analysis reveals that the remaining substance in the syringe is not an aphrodisiac but an unusual ingredient. Ran believes that the problem lies with the aphrodisiac provided by Hōmu Corporation and insists on finding them to obtain an antidote. Conan and others, however, suspect that it is abnormal for Tamagawa Minami High School, where they usually hold martial arts tournaments on campus, to engage in street fight matches. Furthermore, the delinquent girls, who usually only come out late at night, are attacking during the day, which is highly unusual.

Chapter 2
Noon: J Nation-Tokyo-Studio

After coordinating with the police, Ran and the other four individuals visited the Hōmu Corporation. Upon entering the office, they sought a meeting with Manager Riko Matsui and persuaded her to cooperate and hand over the antidote. However, their words did not resonate with Riko, and she commanded her minions to attack.

Zako: Thug Type, Security Type

The team easily defeated Riko's subordinates who rushed in. Riko escaped through a door, and they immediately chased after her. Suddenly, a fire door came down from above, separating Ran, who was at the forefront, and Conan, who wanted to stop her, from the rest of the group. So, the two of them found another way to leave.

Compared to the thugs blocking their path, Ran was more concerned about taking care of and protecting Conan. Despite Conan being very agile and alert, his small stature still hindered Ran's maneuverability in the crowd. Seeing this, Conan decided that no matter how worried he was about Ran, he should not accompany her and slow her down. Ran brought Conan to the set and had him crawl out through a ventilation duct to meet up with the others while she found a different way to exit. An adult video actress on the set wielded a whip and blocked Ran's path.

BOSS: Shiroyo Mogami

Facing Shiroyo, who was excited about finally being able to have a real fight, Ran engaged in a battle with a somewhat fulfilling and wish-fulfilling mindset. After defeating Shiroyo, Ran received a call from Conan, instructing her to go to the rooftop of the set and board a police helicopter to leave.

Chapter 3
Afternoon: J Nation-Tokyo-Port
After boarding the helicopter, Ran was immediately restrained by female police officers and dragged towards the Ebito River to be thrown in. However, in the ensuing struggle, Ran ended up knocking them all into the river instead. Startled and afraid, Ran jumped from the helicopter onto a flagpole at the dock and slid down. Suzuki Zaibatsu's bodyguard, Hayato Mochizuki quickly arrived to assist Ran in her escape. Conan and the others were also detained by the police. It turned out that the police had begun pursuing Ran on charges of intentional harm and other acts of violence. Although the officers who were familiar with Conan and the others were reluctant to do so, they could not defy their superiors.

Zako: Police Type

In this stage, Ran's attack power and charging speed are reduced because she is reluctant to attack the police. With Hayato's help, Ran evades the pursuit of the female police officers by taking advantage of the constantly moving containers at the harbour. Just as Ran is about to leave the harbour and hide among the buildings in the city, a familiar figure blocks her path.

Boss: Miwako Sato

During the confrontation with Miwako Sato, Ran clearly senses that Miwako is holding back. After defeating Miwako, she hints that the high-ranking officials are pressuring them and that they are actually reluctant to pursue Ran. Ran informs Miwako about the incident on the helicopter where the female police officers intentionally tried to harm her. At that moment, a notification arrives, cancelling the arrest warrant for Ran.

Thanks to the efforts of the lower-ranking police officers and the Suzuki Zaibatsu, the police withdraw their pursuit of Ran, but they remain uncooperative. Ran meets Sonoko's mother, Tomoko Suzuki, and Hayato's sister, Hana. She expresses her gratitude to Tomoko and promises to do her best to capture the mastermind behind it all and help Yukiko recover.

The investigation reveals that Homu Corporation is an industry related to Feifengsha and has connections to the tournament rivals of Tamagawa Minami High School. Everything points to Feifengsha's involvement, but Conan and the other detectives still doubt if Feifengsha's influence is significant enough to affect the police force, and the motive behind the attack on Sonoko remains unclear.

Conan is worried about Ran continuously putting herself in danger, but he knows that accompanying her would only become a burden to her mobility and combat. He entrusts Ai with finding a way to take care of Ran.

Chapter 4
Evening: J Nation - Tokyo - Nightclub
Everyone gathers at the agency to analyze the case. Yui, who has been helping with the investigation, arrives and informs them that she learned from her classmates that the organizer tonight will distribute a new batch of aphrodisiacs to delinquent girls at the nightclub. The formula is different from the one used on Sonoko, and it seems to be the same one that caused Ran to lose consciousness. Since delinquent girls from various schools will be gathering at the nightclub, Yui suggests that Ran, Sonoko, and Ayumi can blend in, while Conan and the other two male members cannot. They decide to give it a try, with the remaining three ready to provide backup nearby. Yui, Ran and Kazuha disguise themselves with wigs and enter the nightclub. Inside, they confirm that Reiko is indeed distributing the aphrodisiacs, and there are many girls willing to harm others their age by taking the drugs in such a lust-filled environment. The three girls plan to take a few bottles back for comparison, but suddenly their cover is blown.

Zako: Thug Type

Although there are many delinquent girls, they are no match for the three. Ran and the others realize that this is a rare opportunity. They contact the backup team outside while pursuing Reiko.

Boss: Reiko Matsui

After catching up to Reiko and defeating her, she smugly snaps her fingers, summoning a group of female fighters. Ran and Kazuha realize that they may have been tricked.

Zako: Sino Type

These fighters are much stronger than the previous non-threatening delinquent girls. As Ran and Kazuha fight and retreat, Kazuha is shocked to discover that Yui has disappeared. Suspicious of Yui, they make a phone call to the backup team while leaving through the casino.

Zako: Security Type

After defeating the casino guards, two playing cards are thrown onto the red carpet in front of Ran and Kazuha. Suddenly, a female magician appears in a cloud of smoke.

Boss: Ai Unabara

Unable to defeat the two, Ai summons a large group of pigeons to surround Ran and Kazuha before disappearing herself. Conan and the others receive the signal and rush into the nightclub while Ran and Kazuha run outside and drive away. The Feifengsha quickly follows them and a chase ensues, leading to an industrial area where Conan and the others' car is surrounded. However, they discover it to be an empty car. It turns out that before they set off, Conan installed tracking devices on Ran and Kazuha. Seeing two signals running out but only one remaining, indicating that one of them is likely a decoy, the detectives realize that Kazuha is genuine while Ran is the decoy.

Chapter 5
Midnight: J Nation - Tokyo - Underground Fight Arena

When Ran gets up, she realizes that she is in an underground fighting arena. There are numerous spectators outside the large iron cage, and the broadcast is encouraging betting on how many rounds Ran will survive. Ran tries to break through the iron cage to get out, but she discovers that the cage is electrified.

Zako: Martial Arts Type, America Type

One after another, female fighters keep entering the cage, each one trying to take Ran down. They don't give her a chance to catch her breath. At first, Ran manages to control herself and avoid causing serious harm, but as her stamina decreases and injuries increase, she becomes less precise with her strikes. Conan and the others interrogate the imposter who pretends to be Ran and learn that the Flying Phoenix Society tracked her location using her cellphone. They plan to ambush the people outside with coordinated actions. With information obtained from the imposter, they understand the situation in the underground arena. Ling drives a car identical to Ran's while keeping her cellphone on, attempting to divert attention. Meanwhile, they return to the nightclub where the ambushers have already left.

Amidst the cheering of the audience, a woman wearing a bright red racing girl leather outfit enters the arena, raising her hands. The broadcast announces the names of the entering fighters, making Ran realize that the level of her opponents has increased.

Boss: Kyoka Sasaki

Kyoka proves to be extremely resilient, getting knocked down multiple times but always getting back up. Ran pleads with Kyoka to stay down, but Kyoka refuses, stating that she can't give up because she needs the money to support her younger brother's education. Ran reluctantly knocks Kyoka down one final time, draining a significant amount of her own stamina in the process.

The next fighter enters the arena as announced by the broadcast. She is a mixed-race woman wearing a white full-body MMA combat suit, showcasing her strong physique. She proclaims that she will finish off Ran.

Boss: Shauna Mendez

Shauna's attacks are brutal, leaving Ran bloodied and battered. However, Shona underestimates Ran's hidden strength. After taking one of Ran's powerful kicks, Shona can no longer stand. Ran sits on the ground, not intending to finish off her opponent. Exhausted and unsure if it's a conscious decision or merely a desire for a moment's rest, Ran's gaze soon fixates on the face of the next opponent entering the arena, Yui.
A nameless rage surges from the depths of Ran's heart as she kicks Shauna, who crawls towards her, in the back of the head. She forces herself to stand up and demands answers from Yui about what is going on. Yui simply urges Ran to come at her.

Boss: Yui Yuno

Consumed by anger, Ran unleashes her full force and defeats Yui. Yui apologizes to Ran, revealing that she too was deceived and that their current predicament of never-ending fights was a result of manipulation. Yui fought with all her might to experience the thrill of a true battle. Ran tries to convince Yui to find a way to escape together, but Yui, taking off her clothes, kisses Ran and quietly explains that it's to buy Ran some recovery time. Ran, whose mind is clouded, reluctantly accepts. The entire audience erupts with cheers once again. Later, as Yui lies on the arena floor, she suddenly starts coughing violently, blood gushing from her throat. It turns out that the severe injuries Ran inflicted on her during their battle caused fatal internal damage. All Yui could do was give Ran a brief respite. Witnessing Yui take her last breath in front of her, overwhelmed by self-blame, anger, fatigue, pain, and loneliness, Ran can no longer suppress her violent tendencies, and she explodes.

With red eyes, Ran adjusts her clothes and looks at the next opponent entering the arena. From the cheers of the audience and the host's commentary, it becomes apparent that the incoming fighter is a star in the underground fighting circuit. However, Ran no longer cares about any of that.

Boss: Elena

Elena proves to be as ruthless as an assassin, while Ran relies on her survival instincts and violence. Both fighters push themselves to the brink, sustaining life-threatening injuries. In a final act of brutality, Ran breaks Elena's spine, and then, unable to withstand the physical and mental strain any longer, her consciousness fades away.

After confirming that Ai didn't lie, detectives enter the underground fighting arena and causes chaos by short-circuiting the power and cutting the rope of the hanging lights. They rescue Ran. Ai Haibara hands over an experimental treatment drug to Conan, utilizing the fact that Conan and Ran share the same blood type. Ai Haibara has improved the antidote given to Conan, which promotes cell regeneration to restore an adult body, allowing Ran to recover her health in a shorter but more painful time. However, the enhanced drug resistance quickly becomes a concern. Conan feeds the experimental drug to Ran.

Chapter 6
Evening: J Nation - Tokyo - Chinatown

Severely injured and on the verge of death, Ran is taken to the Suzuki Zaibatsu's villa. The Feifengsha's surprise operation turns out to be fruitless.

Upon learning of her daughter's critical condition, Eri rushes to the scene. By this time, Ran's vital signs have stabilized after taking medication and receiving medical care from the Suzuki Zaibatsu. Other than Conan, Heiji, and Ai, who are aware of the severity of Ran's injuries, everyone else assumes her injuries are much less severe than they actually are.

The next step is to deal with the Feifengsha without police assistance. After leveraging the connections of the Mouri couple for gathering intelligence and making arrangements, a plan is formed: Ran, Kazhua, Heiji, and Conan will infiltrate the Qianyun Grand Hotel where the Feifengsha is located to gather clues related to the attack on Sonoko, search for an antidote, and, if possible, capture their head Ni Lei. Kogoro and Eri are prepared with transportation for immediate assistance. Hayato and Hana express the need to take care of Sonoko and cannot participate.

The following night, the four of them arrive at the bustling Chinatown. The petite figure of Conan stealthily makes his way to the meeting place of the Feifengsha's high-level executives. During the meeting, the three leaders express their dissatisfaction with the unequal distribution of the head's benefits, leading to reduced income for the agency's industries. Meanwhile, the head engages in persuasive tactics. This sparks a heated argument among the four individuals. Suddenly, Ju Branch leader, Jiayue Chen, dies from poisoning, and the remaining three accuse each other, one after another, as they consume food and drink to prove their innocence. The meeting ends without resolution.

Conan quickly deduces that the culprit is Ye Jingjing, the leader of Mei Branch. While considering the motive,Ye Jingjing, along with her Mei Branch and Ju Branch subordinates, launches a rebellion under the pretext of seeking revenge for the poisoned Jiayue. They attack the head's direct subordinate, Lan Branch. Heiji suggests waiting until Lan Branch is close to defeat before executing the original plan. Mei and Ju Branches storm into the Qianyun Grand Hotel, but suddenly, Lan Branch's ambush appears from various locations in Chinatown, forming a pincer attack to eliminate the rebels.

Realizing something is amiss, Conan and Heiji instruct Ran and Kazuha to find a way to defeat the head while they retreat and plan the next move.

Zako: Sino Type

Since this level, Ran becomes ruthless and starts killing. After a battle against Lan Branch, she breaks through the blockade and enters the interior of the hotel, while Kazuha remains outside to block reinforcements.

Evening: J Nation - Tokyo - Grand Hotel

In the hotel lobby, a girl in an exquisite qipao, different from the members of the Feifengsha, blocks Ran's path. She mentions witnessing Ran's determined fighting spirit on China Street and believes that Ran is a worthy opponent to challenge herself. Ran asks the girl to step aside, explaining that she has urgent matters to attend to and suggests they find another time for a match. However, the girl insists that she has discovered through prolonged practice that only a life-and-death battle can enhance her martial arts skills, dismissing everyday sparring as low-level repetition.

BOSS: Fang Leifang

Leifang's Tai Chi technique proves to be highly effective against Ran. They fight from the lobby to the upper floors and back down again. Ran finally realizes the contradiction between the girl's competitive spirit and the emphasis on detachment in Tai Chi. She musters all her strength to kick the martial arts enthusiast into the lobby's ornamental screen, giving her a taste of what a life-and-death battle truly entails. Tired, Ran takes medicine given by Ai and continues moving forward.

The internal conflict within the Feifengsha becomes increasingly brutal, indicating significant dissatisfaction between the branches. While engaging both sides, Ran focuses on attacking Lan, the president's branch, and tries to avoid unnecessary confrontations with Mei and Ju members.

Zako: Security Type, Sino Type

The Lan branch, which was initially well-prepared, finds itself at a numerical disadvantage due to the turmoil caused by the rebellion. Ye Jingjing, with a small number of subordinates, finally reaches the head, Lei Ni, on the top floor, and Ran also arrives. A fierce melee ensues between the three parties.

BOSS: Ye Jingjing
BOSS: Lei Ni

Exhausted from fighting her way up, Ye Jingjing is the first to be defeated, collapsing in resentment on the verge of success. Ran keeps Lei Ni behind to interrogate her, demanding the antidote for the garden. However, Ni only admits to arranging the attack on Sonoko and injecting aphrodisiacs, claiming ignorance about the specific drugs used or any antidote. Suddenly, both Ran and Ni are attacked and fall to the ground. Hana appears before Ran and proudly announces that Tomoko has completed the transaction. As part of the deal, Ran and the others, who are no longer useful, are to be eliminated. Thanks to the partial recovery of her injuries using the previous medicine, Ran, filled with anger, manages to stand up with great effort.

BOSS: Hana Mochizuki

After defeating overconfident Hana, Conan arrives first. They are already aware of the Suzuki Zaibatsu's betrayal, but due to Ran's communication device being damaged in the previous intense battle with Leifeng, they can only inform her in person. Ran is about to retreat when she is suddenly struck by a poisoned needle shot by Ni in his final moments. The conflicting forces of the restorative power from the medicine in her body and the destructive power from the poisoned needle cause Ran immense pain, rendering her completely powerless. She has to be supported and escorted by Kogoro and Eri, who have arrived. At this moment, Hayato catches up and, enraged by seeing her injured sister, pursues Conan and the others. The previously indifferent Zhu Branch faction of the Feifengsha also rushes in to clean up the mess. Heiji and Kazuha have no choice but to cover the retreat of the group.

Zako: Security Type, Sino Type

During their retreat, Kogoro is injured by Hayato, and Eri desperately blocks Ling before the elevator doors close. The four manage to leave before the elevator opens, avoiding Hayato's interception, and escape from the grand hotel.

At this point, the police surround Chinatown. In a narrow alley, they are stopped by Miwako, who tells them that the Suzuki Zaibatsu has withdrawn its protection, and the police have resumed their pursuit. Tokyo is no longer safe for them to stay. Miwako also reveals that the female police officers who attacked Ran were not acting on behalf of the Feifengsha. The four rush to the train station, considering that their pursuers may assume they will escape west to Osaka, which is Heiji's hometown, and block that route. Instead, they board the Tohoku Shinkansen to head east.

At dawn, the train departs from Tokyo. The three of them contemplate how to console Ran when a massive earthquake occurs, and the train is swept away by a tsunami.

Chapter 7
Noon: J Nation - Fukushima - Wasteland

The four of them escape from the waterlogged train compartment by breaking the window with Ran's extraordinary strength and Conan's gadgets, losing almost all of their belongings. They are finally washed ashore by the tsunami. Conan, suffering from a high fever due to being soaked, and Ran, emotionally exhausted from the dual blow of Lei Ni's poison and losing loved ones, fall into a deep sleep. Heiji and Kazuha take them to seek temporary refuge in a shrine up the mountain.

In the following days, Heiji, who has medical knowledge and survival skills, is busy taking care of the injured, making fires for warmth, filtering drinking water, and gathering supplies. Eventually, exhausted, he falls asleep after leaving written instructions. When Kazuha who has had sufficient rest, wakes up, she takes over and follows the written instructions left by Heiji. She goes out to search for food, medicine, and help.

By this time, the water has receded, and Kazuha comes to a nearby village along the field embankment. She sees some girls who appear to be fighters capturing survivors. Shockingly, one of the girls crushes a survivor girl who tries to resist under her feet in the muddy ground. Kazuha quickly intervenes to mediate and seek help, but they attempt to enslave Kazuha as well. Kazuha becomes furious and fights back.

The combat abilities of both sides are enhanced due to the contaminated water they have consumed.

Zako: Martial Arts Type

After dealing with these violent girls, Kazuha learns from the survivors that the local pharmacy in the town has not been flooded and should still have medicine. The survivors also mention that the girls who used to practice martial arts in the nearby dojo have turned into a gang of criminals. Initially, they were only resorting to violence and looting supplies, but in the past two days, they have started taking lives without hesitation.

Afternoon: J Nation - Fukushima - Ruins
After bidding farewell to the survivors, Kazuha enters the town and unknowingly takes on a ferocious and bloodthirsty appearance. The town is littered with hanging bodies of slaves, and female fighters are leading slaves to collect supplies in the ruins. Kazuha quickly becomes noticed but decides to make her way straight to the pharmacy.

Zako: Mob Type, Martial Arts Type

After obtaining the medicine Conan needs from the pharmacy, Kazuha sees a flash of cold light, and the bottle she is holding instantly shatters into two halves. Her opponent is a delinquent girl who wields a bladed yo-yo as a weapon.

Boss: Reirei Mamamiya

After a fierce battle, Kazuha manages to throw Reirei onto the steel bars in the ruins, impaling her. However, the female fighters have already surrounded Kazuha, and despite her fierce resistance, she cannot break through the encirclement.

Evening: J Nation - Fukushima - Ruins
Due to the residual effects of Ai's medicine, Ran finally recovers from the toxin that had been plaguing her for days and wakes up. She sees Conan with a high fever and Heiji sleeping beside him. Understanding the situation from the notes left by Heiji and Kazuha, she sets off to find Kazuha.

Zako: Mob Type, Martial Arts Type

Ran follows the trail of female fighter corpses submerged in the mud and eventually finds Kazuha trapped in the ruins, locked in a confrontation with an unusually tall female fighter.

Boss: Miki Ozeki

Miki demonstrates strong resistance to attacks, and even Ran's fierce assaults barely faze her. Kazuha cannot use joint locks against Miki's robust physique. On the contrary, Miki stomps the ground, causing debris from the ruins to create obstacles that Ran and Hiyori must dodge. However, the ruins also give Ran an idea. Coordinating with Kazuha, they use Miki's own momentum to guide her towards a weak spot in the floor, and Ran smashes the floor with a punch, causing Miki to fall and rendering her unable to get up due to her own weight. Ran suggests that Kazuha takes the medicine to treat Conan first, but Hiyori insists that if they encounter enemies on the way back and the medicine is damaged, their efforts will be in vain. Instead, she proposes a proactive approach, and Ran, who is also eager for a fight, agrees readily.

Guided by the slaves, they arrive at the fortress being constructed by the gang. The so-called fortress is actually a container ship pushed onto the rooftop of a building by the tsunami. The lower level is filled with building materials and slave corpses, while the middle level serves as the living quarters and storage space for the female fighters. Laila, the leader of the gang, stands on the ship's deck, coldly observing from above.

Zako: Mob Type, Martial Arts Type

Ran and Kazuha fight their way onto the ship, leaving a trail of dead female fighters behind them, and finally face Laila. Laila uses an ancient assassination martial art that can slice objects in front of her. Despite Ran and Kazuha's impulse for combat, they are forced to maneuver on the deck to avoid Laila's attacks.

Boss: Laila

Remembering Kogoro's past remarks about this assassination martial art when he was studying for the police exam, Ran shares the technique's pattern with Kazuha. After weakening their opponent, Kazuha uses her strength to redirect Laila's assassination technique into her own body. Realizing her imminent demise, Laila jumps off the ship's bow.

Ran and Kazuha search the storage area of the ship and find the medicine Conan needs. With the medicine brought by Ran and Hiyori, Conan's fever subsides, and he wakes up. Both Heiji and Conan notice the abnormal state of Ran and Kazuha at this point. The W Nation rescue team finds and saves Ran and the others, secretly taking them aboard a plane back to W Nation. With medical care and recuperation, all four of them regain their health.

Chapter 8
Night: W Nation - Apper - Pedestrian Street

After arriving in W Nation, Ran's physical condition improves, but she begins to experience post-traumatic stress disorder due to the traumatic event. Ran, whose friends' parents are still missing, falls into extreme distress. Queen Mira, who also lost her parents, comes to comfort Ran and assigns her various responsibilities to distract her, some related to finding her own family and others serving Mira's own interests.

Due to the global economic downturn, the unemployment rate in W Nation, especially among women, has skyrocketed. The feelings of hardship quickly turn into dissatisfaction with Queen Mira's lavish lifestyle after ascending the throne. Demonstrations and protests in Apper, the largest city in W Nation, have been ongoing and intensifying. The protesters demand a direct dialogue with Mira to voice their grievances. In an attempt to ease the tension, Mira sends Ran to impersonate her and engage with the protesters.

In the city centre square of Apper, Ran, disguised as Mira, appears before a massive crowd of demonstrators and begins a conversation with their representatives. As Ran gradually soothes the protesters' emotions with her gentleness and understanding, a large banner suddenly descends from a nearby skyscraper. It displays Mira's various wrongdoings in the form of a farewell letter, inciting the crowd and urging them to rise up in rebellion. Tragically, a girl falls to her death from the building. The situation quickly spirals out of control, and the mob breaches the barricades.

Under the protection of her bodyguards, Ran manages to retreat into the City Hall, but the crowd sets the building on fire. Ran hurriedly escapes from another side. As she reaches the pedestrian street on the other side, there are fewer rioters. However, when they see "Mira" (Ran) running out, they immediately attack her. Ran no longer hides her abilities and confronts them head-on.

In this stage, Ran wears a bulletproof vest that enhances her defence.

Zako: Mob Type, Martial Arts Type, America Type

After dealing with several batches of rioters, Ran comes across a rock stage set up on the pedestrian street. The massive sound waves emitted from the speakers stun her. The sound is produced by the rebellious musician, Grass. Not only does her performance ignite the fighting spirit of the surrounding female fighters, but she also wields a guitar as a weapon to attack Ran.

Boss: Grass, the Rebellious Musician

Ran manages to defeat the fighters who have been empowered by the music, and Grass proves to be no match for her. She quickly traps Grass inside the huge speakers on the stage, causing her self-created music to overwhelm her and make her bleed profusely. At that moment, Conan calls Ran and informs her that a large group of rioters has received the message and is coming their way. He advises Ran to quickly take refuge in the skyscraper, reach the rooftop, and board the waiting helicopter for evacuation.

Night - W Country, Apper - Skyscraper

Ran arrives at the skyscraper where the girl jumped from earlier. Conan informs her that the rooftop was supposed to be sealed off by the W Country police, making it unreasonable for the girl to have entered, especially with such a large banner. Whether for her own survival or to seek the truth, Ran can only head towards the rooftop.

The lower levels of the building are complex, and Ran frequently encounters hostile female fighters in intense battles around corners. She gradually becomes suspicious as each group of rioters seems to have a professional female martial artist leading them. The riot does not appear to be spontaneous.

Zako: Mob Type, Martial Arts Type

Ran climbs the stairs, leaving behind a burning and chaotic Apper City below. During this time, Kogoro informs Ran that he has deduced that the girl was pushed instead of jumping and that the mastermind behind it may still be in the vicinity. Ran reaches the floor where the banner was hung and discovers that the W Country female police officers guarding the area have been dealt with. A woman resembling a journalist is using binoculars to observe the chaotic crowd below. Ran questions her presence, and the woman smirks, remarking that she didn't expect Mira herself to come to her. She picks up a walkie-talkie and calls for reinforcements, prompting military-looking female warriors to appear.

Zako: Military Type

Boss: Naila Creston

Although Ran eventually defeats Naila, causing her to fall into the fire ignited by the rioters she incited, Naila manages to relay the message "Mira is here" during her battle with Ran. After collecting a storage device left behind by Naila, Ran rushes to the rooftop. She sees the waiting helicopter in her sight, slowly descending, but suddenly, it gets hit by a flying drone and crashes into a ball of fire. Ran has no choice but to retreat back into the building. Seeing the crowd on the ground converging towards her location, Ran continues her journey to evacuate.

Chapter 9
Dawn: W Nation - Apper - Train

Faced with ubiquitous mobs, Ran uses the rope left behind by the previously defeated female agent to descend and jump onto a passing light rail train to make her escape.

Zako: Mob Type, Military Type

Ran enters the train car from the roof and engages in combat with the mob inside. Conan quickly informs Ran that the remaining police and military in Apper are waiting for her at the city rail interchange under the main road leading out of the city. Ran climbs back onto the roof, preparing to jump off at the right moment. However, this exposes her to the view of Valhalla's drones. Not only do the mob inside the train car climb up to attack Ran, but Valhalla's female warriors either jump down or arrive on drones along the way. Fortunately, the crossbars passing over the roof help Ran take care of many enemies, allowing her to successfully jump off the train and meet up with the evacuation convoy.

Morning: W Nation - Apper - Slum

Ran catches up with the convoy of remaining W Nation police and military evacuating the city. However, the convoy encounters mobs attacking along the way and roadblocks set up to hinder their progress when passing through the slums. Ran has to get off the truck to help clear the roadblocks and deal with the mob.

Zako: Mob Type, Martial Arts Type

Ran easily breaks through the first few roadblocks with her punches and kicks. However, while clearing the last roadblock, a agile figure confronts Ran. Ran instructs others to quickly clear the roadblock while she deals with this dancer.

Boss: Samirah Aishama

During the fight, Ran grows disgusted as she learns that Samirah is driven by greed. She kicks her in front of the truck and orders the convoy to move forward. One truck after another runs over the materialistic woman and drives onto the canal bridge leading out of the city.

Noon: W Nation - Desert - Ruins

The evacuation convoy enters the desert area. Valhalla's pursuing convoy catches up quickly. Ran fights the female warriors who have caught up with her on the roof of the vehicles, but as the enemy vehicles collide continuously, some of the convoy's trucks get separated and overturned. Seeing the overwhelming odds, Valhalla's drones also arrive. At this time, W Nation activates electronic interference, causing all of Valhalla's drones to crash and communication to be disrupted. However, the ground forces of Valhalla persistently continue their pursuit. The battered evacuation convoy finally comes to a stop at the ruins of an ancient Crusader fortress in the desert. Only a few female police officers manage to survive, and Ran joins them in defending the fortress. Shortly after, Valhalla's female warriors arrive. The W Nation police officers initially attempt to use the advantage of the terrain to hold them off, but the superior numbers and quality of the female warriors quickly break through the walls and storm inside. Under the scorching desert sun and sandstorm, a bloody battle erupts within the ruins, with one side having no escape and the other lacking reinforcements. The girls from both sides fight to the death in various corners of the fortress. All the female police officers beside Ran quickly fall, leaving her to maneuver and gradually eliminate the formidable but divided female warriors in the ruins.

Zako: Military Type, America Type

The ruined fortress finally falls silent, filled with the screams of the defeated. Amid the sandy pile of bodies on both sides, Ran searches but fails to find any survivors from her own side. With a sense of regret and melancholy, she walks out of the fortress gate alone. In the seemingly empty Valhalla convoy, a tall figure on a pure white horse appears. The figure asks whether Ran is Queen Mira of W Nation or the fugitive Mouri Ran. Ran answers that she is Mira. She then raises her sword to salute, solemnly introducing herself as a noble knight from Europe and challenging the Queen of W Nation to a duel.

Boss: Victoria von Kord

Victoria proves to be a formidable opponent. Although Ran knocks her off the horse, Victoria's elegant and fierce swordsmanship leaves several holes in Ran's body. Ran can only endure using the first aid spray she picked up from the defeated nurse. The tide turns after Ran breaks Victoria's sword, revealing that Victoria's unarmed combat skills are inferior to Ran's. She is quickly defeated by Ran. On the verge of death, Victoria sees that Ran's damaged military uniform reveals Asian yellow skin rather than the European white skin that Queen Mira should have. Gasping for breath, Victoria asks who Ran really is. Ran comforts her, saying that the yellowed skin is due to sun exposure, and the one who defeated her is indeed Queen Mira. She tells Victoria that it was her honor to fight her and Victoria closes her eyes with a satisfied expression.

W Nation reinforcements arrive later and take Ran away. Based on the information collected by Ran in the skyscraper and the ruins, it can be confirmed that the attackers belong to Valhalla. However, at this point, it is still unknown that Valhalla is also the mastermind behind the attack on the Garden.

Chapter 10
Noon: J Nation - Shizuoka - Snow Mansion

Worried about her parents, Ran expresses her desire to return to J country to Mira. With the joint efforts of Conan and Ai and W Nation, Ran and the others manage to sneak back into J Nation and locate Tomoko and Sonoko in the Suzuki Zaibatsu's secluded snow mountain mansion. After receiving a motivational phone call from Shinichi, Ran regains her determination and sets off again.

Taking advantage of the cover provided by the snowstorm, Ran disguises herself as a female bodyguard, while Kazuha disguises herself as a maid, infiltrating the heavily guarded mansion. Originally planning to enter the third-floor master bedroom during lunch delivery, they are discovered by Ling on the third-floor corridor, prompting them to switch to a direct assault.

Zako: Security Type

As expected, Hayato guards the master bedroom. Hana tries to open the door to assist her sister but is scolded by Hayato and told to stay inside to protect Tomoko.

Boss: Hayato Mochizuki

Ling proves to be extremely formidable, seemingly tireless and impervious to pain. Despite Ran and Kazuha being adequately prepared, they can only temporarily restrain Hayato's movements. Just as Hayato is about to break free from their grasp, she suddenly falls into a deep sleep. Conan appears behind Hayato and retrieves a key card to enter the master bedroom from her possession.

Afternoon: J Nation - Shizuoka - Snow Mansion
Ran enters the master bedroom where Sonoko lies on a sickbed, and Tomoko sits by her side. Ran confronts Tomoko, questioning why she would betray her daughter's good friend. Tomoko explains that Sonoko has been identified as the successor to the corporation, and in comparison to the legacy of the corporation, Sonoko's personal life holds little significance. When pressed by Conan, Tomoko continues, revealing that the opposing side has now accepted her demands and provided medication for Sonoko's recovery. The final value of Ran and the others lies in being bargaining chips in exchange for Sonoko's well-being, ensuring her full recovery. Tomoko then displays a screen showing the captive Kogoro and Eri, demanding that Ran and the others surrender. Kazuha proposes capturing Tomoko as a hostage in return, while Hana immediately jumps in front of Tomoko to protect her.

In the midst of the confrontation, nobody notices the transformation occurring on the bed next to them. Suddenly, Sonoko flips over and stands up, now appearing as a bloodthirsty and ferocious leopard-like creature. Ran and Kazuha, both frightened, freeze in place, while Hana reacts slightly faster, but is still pushed against the wall by Sonoko's paw. Ran calls out to Sonoko, who then turns and lunges at Ran. In a critical moment, Kazuha manages to stop Sonoko's claw from reaching Ran's head.

Meanwhile, screams echo through the corridor, and urgent calls for help flood the computer screens in the room. Conan informs Ran that the attackers outside are the ones who provided the transformation drugs to Sonoko, the same individuals who had harmed her before. Kazuha urges Ran to go out and face the enemies while she takes care of Sonoko.

Boss: Sonoko Suzuki

Kazuha exerts tremendous effort to subdue the feral Sonoko, and with the help of the just-recovered Hana, they bind her tightly. Tomoko, regaining her senses from the shock, is persuaded by Conan to abandon her alliance with Valhalla and reveals the location where Eri and Kogoro are being held captive.

In the meantime, Ran bursts out of the master bedroom and discovers that the power outside has been cut off. The outdoor snowstorm has ceased, and sunlight illuminates the corridor, revealing the lifeless bodies of Suzuki security personnel and a considerable number of Kunoichi scattered about. Realizing that they are the masterminds behind the attack, Ran's anger ignites, and she launches herself into the battle. As Ran fights against the Kunoichis and female warriors in the mansion, the sound of helicopters continues to be heard outside. Large numbers of female warriors descend onto the estate, with some even landing inside the mansion. Ran must constantly watch her back and be aware of enemies appearing suddenly from above.

Valhalla's assault is from top to bottom, and there are still some security personnel resisting on the lower floors of the mansion. After rescuing them, Ran instructs them to guard the master bedroom where Sonoko is located and waits for Hayato to wake up and explain the situation. At that moment, Conan calls to inform Ran that Sonoko has been subdued, bringing some relief. Ran notices that the battle in the courtyard has taken a one-sided turn, with the Suzuki Zaibatsu security being completely outmatched by the Valhalla female warriors. Ran decides that instead of passively waiting in the mansion until the enemy completely surrounds them, it is better to take the initiative and reduce the pressure on the mansion by fighting outside, while also saving as many security personnel as possible.

Ran's fierce assault throws the Valhalla female warriors outside into chaos. However, even Ran, who excels at dealing with minions, finds it difficult to handle the overwhelming number of enemies in the open terrain. Fortunately, the Suzuki security personnel, who were initially powerless, gradually regroup and fight back with Ran's assistance and encouragement. With comrades covering her, Ran launches a fierce attack against the female warriors in front of her without any worries about her rear.

On the other side, Kazuha and Hana manage to withstand several waves of Valhalla's attacks on the master bedroom. Hayato also regains consciousness and, after understanding the situation, instructs Kazuha to protect Tomoko while she goes outside to deal with the intruders. Together, they go out to confront the enemies, and it is then that Kazuha notices that Hayato's techniques bear some resemblance to those of the Valhalla Kunoichi. Although Valhalla continues to deploy personnel to attack the mansion, the number of female warriors entering the mansion noticeably decreases due to being tied down in the courtyard.

Zako: Military Type, Yamato Type, Tech Type

The intense battle outside the mansion is coming to an end. The bodies of female fighters from Valhalla and the Suzuki security forces are scattered across the courtyard, with blood staining the melting white snow. Only a few can still stand. The surviving security personnel regroup and reenter the mansion, while Ran receives a call from Heiji, who has successfully rescued Kogoro and Eri and evacuated. Feeling relieved, Ran turns to return to the mansion and rest, but a red figure appears behind her. Ran turns around and sees that several of the female warriors she had defeated have now stood back up. Although Ran had previously witnessed similar abilities from Valhalla's nurses, she is still surprised to see so many of them quickly revived. The enemy clashes her fists together while demanding that Ran pay the price for killing her sisters.

Boss: Nita Davis

Nita not only has the ability to revive female warriors but can also administer medication to those who have just regained consciousness, quickly restoring their strength. Additionally, she is a robust combatant. Ran not only has to face Nita herself but also deal with the resurrected female warriors. As the battle progresses, Nita, drenched in sweat and snow, with steam rising from her skin, begins to struggle while continuing to perform cardiac resuscitation on the fallen female warriors. Eventually, the electricity from her soaked electric gloves surges through her body, resulting in a fierce electric shock. Nita collapses weakly onto the snowy ground, joining her sisters whom she had tried to save. Exhausted, Ran approaches her, places her glasses back on her face, and positions her in a dignified manner as a sign of respect.

At that moment, a helicopter descends from the sky, breaking the previous silence. A golden-haired woman in a combat suit jumps out. Conan calls, and Tomoko recognizes her as Catherine, the owner and commander of Valhalla. Catherine seems unconcerned about the bodies of her subordinates scattered on the ground and instead expresses her excitement to face Ran, seeing her as a worthy opponent whom she intends to thoroughly enjoy battling.

Boss: Catherine Bradford

Despite having the aid of Ai's medication to slowly recover from her injuries, Ran, who has already experienced consecutive fierce battles, is physically exhausted. Gritting her teeth, she defends against Catherine's fierce attacks while questioning her. Catherine is skilled and openly admits that she orchestrated the attack on Sonoko, pushing Ran to retreat step by step. In the end, with the last of her strength, Ran manages to repel Catherine. As Catherine starts to rise from the snow, ready to continue the fight, she notices that Hayato and Kazuha have arrived behind Ran. Realizing that it means the Valhalla female warriors who infiltrated the mansion have been completely defeated, leaving only Catherine herself on the ground, Caitlin declares that they will meet again and retreats with her chief bodyguard, Melissa ropes...

Chapter 11
Morning: J Nation - Fukushima - Factory

Sonoko, despite being restrained, retains her wild nature. She snarls at her best friend and mother, showing no signs of regaining her sanity or returning to her human form. Tomoko has no choice but to reveal the root of it all - the struggle for control over Futaba Pharmaceuticals with Valhalla. Valhalla attacked Sonoko in order to obtain control over Futaba Pharmaceuticals, using the antidote as leverage to force Tomoko to concede.

Conan and Heiji, having gathered information from various sources, believe that Futaba Pharmaceuticals likely holds the formula to cure Sonoko. Although the Suzuki Zaibatsu cannot directly manage Futaba Pharmaceuticals, they still provide the information available as the primary dividend shareholder. It becomes apparent that Futaba Pharmaceuticals requires a large amount of resources to sustain the lives and daily operations of its personnel in the devastated wasteland surrounding the facility. Ordinary logistics do not enter the area, and air transportation is limited. Valhalla's supply channel for resources must be unusual. Conan and Heiji investigate Hongsheng Logistics, a company known for engaging in illicit transportation for Feifengsha. Tomoko contacts the police again, but they maintain their neutral stance due to strong pressure from U Nation and refuse to interfere with either side's actions.

As the next batch of Hongsheng's transport vehicles bound for Fukushima is about to depart, Ran and Kazuha make a quick decision. They stealthily infiltrate the cargo containers of the trucks. During the long-distance journey, Kazuha becomes bored and opens a refrigeration unit, only to be shocked to discover the body of a girl dressed in combat attire. Ran also opens several containers, each revealing the lifeless body of a girl. They immediately take photos and send them out. Conan and Ai Haibara discover that these girls were skilled female fighters in J Nation, with various backgrounds including professional athletes, college students, and assassins. Their causes of death vary, some due to accidents, others in combat, and some remain unknown. Ran and Kazuha wonder why Feifengsha would gather a group of deceased individuals and transport them to Futaba Pharmaceuticals. The convoy arrives.

The convoy quickly enters the facility and reaches the unloading area. This time, Ran and Kazuha no longer conceal themselves and kick open the container doors, ready to take action.

Zako: Security Type, Sino Type

The battle between Ran, Kazuha, and the escorts from Feifengsha quickly attracts the security of Futaba Pharmaceuticals. Ran and Kazuha remain calm and composed as they fight against them in the complex terrain of the factory. After dealing with the majority of the enemies who were lured in, they find Reiko, the executive of Feifengsha responsible for the transportation.

BOSS: Reiko Matsui

Ran can never forget the painful memories of being trapped in the underground fighting arena due to Reiko's scheme, fighting to the death. The sight of her enemy stirs intense emotions within her. Despite Reiko's familiarity with the terrain and her intake of a semi-finished drug to enhance her abilities, Ran and Kazuha, who have experienced numerous battles, have grown stronger. Riko is unable to withstand their assault and turns to escape. However, she is blinded by gas released from a leaking pipe and falls.

At this moment, Hayato contacts them. She has launched an assault and taken control of the security room at Futaba Pharmaceuticals. It turns out that Ran and Kazuha's infiltration served as a distraction, allowing Hayato and Hana to secretly install a Trojan horse into Futaba Pharmaceuticals' control computer. With the information provided by the Suzuki Zaibatsu and Hana's physical access, Haibara infiltrates and rewrites the security system of Futaba Pharmaceuticals, disabling the majority of the automated security measures. Now, Ran and the others only need to deal with the personnel. However, there is a separate independent system in the laboratory that houses the research data, requiring entry into the lab to obtain it.

Noon: J Nation - Fukushima - Laboratory

Ran and Kazuha enter the cargo elevator and head straight down to the bottom floor where the laboratory is located. However, the elevator stops on every floor along the way, and Valhalla female fighters burst in at each floor. Some fighters even jump down from the floors they pass. Ran must quickly defeat them, as allowing the enemy to gather in large numbers would make the situation difficult to handle. Finally, stepping on the bodies of the soft female fighters that lie in the elevator, Ran and Kazuha arrive at the laboratory.

Zako: Security Type, Miliatry Type

Inside the laboratory, Ran sees numerous culture dishes, most of which are lifted, either empty or containing something. Ran steps forward to observe, and the lids of these culture dishes are lifted one after another, releasing the beast girl fighters contained within. If they hadn't already witnessed Sonoko transforming into a leopard girl, both Ran and Kazuha would have been too terrified to fight. Even with mental preparation, they struggle against these beast girls whose strength and agility surpass that of ordinary humans. At this moment, Hana arrives to provide support, while Hayato stays behind to guard the control room to prevent it from being recaptured and remains on the surface. In addition to the beast girls, the human female fighters here also display superior skills and equipment compared to those on the surface, and they have widely injected themselves with stimulants. Fortunately, the laboratory possesses more advanced and abundant medical resources. The three of them can quickly recover from their injuries and fatigue, ready to engage in the intense battles that lie ahead. The struggle for medical resources becomes a focal point of the conflict between the two sides.

Zako: Military Type, Tech Type

Finally, Ran reaches Alice, the head researcher, and demands the research data from her. Alice claims that fighting against them would provide her with more extensive research data.

BOSS: Alice Park

Despite her words, Alice, sitting in an electric wheelchair, simply roams around, leaving the human female fighters to battle Ran and the others. She enhances them with stimulants and occasionally releases the beast girls from the culture dishes. The frail Alice is quickly defeated by the trio. Unexpectedly, she transforms into a bat beast girl capable of flying in the sky, not only possessing a strong physique but also able to replenish her life by absorbing the blood of other female zako. Although Ran and Kazuha were mentally prepared, seeing Alice's fangs and bloodied mouth greatly diminishes their fighting spirit. Hana finally takes up the challenge, leaping around in the laboratory and engaging in a fierce battle with the airborne Alice. Hana closes the remaining culture dishes, preventing new beast girls from emerging as a source of blood for Alice. In the end, Hana, Ran, and Kazuha join forces to defeat her.

Hana begins copying the laboratory data but discovers that the core storage unit is missing, with the link disconnected. At this moment, Hayato contacts them, informing them that he saw a helicopter carrying a device resembling a giant hard drive flying away. Hana can only collect the remaining data and samples of the pharmaceuticals left in the laboratory. Ran and Kazuha, who are clueless about these matters, help search the area. In Alice's room, both Kazuha and Ran notice advanced culture dishes that differ from the ones used for breeding the beast girls. Kazuha sees about ten of these dishes, all empty, but it is evident that individuals of different sizes were once lying inside. Ran sees only one dish, which doesn't contain a human body but an egg. As Ran approaches to observe it closely, the egg cracks open, revealing a bird-like girl inside. Following her avian instincts, she immediately sees Ran as her mother and incessantly cries out "mama." Driven by her maternal instincts, Ran adopts her and names her Tia.

Using the residual liquid and data from Futaba Pharmaceuticals provided by Conan earlier, Haibara begins developing a cure for Sonoko. Hana's growth gains recognition from Hayato, and Tomoko apologizes and reconciles with Ran. Everything seems so beautiful. However, Ran believes that Valhalla will not give up easily. Whether it's for the sake of a peaceful future or to punish their misdeeds, they must deal with Catherine.

Chapter 12
Evening: J Nation - Nagano - Bamboo forest

Talking about Caitlin's whereabouts, Conan traces the signal of the tracker installed on the helicopter and finds that the signal is stable in the deep mountains of Nagano. Hayato and Hana can take the Suzuki Zaibatsu's helicopter nearby and jump directly, but Ran and Kazuha are worried. Just as Heiji takes the opportunity to tell them not to follow, Tia offers to help.

Tia carries Ran and Kazuha and flies to the vicinity of the tracker signal, finding a suitable spot in the bamboo forest to land. Ran instructs the exhausted Tia to go back and rest, but Tia insists on staying with her "mom" and suggests finding a perch on a tree to take a nap. However, as soon as Tia takes off, she crashes into a Kunoichi who jumps down. It turns out there is an ambush in the bamboo forest.

A fierce battle ensues in the moonlit bamboo forest. The Kunoichi constantly jump down from above Ran and Kazuha, and sometimes emerge from the fallen leaves. Hidden weapons and cold arrows are frequently launched, and even when facing head-on combat with the female samurais, there are traps triggered such as bamboo spears. Ran and Kazuha fearlessly face the challenges, tactically advancing with Tia's coordination and reminders, eliminating the small groups of ambushing female fighters.

Zako: Yamato Type

Ran and Kazuha reach the end of the bamboo forest and can see the entrance to the ninja village illuminated by fire. Ran initially hopes that Tia can fly them over, but after the exhausting battle and lack of energy, Tiara is unable to do so. Ran and Kazuha create a sleeping spot for Tia using fallen leaves and the clothes of the defeated female fighters to ensure her safety before she falls asleep. Once Tia is sound asleep, the two proceed directly towards the entrance.

A female warrior wielding a naginata guards the gate. Ran approaches her and engages in a polite conversation, explaining that they are only looking for Catherine and do not wish to harm anyone else. They request passage and information about Catherine's whereabouts. The female warrior politely responds that she cannot disclose Catherine's location and cannot allow them to pass unless they step over her dead body. Reluctantly, Ran engages in combat with her.

Boss: Tsuruhime

Tsuruhime skillfully wields her naginata, displaying seriousness but slightly lacking in strength. She is quickly defeated by the combined efforts of Ran and Kazuha. As Tsuruhime is dying, she reveals to Ran that Valhalla has been funding the entire village, making Catherine their lord who provides them with livelihoods. As loyal subjects, they are prepared to die for their lord.

Please note that the present tense is maintained in the translation.

Evening: J Nation - Nagano - Ninja Village
Ran rushes into the village and is surprised to find a training ground with several deceased individuals who were used as practice targets. Suddenly, a large group of female fighters emerges from various houses, surrounding the two.

Zako: Yamato Type, Martial Arts Type, Miliatry Type

Ran and Kazuha, both shocked and angry, throw caution to the wind and engage in battle. Ran, especially, unleashes deadly moves with almost every strike, thanks to Ai's restorative medicine. Kazuha relies more on countering enemy attacks. However, the female fighters are numerous, strong, and strategically adept, making it increasingly challenging for the two. Suddenly, Hana and Hayato appear behind the crowd, launching a surprise attack. The initially well-organised female fighters are thrown into disarray, turning the skirmish into a chaotic brawl. Hana and Hayato seem to have a keen understanding of the fighting styles of the female ninjas and samurais, initially believing they have the upper hand. The female fighters, who were confident in their abilities, are eventually defeated on the training ground.

Zako: Yamato Type, Martial Arts Type, Tech Type

Ran and Kazuha question the surviving captives and investigate the scene. They learn that the captives were originally refugees from various war-torn regions around the world. Valhalla captured them and brought them here as practice targets. Those who displayed resistance were forced to fight against the female fighters with shackles, while those who were defenseless were used for blade practice. It is revealed that the female nurses among the enemies were here to determine organ compatibility, as the severely injured and deceased individuals had their organs harvested. Hayato, seemingly unsurprised by this information, discovers signs that Kyogoku, Sonoko's boyfriend, was once used as a practice target here and was taken away while still alive. Ran and Kazuha, initially hesitant due to the preparedness of the enemy, become indignant witnessing innocent people being used for blade practice. When they learn that Kyogoku may still be alive, their determination intensifies. The four individuals split up to search different areas of the ninja village, seeking Catherine's or Kyogoku's whereabouts.

Ran and Kazuha enter the Tenshukaku (Heaven's Keep), where they encounter a shrine maiden and a tengu. The shrine maiden casts a spell, turning the surroundings into a sinister graveyard. The thrown talismans manifest into ghosts that are immune to attacks, causing Ran and Kazuha to be frightened and decreasing their offensive and movement capabilities.

Boss: Kagura & Tengu

Kagura primarily relies on the ghosts to defend her and lets the tengu handle the attacks. After defeating Kagura, the tengu declares that she has had enough and flies away. However, Ran and Kazuha are still trapped in the illusion. At that moment, Heiji enters the illusion wearing a motorcycle helmet, dragging Ran and Kazuha to a water pool in the Tenshukaku courtyard. The cold water jolts them back to reality. It turns out that everything was created by the shrine maiden using hallucinatory powder and verbal suggestions.

Zako: Yamato Type, Martial Arts Type, Tech Type

Heiji helps identify and disarm various traps and mechanisms within the Tenshukaku. Ran and Kazuha continue to battle within the Tenshukaku, encountering numerous sliding door compartments in the lower rooms, where they frequently encounter enemies. Together, they systematically clear each room, searching for Kyogoku's trail and a path to the upper levels. The upper levels of the Tenshukaku are narrow, so Ran and Kazuha jump onto the wide rooftops to fight against the female fighters. They fight their way to the top, facing Maiko, the female Jonin who awaits them.

Boss: Kagome Maiko

Maiko is formidable, using her clones to make it difficult for Ran and Kazuha to find her real body. The wooden stake dummies incapacitate Ran's proud combination attacks, and Maiko's powerful strikes create sparks, setting the Tenshukaku ablaze. Ran and Kazuha struggle to keep up with Maiko's skill. At that moment, Heiji arrives on a motorcycle with Hayato, revealing that Hayato is a former escape ninja who helped Hana flee from this place. The encounter becomes even more heated between the enemies turned rivals. After a grueling battle, Maiko eventually succumbs to the raging flames. The group escapes from the collapsing Tenshukaku.

Returning without finding Catherine, Ran visits Sonoko, who has already transformed back into her human form after taking the antidote. It's only a matter of time before she regains consciousness. Tomoko orders Hayato and Hana to find Kyogoku, as he is the future son-in-law and heir to the Suzuki family.

Ai locates records of extensive data transmission from the previous transmissions of Futaba Pharmaceuticals. The destination is at sea. Hayato reveals that she actually placed a tracker on the storage device when the helicopter flew out of the underground, but she didn't mention it earlier due to concerns about it being a trap. Combining this information with intelligence from W Nation and the Suzuki Zaibatsu, it is highly likely that Catherine, Kyogoku, and the storage device are on a cruise ship in international waters.

Noon - Pacific - Luxury Cruise Ship

Catherine is enjoying the yuri pleasure on the sunny deck of the cruise ship when suddenly, Ran jumps in front of her from Tia's back. Catherine is not surprised but rather pleased, and she lunges at Ran in her naked form.

BOSS: Catherine Bradford

Catherine is knocked down by Ran, but the attacks that could cause fatal injuries to other female fighters only make Catherine cough up blood. Catherine excitedly remarks that the battle gave her a long-lost thrill of pleasure, and she plans to go change into her combat attire for another round. However, Ran, uninterested in Catherine's chatter, charges forward to confront her. Olivia, Caitlin's intimate friend who had just been with her moments ago, now blocks Ran alongside attendants. Ran tells Olivia that she's here to avenge her friend Sonoko, but Olivia claims she's also protecting her friend Catherine and engages Ran in combat, in her naked form as well.

BOSS: Olivia Sinclair

Olivia lacks martial skills but excels in dance, and she integrates her yuri sex techniques into combat. After finally defeating her, Ran realizes Caitlin has vanished from her sight. Ran arrives at the middle observation deck along the ship's top, where the Valhalla warriors have gathered. Ran is determined not to let Catherine escape. She initiates an attack against them, while at the ship's bow on the upper level, Catherine has changed into her casual attire and is being attended to by her secretary and maid, Diana and Jenny.

Zako: Military Type, Martial Art Type, Yamato Type, Tech Type

At the same time, Hayato and Hana have changed out of their wetsuits and entered the lower levels of the ship. Most of the Valhalla warriors have been drawn to the upper deck by Ran's presence, leaving the area vulnerable. Hayato and Hana quickly locate the storage room for the Futaba Pharmaceuticals data storage device and, the many revived beast girls.

Zako: Military Type, Tech Type

On the observation deck, Ran fights her way through the Valhalla warriors, reaching the pool area. Here, she faces a surprise attack from two agile figures emerging from the water. They turn out to be a set of twins who pose a challenge for Ran, requiring her to alternate between fighting in the water and on land.

BOSS: Jessica Morris & Letty Morris

As Hayato and Hana struggle with the Beast Maidens, Kazuha sneaks through the ship's ventilation ducts to the location where the Kyogoku is imprisoned. She defeats the female warriors guarding Kyogoku and frees him from his heavy chains. Injured but finally liberated, Kyogoku bursts out of the confinement, ferociously wiping out all female fighters and beast girls, and eventually helps Hayato and Hana escape. After unleashing his rage, Kyogoku's old injuries resurface, causing him to collapse. Hayato and Hana support him and decide to leave. Kazuha, wanting to support Ran, requests that at least one of them stay behind, but Hayato and Hana explain they are also weakened and their priority is to rescue Kyogoku.

On Ran's end, she's also almost at her wit's end, but she fights valiantly, stepping on the bodies of defeated female fighters as she walks towards the upper deck of the ship, under Catherine's gaze. Once out of Catherine's sight, she immediately collapses to the ground. Driven by the determination to prevent Catherine from escaping, Ran swallows all of Ai's medicine in one breath, feeling a surge of energy and determination. With her eyes wide open, she enters the grand hall ahead.

The grand hall is lavishly decorated, with a spacious circular marble floor in the center and marble columns lining the sides. Between every two columns stands a female fighter, with Melissa in the lead. She informs Ran that the electronic keycard to the top level, where Catherine is, is hidden inside one of their pussies. Melissa tells Ran that she'll have to defeat all of them to find it.

As Melissa finishes speaking, the first fighter steps forward and faces Ran. Ran is surprised to find that the fighter looks exactly like Yui. After a brief conversation, Ran realizes that this clone shares Yui's appearance and personality but has no recollection of their past interactions. Instead, she is eager to fight Ran to the death. Melissa smugly explains that these are clones created by Pharmaceuticals based on the female bosses Lan defeated. Lan understands how the bodies of female fighters transported to Futaba Pharmaceuticals were used, and she focuses solely on her current opponent.

BOSS RUSH: Lan faces a series of bosses she defeated before. Bosses who survived, like Leifang and Hayato aren't among them.

Hayato and Hana follow the plan, opening the ship's sea valve and preparing to escape in a lifeboat with Kyogoku. However, Kazuha also arrives, determined not to leave her friends behind. Hayato warns her that Tia can only carry one person at a time from such a distance, but Kazuha insists on going back to help.

Ran faces a prolonged battle against the clone female fighters. One by one, they take turns fighting her, and as they fall, Ran realizes they are weaker than the original ones. Melissa's smile fades as her clones are defeated. Finally, it's her turn to fight, and she attacks Ran in a fit of rage. Lan defeats her and finds the electronic keycard in her underwear, leading to the ship's observation deck.

Catherine is waiting, now wearing sporty combat attire and exoskeletal armor. Ran, fueled by adrenaline from the previous fights and the medicine, questions Catherine's choice of battle style. Kate explains that she wanted to delay time while enjoying the spectacle. Ran taunts Catherine about being so engrossed in her performance, prompting Catherine to check the monitors. She sees that Hayato and Hana have rescued Kyogoku from the cabin, and their evacuation helicopter has been taken down by Tia.

Catherine's plan thwarted, she snaps her fingers, and Diana Spudens and Jenny Dudek emerge with the remaining female fighters. Kazuha also arrives, ready to face Catherine's last zako with Ran.

BOSS: Diana Spudens & Jenny Dudek

After defeating them, Catherine admits to enjoying the entire battle, seeing it as a precious memory. Ran informs Catherine that there's no escape for her now, as the ship is sinking. Catherine reveals that extreme sports and wilderness survival no longer excite her. She chose Valhalla for the thrill of battle.

Final BOSS: Catherine Bradford

Catherine displays all-around superhuman combat prowess. Battle-hardened Ran is repeatedly knocked down and beaten by her, and Kazuha, who excels in facing experts, is also defeated. Seeing Ran once again being thrown by Catherine and sent flying, Kazuha charges forward to protect Ran but is quickly overpowered. To shield Ran, Tia rushes in, but her ground skills are ordinary, and she's immediately incapacitated by Catherine, who breaks her wings and kills her. Ran, determined and persistent up until now, witnesses her efforts crumble. Instead of achieving her goal, she has endangered Kazuha, and she collapses, crying uncontrollably on the ground. Kazuha, provoked by Ran's cries, surges up, intent on breaking Kaitlyn's arm, but Catherine lifts her effortlessly with one hand. Catherine expresses her enjoyment of the entire battle process as a token of appreciation. She states that, in return, she will deal with Kazuha, Ran, and then move on to Suzuki Sonoko and Kyogoku. Just as Catherine is about to snap Kazuha's neck, Ran throws herself at her, grabbing hold and plunging into the sea. Meanwhile, Kazuha crashes onto the deck and witnesses the cruise ship half submerged, its waterline attracting sharks with the corpses of female zako floating on the surface. With a determined spirit, Ran clings to Catherine, leaping off the bow of the ship. Catherine's body is smeared with Ran's blood. In mid-air, Catherine breaks free from Ran's grasp and falls into the water. Ran's blood disperses in the water, attracting sharks that begin to tear at Kaitlyn. Despite her sturdy armor, Kaitlyn endures the onslaught of the sharks before finally succumbing. Just as Ran is about to hit the water, she is suddenly pulled upwards. Looking up, she sees Conan using a rappelling strap to secure her around her waist. She's lifted back into the cabin, where she also sees Kazuha. The W Nation helicopter, carrying Ran, Conan, and Kazuha, quickly ascends against the backdrop of the sunset, leaving behind the enormous vortex created by the sinking cruise ship.

The case is being privately heard by the J Country court, and with collaborative efforts from various parties, the case concludes with Ran and Kazuha being acquitted.

Sonoko finally recovers and wakes up. The group concocts a benevolent lie, confining everything within the context of teenage girl bullying, but emphasizes Ran and Kazuha's contributions.

Ran, accompanied by Kazuha and Sonoko, visits the original dessert shop and enjoys their beverages. Regardless of what bizarre and challenging events lie ahead, the present moment is worth cherishing and savoring.

After Catherine's demise, Valhalla is severely weakened and descends into chaos. The Asgard Corporation, the family enterprise to which Catherine belonged, attempts to comprehend the causes and consequences of the situation. However, due to the substantial loss of senior executives and data, there is no way to ascertain the truth about the Suzuki Zaibatsu, Futaba Pharmaceuticals, Ran, Sonoko, and others.

Ultimately, Asgard manages to restore some semblance of order to Valhalla. As long as the world economy remains in turmoil and conflicts persist, business operations will continue, and there will be a constant influx of voluntary female fighters willing to sacrifice themselves for Valhalla's cause.
 
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Tsukachan

Master of this Domain
Joined
Oct 1, 2017
Some notes first:
-This thread is for my own zako story. I am not sure whether to call it original since it was initially based on Japanese comic Detective Conan, although OOC.
-This story is written as a layout of a beat'em up game proposal.
-The content maybe familiar to some readers since posted some ideas in Undertow before.
-#1 is for story and system, #2 is for zako setting, #3 is for character setting. I am updating them very slowly, due to limitation of fund and time.
-Most of the fight is hand-to-hand combat, weapons especially firearms are restricted.
-Zako is the core of this proposal. They fight fearlessly and bravely to their last breath, by their own free will.
-Characters respect each other as opponents, all actions are for battle only, no guro, torture, rape or other unnecessary damage outside combat.
-Appreciation to artist xfqn of pixiv for my artwork commission, and osw of this forum for suggestions and feedbacks

System: (Under Construction)
-When a character is down, she can still be attacked when lying on the ground. She needs to roll away, stand or jump up quickly to dodge ground attacks.
Not like most beat'em up games, beating down an enemy only means the end of a chain attack, giving the enemy an opportunity to recover instead of a dangerous status like in real-life.

-Enemy's HP can re-generate slowly with time but max HP bar reduces. When an enemy's HP is low, she may take a rest posture to re-generate HP quicker, but also making her vulnerable to the player's attack.
Like in real-life, a knock out an enemy, only one punch is not enough, she will take some rest and recover soon, only a series of attack in a relatively short period can defeat her.

-Character will gets down if being hit when losing balance, not taking enough damage. Get damage is different from losing balance. By putting down enemies with little damage, the player can buy time to deal with fewer enemies in short period.
For example, when the player pushes an enemy, she will not lose HP but lose balance so you can get her lie on the ground. When the player punches an enemy in her stomach, she still stands but takes damage.

-Enemies' wearing really work. Enemies' gear is not just decorative of their sexy bodies, but also influences the player's strategy.
For example, an enemy girl wears the bikini armor. The player's upper attack on breasts deals little damage because of her breastplates. However, middle attack on her exposed belly or lower attack on her legs may really hurt her.

-Enemies' location and stance change with your attack.
For example, if the player side kicks an enemy, she will move a little left/right, rather than just leap front or back. Their defeated posture will also not only depend on their own unit type, but also how the player attacks them.

Story: (Under Construction)

Can't wait to see more of this, and I hope I can provide you with inspirations for zakos since I reaaaally loves martial artist/boxer/wrestler zakos!
 
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ran

Club Regular
Joined
May 22, 2011
This post is about zako setting and their artwork. For the zako proposed categories, I may edit, add or remove them in the future.
Format of zako setting:
Title: The principle when designing the zako
Introduction: Zako's brief background
Gameplay: How the zako performs in the game, including their move sets and AI.
Counter: The method to defeat the zako
Statistics: Level from low to high EDCBAS, E is for the ordinary girl while S is supernatural.
Attack: Damage power when hitting the enemy
Defence: Combination of the character's ability to block enemy attacks and the character's wearing's ability to protect
Health: HP of the character, how much damage the character can take before being defeated
Agility: The character's ability to move and react against enemy movement

Thug Type Zako
This type of zako are ordinally girls who are not prepared to fight to death. Therefore, the heroine will also spare them.
Female High School Student

Title: "Ordinary High School Girls, Truly Ordinary"

Introduction: These girls, clad in school uniforms, have become a unique symbol of J Nation's urban culture. Although most of their time is spent studying and socialising, they, driven by various reasons such as stress release and the thrill of trying new things, sometimes engage in street fighting.

Features: They represent the most basic type of female zako, lacking any formal combat training or experience. Their fighting moves are based on natural instincts or poor imitation, and they pose no real threat if left unattended.
Counter: They are easy to defeat, often collapsing upon the slightest touch.

Attack: E, their attacks are almost negligible due to a lack of training.
Defence: E, completely incapable of resisting any form of attack.
Health: E, at the level of non-combatants
Agility: E, with slow reactions and sluggish movements.
Female High School Student.jpg

-Rebel Girl
Roller Skating Girl
Concept: "Beautiful and Agile Sports Girl"

Introduction: These girls who love sports become a vibrant urban scenery as they skate through the streets. However, when they employ their skating skills for combat, they transform into more than just a sight to behold.

Features: These early-game female minions present a challenging fight. They utilize their speed for dashes and slides, allowing them to initiate attacks from a distance. Their swift agility also aids in escaping unfavorable situations.
Counter: They have a vulnerable lower stance. Failing a dash attack or being shoved can easily destabilize them or even make them fall.

Attack: D, inflicting damage with impactful strikes.
Defense: D, no blocking, minimal protective gear.
Health: D, capable of taking a few tumbles.
Agility: C, moves swiftly.
Roller Skating Girl.jpg
-Yoga Girl

Security Type Zako
This type of zako are widely employed by different factions. They are skilled in self-defence.
-Maid

Title: "Pressure-fueled Tempest"

Introduction: In the fast-paced and demanding work environment of J Nation, female office workers carry the burden of daily tasks that are both heavy and monotonous. These women are often found working in roles such as receptionists, waitresses, and secretaries, where they are tasked with handling endless paperwork, serving tea, organizing meetings, and other mundane duties. This repetitive routine acts like an invisible shackle, gradually draining their energy and emotional reserves. On the surface, these office ladies appear gentle and graceful, seemingly just another cog in the corporate machine. However, beneath this calm exterior lies a buildup of immense pressure and suppressed emotions. This pressure is like a balloon that keeps inflating, ready to burst at any moment, unleashing a wave of uncontrollable anger. They turn to self-defense training not just as a means of self-protection but as an outlet to vent their pent-up frustration and discontent. Their desire for release, for a way to expel their inner negative emotions, drives them to exhibit an unusual level of aggression and volatility in combat.

Feature: As support-type zako, these office ladies do not excel in traditional offensive power but rather in unconventional control tactics. They are skilled at disrupting and controlling their opponent’s movements, throwing off their rhythm rather than dealing direct damage.
They make use of pepper spray to restrict the protagonist’s actions. Additionally, they have a sudden burst ability, typically triggered when their emotional pressure reaches a breaking point. In this state, they may suddenly grab their opponent’s hair, pulling and yanking violently, or even tear at their opponent’s clothing. These outbursts can cause significant stagger effects, greatly hindering the protagonist’s movements. However, after such an outburst, these office ladies are often left in a state of exhaustion, panting heavily and needing to catch their breath. During this recovery period, they are most vulnerable and can be easily countered by the opponent.

Counter: The office ladies’ attacks are not particularly strong, relying primarily on their control skills and the temporary advantage gained during emotional outbursts. The best strategy to counter them is to avoid direct confrontation during their outburst and remain agile, dodging their attacks. They are easy to defeat before their outburst or once it subsides.

Attack: D. The office ladies’ attacks are mainly focused on control and interruption. Although they can cause some stagger effects through actions like hair-pulling and clothing-tearing, the actual damage inflicted is minimal.

Defense: D. Their defense capabilities are relatively weak, lacking strong blocking skills. They can only perform basic defense and are easily overwhelmed by strong attacks.

Health: D. Due to their lack of physical endurance, they have a low tolerance for damage. Their physical condition is generally average, and they cannot withstand much punishment in battle.

Agility: C. During moments of emotional outburst, their agility temporarily increases, allowing them to execute quick counterattacks. However, this state is brief, and their speed significantly decreases afterward.
Office Lady.jpg

Title: “Big Sister who wants to show off her healthy figure but has to dress modestly due to her security job”

Introduction: These female security guards have undergone professional training and are equipped with specialized gear, making them highly sought after by various factions. They take pride in their physique, which is more robust than the average girl, and in their combat skills, eager to prove themselves in battle. They are not content with routine security duties and are more than willing to take on enforcer roles, actively engaging in direct conflict with their employer’s adversaries. Typically, these security guards are stationed in a variety of locations, such as commercial buildings, private mansions, factories, and casinos, where they are responsible for ensuring the safety of the premises and neutralizing intruders.

Feature: As the first type of professionally trained female zako that the protagonist encounters, these security guards show a notable improvement, particularly in defense, compared to earlier minions. They are not only well-versed in close combat techniques but are also proficient in using a baton. This weapon not only enhances their offensive capabilities but also extends their attack range, making them more of a threat during combat.

Counter: While they are stronger and more capable than previous enemies, they are still relatively easy to defeat. It is advisable to engage them carefully, keeping an eye on your surroundings, as they excel at defense.

Attack: D, upgraded to C when using a baton. Their offensive power largely comes from their weapon rather than pure physical strength.

Defense: B, well-equipped and skilled at blocking. Their protective gear and combat techniques make them strong in defense.

Health: D, slightly stronger than the average person but not durable enough for prolonged combat. Despite their training, they have significant weaknesses in endurance.

Agility: C, due to their proper combat training, they are relatively quick and agile in their movements.

Female Guard.png

Female Bodyguards

Concept: "The Guarding Creed, Suave and Reliable in Suits"

Introduction: These well-trained professional bodyguards serve as personal protectors of VIPs, often acting as the last line of defense for their employers. They possess a deep sense of loyalty and identification with their duties, viewing the protection of their principals as the highest honour, and are always ready to sacrifice themselves to secure their master's safety, bravely confronting any threats that may arise.

Gameplay: Skilled in "protection," these female zako excel at various defensive techniques. They often appear at critical moments in front of bosses or other high-value targets, using their bodies to absorb impending attacks. This "human shield" trait makes female bodyguards an indispensable obstacle in boss fights or large-scale battles. Additionally, they are adept at using batons and grappling techniques.

Counter: Eliminating them first is crucial for effectively attacking the boss. Generally, their defense outweighs their offense, with limited attack output. A strategy to exploit their protective nature involves targeting high-value entities on the battlefield, such as bosses or elite female zako, forcing the female bodyguards to block or absorb damage, thus manipulating and suppressing the opposition.

Combat Attributes:
Attack: C, at the level of a normal female fighter.
Defensive: A, outstanding blocking ability, equipped with sturdy stab vests and protective gear.
Health: B, capable of sustaining considerable damage without falling.
Agility: B, possessing good reaction speed and agility, allowing them to quickly move to key positions on the battlefield.
Female Bodyguard.jpg

Police Type Zako
These female fighters excel at grappling and can effectively intimidate the heroine, reducing her combat effectiveness. The heroine will not take their lives.
-Female Patrol
-Riot Policewoman
-Female Inspector

Sino Type Zako
These female fighters have internal energy 'Chi' cultivated through the practice of Chinese martial arts and be healed by Female Knight-Errant.
Title: "Stereotypical image of Chinese girls, Kung Fu beauties in Qipao with revealing cleavage and thighs."

Introduction: Female fighters who use Chinese Kung Fu. With their combat prowess, they have performed exceptionally well in various situations, gaining widespread recognition. They long for putting up a good fight against formidable opponents.

Gameplay: These female zako pose more of a challenge in the middle stages of the game. They do not have any significant weaknesses, possess a strong desire to attack, and can effectively confront the heroine. They have a variety of moves, excel in blocking and maneuvering, and are not easily suppressed by the heroine. Battles with them often result in back-and-forth exchanges.

Counter: Their attributes are not particularly outstanding, so it is best to act as diverse as them and utilize the heroine's numerical advantages to overpower them. While they can be formidable as individuals, their overall combat effectiveness does not significantly improve when they fight as a group. Knocking one enemy away with a strike can also be effective against others.

Attack: B - They execute Kung Fu attacks that are quite effective.

Defense: C - They lack armour but have good blocking abilities.

Health: B - Their martial arts practising bodies can withstand higher levels of damage.

Agility: B - These girls possess above-average agility.
Kungfu Girl 1.png

Kungfu Girl 2.png

Kungfu Girl 3.png

Title: "Clad in short-sleeved traditional Chinese attire suitable for combat and mobility."

Introduction: These skilled female martial artists utilize the power of Chinese Qigong, combining their slender and graceful appearance with an inner strength that surpasses their delicate exterior.

Gameplay: They often appear alongside other Sino Type female zako. While their base attributes are average, they possess the ability to channel their energy to enhance their attacks or defense for a limited time. They can also use their Qi to heal themselves and other Sino Type female Zako. They excel in prolonged battles. Although the process of channelling energy and healing takes time, the effects are significant, and neglecting to address them promptly can lead to considerable trouble.

Counter: Engage them before they complete their energy channelling or healing process.

Attack: C, temporarily increases to A when Qi is channelled.

Defense: C, temporarily increases to A when Qi is channelled.

Health: C, average among martially skilled girls, but they can heal themselves through Qi manipulation.

Agility: A, exhibiting agile and nimble movements.
Female Knight Errant 1.png

Female Knight Errant 2.png


-Female Monk

Martial Arts Type Zako (Yeah, I proposed many types of martial artists due to @ Tsukachan Tsukachan , the progress depends on his inspirations)
These female fighters enjoy engaging in one-on-one battles with the heroine, determining life and death through their fights.

Female Taekwondo Fighter
Title: "Pre-emptive Strike, Elegantly Unfurling Long-Legged Girl"

Introduction: These are meticulously groomed Taekwondo female fighters, who take immense pride in their beautifully trained legs, the result of long-term dedication. In every battle, they delight in using their leg techniques in a sharp and lethal manner, showcasing their strength and grace.

Gameplay: The Taekwondo girls' fighting style is dominated by rapid and powerful leg movements. They excel in using a series of kicks to control the rhythm of the fight. Their attacks are often continuous, delivering multiple strikes in quick succession, exerting sustained pressure on the opponent. If struck repeatedly, opponents can easily be knocked off their feet. Their evasive skills are also noteworthy.

Counter: Exploit their vulnerabilities during the execution and withdrawal of their kicks. Their lower body tends to be unstable during attacks, making them susceptible to counterattacks. Once effectively countered, they easily lose balance or fall. Focused more on offense, their own defensive capabilities and life endurance are limited, allowing for quicker defeat.

Attack: C, relying on a wide range of leg attacks with moderate power.
Defense: D, relatively weak due to their offensive focus, lacking effective blocking abilities.
Health: C, at the level of a typically trained female fighter.
Agility: B, very fluid in movement, both in striking and evading swiftly and flexibly.
Female Taekwondo Fighter.jpg

Female Judoka
Concept: "Complex Exterior, Loathing Defeat"

Introduction: Hailing from the central region of J Nation, these female judo practitioners present a traditional, calm, and gentle appearance that belies a fierce competitive spirit. They step into battle as if staking their lives, driven by an intense desire for victory, despising defeat more than the loss of life itself.

Feature: The fighting style of these judo girls is focused on close combat. They excel in various throwing and ground techniques to combat opponents. These skills not only inflict significant damage on enemies but also effectively disrupt their combat rhythm, providing opportunities for other female zako to counterattack. When their attacks repeatedly miss or their health drops below half, the judo practitioners enter a berserk state. In this mode, they become more aggressive and fearless, rapidly closing in on the enemy and attempting grapples, albeit with an increased chance of missing.

Counter: The most effective way to combat these judo practitioners is to maintain a certain distance. Their attacks are concentrated at close range, so long-range strikes can reduce the risk of being grappled. When they enter a berserk state, extra caution is needed to exploit the openings in their attacks for counterstrikes.

Attack: B, capable of inflicting considerable damage following a successful grapple.
Defense: D, their defense relies mainly on grappling to neutralize attacks, lacking in other forms of protection.
Health: C, possessing the vitality level of a typical martial arts-trained female.
Agility: D, which escalates to B-grade in their berserk state.
Female Judoka.jpg

Female Muay Thai Fighters

Title: "The Wild and Sweaty Tomboys from Southeast Asian Slums' Underground Boxing"

Introduction: Originating from the poverty-stricken slums of Southeast Asia, these female Muay Thai fighters are fierce combatants of the underground fighting world. Raised in impoverished neighborhoods, they learned the harsh lessons of survival from an early age. Their Muay Thai skills were not honed in traditional dojos but forged through relentless street brawls and illegal rings. This brutal upbringing shaped their unique fighting style: savage, straightforward, and merciless. Equally lethal in the blood-stained rings and the unforgiving streets, their bodies have been baptized in countless real battles, turning them into lethal weapons.

Gameplay: The combat style of these female Muay Thai fighters is renowned for its ferocity. Specialising in close-range combat, they effectively use their elbows and knees to launch an unyielding barrage of strikes upon closing in on an enemy. Although their attack patterns might seem simplistic, they are devastatingly powerful, capable of inflicting significant damage in a short period.

Counter: Maintaining a safe distance is crucial when facing these female Muay Thai fighters. Their most lethal assaults occur in close combat, so protagonists skilled in striking should keep their distance, utilizing long-range attacks to diminish their advantage. If these fighters manage to close in, protagonists adept in grappling can exploit vulnerabilities during their offensive moves for counterattacks. Overall, facing these female Muay Thai fighters demands flexible tactics, clever movement, and opportune strikes to counter their aggressive onslaught.

Attack: B, with their close-range attacks, particularly elbow and knee strikes, being extremely powerful.
Defense: D, they lack armor but possess a certain level of blocking ability.
Health: B, they can sustain a significant amount of damage without falling, showcasing their impressive physical endurance and resilience.
Agility: C, their movement and reaction speeds are moderate, focusing more on strength than speed in combat.
Female Muay Thai Boxer.png

Female Muay Thai Boxer 2.png

Female Karateist

Titile: "Spirited and Fierce Tomboys Brimming with Fighting Spirit"

Introduction: These karate girls have undergone special training in the mountainous forests of J Nation's southern islands. Raised in humble rural towns, they honed their martial arts skills amidst the harshness of nature, living a life filled with training and combat. These experiences have not only strengthened their bodies but also tempered their wills. Known for their fiery spirit and determination, they give their all in every battle, never backing down even when faced with formidable enemies. Their straightforward nature makes them inclined towards direct and tough confrontations in combat.

Gameplay: As the more "hardened" type of female zako they possess excellent abilities in frontal combat. Their fighting style focuses on close-quarters combat, including a series of punches and kicks. Their attacks emphasise coherence and strength, often overpowering opponents under a barrage of continuous strikes. They possess a natural toughness in their attacks, making them difficult to interrupt. Rushed and uncalculated attacks against them can easily be blocked, leading to a swift counter-attack.

Counter: Avoid direct and hasty exchanges. Defend against their attacks first, then counter-strike, or circle behind them during their straightforward attack sequences.

Attack: B, fierce and continuous in their offensive moves, capable of inflicting significant damage in a short time.
Defense: C, lacking protective gear but possessing a decent blocking ability.
Health: B, their rigorous training has rendered them physically robust, enabling them to sustain serious injuries in battle and still continue fighting.
Agility: C, they tend to favor direct, head-on combat over evasion.
Female Karateist.jpg

Yamato Type Zako
These female fighters are skilled in using Japanese-style cold weapons and have higher attack power.

Title: "Refreshing, dignified, traditional, and fiercely combative Yamato women."
Introduction: These female samurai uphold the spirit of Bushido. They dedicate themselves to the practice of swordsmanship, honing their minds and bodies, in order to fight for their master until their lives scatter like cherry blossoms.

Gameplay: They are highly skilled female zako with strong abilities in direct confrontation. They possess three forms: sword, kodachi, and unarmed. When their current weapon is broken or destroyed, they switch to the next one. When using a sword, their attacks and attack range are considerable, and their blocking ability is strong. When using a kodachi, they excel in close-quarters combat, inflicting significant damage to the protagonist who attempts close-range grappling. When unarmed, their attack power decreases, but their attack range is restored.

Counter: Their attack patterns are somewhat rigid, and they have slow movement speeds. They can perform running attacks or flank their opponents to attack from behind. For the heroine who excels in weapon destruction, it is advisable to quickly disarm the female samurai of her sword and kodachi, significantly reducing the threat.

Attack: A (C when unarmed)

Defense: B, they wear armor and have good blocking ability

Health: B, they can withstand a considerable amount of damage

Agility: D, their movements are slower compared to most female fighters
Female Samurai.png

Title: "Stereotypical image of a sexy yet traditional female ninja dressed in fishnet stockings."

Description: Agile and flexible female assassins. In stark contrast to their stealthy and efficient action style, their unwavering dedication to completing missions has earned them high notoriety.

Features: Agile high-level female zako. They can run swiftly, jump to great heights, and cling to walls, rooftops, and tree trunks, making them difficult to hit. In terms of attacks, female ninjas can deliver powerful kicks and flying kicks, as well as use knives for slashing, perform aerial takedowns, and throw shurikens, with the first two being melee attacks and the latter being ranged attacks.
Counter: When facing a female ninja, it's often a matter of split-second decisions. Either you defeat me in an instant, or I defeat you. You need to anticipate their moves and interrupt their attacks the moment you make contact. Additionally, the strength of female ninjas lies in their mobility. Once they get a hold of you, you become the prey.

Attack: A - High attack power with melee weapons
Defense: D - Limited protective gear and ineffective blocking
Health: C - Average among skilled female fighters
Agility: S - Proudly boasting exceptional speed and agility
Kunoichi 1.png

Kunoichi 2.png

Female Archer

Title: "A warrior of ice-cold calmness, steeped in ritual"

Introduction: The female archer is a traditional warrior skilled in the art of the Yumi, the Japanese longbow. Known for their composure and precision on the battlefield, these archers bring a sense of ceremony to every shot they take. Their movements are graceful and rhythmic, as if each shot were part of a solemn ritual. Even in the most critical moments, their faces remain unflinching, free of fear or anxiety, and their actions are measured and deliberate. This sense of detachment and ritualistic behaviour is not due to rigidity or numbness, but rather a reflection of their transcendent attitude towards life and death on the battlefield and their ability to remain calm under pressure.

Gameplay: Long-range zako, female archers are formidable, firing arrows with consistent speed and power. Their arrows are potent and deal significant damage. With relatively high health, they are difficult to take down with a single blow, allowing them to maintain long-range suppression over the battlefield.

Counter: While their shooting speed is swift and their rate of fire is high, each shot is preceded by a brief moment when they draw their bow. This moment presents the best opportunity to counterattack. The arrows they fire can also be intercepted with precise timing. Female archers lack close combat capabilities, so once engaged at close range, their attacks can be effectively disrupted. Exploiting their vulnerability in close-quarters combat is key to defeating them.

Attack: B, Female archers' arrows are powerful, capable of inflicting serious damage from long range. Their attacks are accurate and possess high penetration, effectively weakening the enemy's health.
Defense: D, Although equipped with protective gear, female archers lack blocking abilities, making them susceptible to damage when faced with close-range attacks.
Life: B, The physical strength required to draw a bow gives them higher endurance on the battlefield, making them more resilient and difficult to take down easily.
Agility: D, Female archers rely mainly on stationary shooting during combat and lack the ability to move quickly or adapt to changing situations. They are more effective at long-range attacks from a fixed position rather than engaging in mobile skirmishes on the battlefield.

Female Archer.jpg

Mob Type Zako (I do not like them, like putting them here due to the story)
These female fighters have a strong desire for destruction and are adept at using everyday objects in combat.
-Punk Girl
-Bartender Girl
-DJ Girl
-Female Biker

Military Type Zako
These female fighters are professional warriors directly affiliated with final boss Catherine's private forces, Valhalla and have excellent coordination and combat abilities.
Title: "Female soldiers with a mix of seriousness and eagerness, their camouflage uniforms hiding bodies full of vitality."

Description: These female warriors are the bulk of Catherine's private forces, Valhalla, who have completed formal military training. They rely not on individual strength but on joint cooperation and disciplined obedience to complete their missions.

Gameplay: While serving as grunts, those female fighters have more than just numbers. Incremental changes lead to qualitative transformations. Unlike other female zako, the military type female fighters, possess excellent teamwork skills. They often appear in large numbers and can perform various coordinated maneuvers, such as synchronized attacks, catching their teammates to prevent collisions, or grappling with the heroine as a group.

Counter: Avoid them when they attack in groups. Individually, their combat abilities are average, and they lack blocking skills. Swift and decisive strikes can break their formations and reduce their numbers.

Attack: C, simple and direct attacks
Defense: D, average defense and weak blocking capabilities
Health: C, standard level for female warriors
Agility: C, move fast but react slowly
Light Female Fighter 1.png

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Title: "Fully equipped with no trace of fabric, sturdy materials tightly adhered to their healthy skin."

Introduction: Valhala's female warriors, well-trained and equipped with sturdy armour, charge forward and are willing to fight until their last breath. Good training gives them not only good fighting skills but also a robust body, with full protective armour closely attached to their skins, those female fighters can survive much longer when confronting the heroine.

Gameplay: They are the standard type of grunts that appear in large numbers later in the game. Their defensive capabilities have significantly improved compared to earlier female zakos, and they have a strong desire to attack. However, their main role is to serve as meat shields to distract the heroine and create opportunities for more elite zakos and female bosses. When their numbers are high, they can pose a certain threat to the heroine.

Counter: Use aggressive attacks to control and reduce their numbers. Attacking their abdomen with mid-range moves can effectively break through their defence. Do not get caught up fighting them and neglect other enemies.

Attack: C, attacks are direct and effective, but simple.
Defence: A, sturdy armour provides good defence, and shields are useful for blocking.
Health: A, can withstand a significant amount of damage.
Agility: B, fast for armoured personnel

Armoured Female Fighter.png

Armoured Female Fighter.png

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Title: "Cold and alluring female assassins in sleek V-neck bodysuits."

Introduction: Female operatives of Cahterine's private forces, Valhalla, who serve as the elite forces. They are rare but highly skilled. They navigate through the steel jungle under the cover of darkness, efficiently and ruthlessly carrying out various missions. When needed on the battlefield, they strike as the final blow.

Gameplay: Elite female zako on the level of mini-bosses. They possess good dagger skills, high kicking power and are skilled in joint locks. Their exclusive skill is the use of rope darts, which they employ to quickly immobilize objects or the ceiling in the environment. This allows them to escape from being repeatedly struck by the heroine and enables coordinated attacks. For example, one can engage the heroine head-on while another approach from behind for a surprise attack, or one can use the rope dart to grab the heroine and bring them closer while the other launches an assault.

Counter: They generally appear in pairs, but the player can focus on dealing with one at a time. When the female operatives take out their rope darts and aim, they cannot move or attack. This presents an opportunity for the player to launch an attack, and a powerful knockdown attack can even interrupt the process of the female operative using the rope dart.

Attack: A, swift and deadly attacks
Defense: C, can block but lacks protection
Health: A, resilient with a strong vitality
Agility: A, agile and nimble in movement.
Female Agent 1.png

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Title: "Adorable appearance, professional attire, and a vexing little demon in battle."

Introduction: Nurses in Valhalla frequently engage in battles alongside female fighters. Their abilities go beyond simply extending the lives of female fighters; they also make them more deadly.

Gameplay: They can provide various forms of assistance to female fighters. Nurses can spray emergency aerosols to heal injured female fighters and restore their health. The combination of female nurses and female boss is therefore extremely dangerous. They can also administer on-site injections of stimulants to enhance the female fighters' attack power, resilience, or reflexes. Furthermore, nurses have the ability to revive fallen female fighters using electric shocks, allowing them to rejoin the battle. Revived female fighters will remain unconscious for a period of time, and their maximum health will be reduced compared to before the revival. When a nurse is defeated, she drops a significant amount of life-restoring emergency aerosols, serving as a primary source of replenishment in the later stages of the game.

Counter: Nurses have no combat abilities except for occasional basic resistance using defibrillators. By bypassing the other female fighters, they can be swiftly defeated. Nurses are particularly vulnerable when administering injections and performing cardiac resuscitation for the female fighters.

Attack: E - Basic attacks have minimal damage.
Defence: E - No protection or blocking capability.
Health: C - Possess a body trained through military exercises.
Agility: C - Possess agility honed through military training.

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女护士2.jpg

Amerigo Type zako
These female fighters possess tall and robust physiques, exhibiting greater vitality, and are more difficult to stagger or immobilize.
Title: "Healthy and sexy, foot fetishist Latin enthusiasts who make their short lives shine brightly."

Introduction: Female fighters who perform Capoeira dance, they are passionate and face battles on the edge of life and death with a smiling face in the joyful rhythm.

Gameplay: Female fighters with both strength and agility, excelling in leg techniques. When other enemies play music, their attacks synchronize with the music and become stronger.

Counter: They are prone to losing balance when executing moves, so knocking them down and following up with attacks is an effective strategy.

Attack: C, focuses on rhythmic moves
Defence: D, lacks protection
Health: B, trained in professional physical conditioning
Agility: A, quick movements and swift attacks
Capoeira Dancer.png

Cowgirl
Title: "Masters of Whip Artistry, Fiery yet Down-to-earth Robust Country Girls"

Introduction: Originating from the southern regions of U Nation, these cowgirls represent a unique cultural group synonymous with rural life. Living and working in vast farms and wilderness, they have developed excellent equestrian skills and a robust physique. Known for their straightforward, tough character, and simple lifestyle, these cowgirls possess a distinctive personality: both fiery and unpretentious, both formidable and hearty. They confront their adversaries with whips and fists, embodying the roughness of the countryside.

Gameplay: The combat style of the cowgirls is unique and practical. They utilise the long reach of their whips to commence attacks before an enemy gets close. Capable of fighting independently as well as collaborating with other female zako, they create a versatile combat pattern combining both long and short-range attacks. The cowgirls themselves are proficient in boxing, with a strong upper body resistant to strikes, enabling them to withstand direct hits.

Counter:
Be wary of their whip attacks. Maintain a proper distance to avoid being hit by their long-range strikes. They have a relative weakness in their lower body; targeting their legs can break their defense. Slower in movement during group battles, use this to isolate them from other enemies for more manageable engagements.

Attack: C, their whip and fist strikes are of average strength.
Defense: D, apart from using their whips to parry attacks, they seldom engage in active blocking.
Health: A, robust and capable of sustaining substantial damage.
Agility: D, more accustomed to horseback riding than on-foot combat, showing a lack of agility in ground battles.
Cowgirl.jpg

Female Boxer
Title: "Tough on the outside, soft on the inside"

Introduction: Known for their incredible stamina, these female boxers hail from the toughest neighbourhoods in the U Nation. Growing up in harsh environments with limited opportunities, many of these brave women have faced poverty, violence, and injustice from a young age. Under the weight of these challenges, they turned to boxing as a way to change their fate, seeking to secure a better future for themselves and their families. In life-or-death battles, these women display unparalleled determination and relentless offensive power. They excel in defensive counterattacks, a fighting style that allows them to conserve energy and focus over extended bouts, waiting for their opponents to make a mistake before swiftly striking with a decisive blow.

Feature: These elite female minions specialise in endurance battles and defensive counterattacks. Female boxers rely on their exceptional blocking skills and agile footwork to fend off enemy attacks. Their defence is solid and effective, capable of withstanding most standard attacks without easily revealing any openings. When the opportunity arises, they launch fast and precise counterattacks. Their punches are simple and straightforward but pack a powerful punch, dealing significant damage at close range.

Counter: Female boxers rely solely on their fists and lack kicking techniques, so it’s best to keep distance and avoid getting into their striking range. Utilising long-range attacks or kicks can effectively weaken their defensive advantage. Don’t underestimate their defence; relying on basic attacks to bring them down won’t work. The heroine needs to break through their guard using grabs or advanced techniques. Blindly attacking a female boxer is often futile and could easily result in being counterattacked. Once their protective gear is compromised, they can be quickly defeated. If they are knocked down, it takes them a while to get back up, providing an ideal opportunity for follow-up attacks.

Attack: B, Female boxers focus on punching, and while they lack kicking and long-range attack methods, their punches are powerful and can quickly take down opponents at close range. They strike fast and with precision, often catching their enemies off guard.
Defense: A, Female boxers have outstanding defensive abilities. They can effectively block most attacks, and their well-designed protective gear allows them to endure significant impacts, enabling them to maintain a defensive stance for extended periods, preparing for the perfect counterattack.
Health: C, Their stamina is within the normal range. They aren’t superhuman, so they can’t sustain prolonged fights indefinitely, but their endurance and resilience allow them to perform well in most battles.
Agility: B, Female boxers are agile, capable of moving and repositioning with ease. Their quick reflexes enable them to make rapid defensive or offensive decisions, helping them stay in control during fights.

Female Boxer.jpg

Female Wrestler
Title: "Muscular, passionate, wild, but unscrupulous blonde bruiser"

Introduction: Female wrestlers with Viking ancestry, who used to be members of professional wrestling leagues. These large-bodied female fighters excel in head-on confrontations with their highly developed arms and legs. Compared to other female fighter minions, their fighting methods can be deemed unscrupulous, but their willingness to fight to the death is the same.

Gameplay: They utilise wrestling and submission techniques, body slams, kicks, and even body presses to attack the heroine. Sometimes they will even throw the heroine to the floor, or use any object they can find nearby to attack her, including street signs and the corpses of other female minions, items too large for most people to lift, as weapons. While other female fighter minions might only engage in one-on-one duels with the heroine, female wrestlers are willing to join in the fight with the heroine at any time.

Counter: Due to their heavy and muscular but somewhat slow bodies, female wrestlers' moves are highly predictable and relatively easy to dodge, block, or counter. When a female wrestler is knocked down or thrown against a wall, her large body will take more damage, and she finds it difficult to get back up, making her suitable for follow-up attacks.

Attack: A, proficient in striking and submission techniques
Defense: B, equipped with elbow and knee pads, with well-trained abdominal muscles, almost immune to punches and kicks.
Life: S, exceptionally tall and muscular with excellent training in wrestling techniques. Even when injured or fatigued, they can still fight, making them formidable opponents.
Agility: D, due to their muscular bodies, female wrestlers tend to move slowly.

Female Wrestler.jpg

Tech Type Zako
These female fighters rely on the power of advanced technology and possess combat abilities beyond human limits.
-Rabbit Beast Girl
-Fox Beast Girl
-Tiger Beast Girl

Tech Female Warrior
Title: "The Fusion of Cold Science and Warm Flesh"

Introduction: Female warriors of Final boss Catherine's private forces Valhalla, armed with experimental gear that blends the cold efficiency of technology with their fiery passion for battle. These female warriors fight fiercely on the battlefield, embodying a seamless integration of advanced tech and human spirit.

Gameplay: As versatile fighters, the tech female warriors excel in both close-quarters combat and ranged attacks, with their enhanced gear significantly boosting their combat abilities compared to standard light female warrior.

Their energy gauntlets allow them to deliver powerful punches, and when combined, they can unleash a devastating plasma shockwave for ranged assaults. The gauntlets are equipped with energy indicators—green when fully charged, yellow when energy is low, and red when depleted. Once the energy is exhausted, the tech female warrior must recharge her gauntlets.

The advanced leg boosters increase their mobility, enabling them to move faster, jump higher, and execute emergency evasions when injured. Additionally, they retain the strong teamwork skills characteristic of military-trained soldiers, allowing them to coordinate effectively with their unit.

Counter: The plasma shockwave is unblockable, requiring swift dodging or taking cover behind obstacles to avoid damage. Maintaining high mobility and using the terrain to your advantage is key when facing Techno-Warriors.

While their attack and defence capabilities are significantly boosted by their tech gear, their body remains on par with light female warrior soldiers. Quick and decisive strikes are effective against them, but be prepared for their evasive manoeuvres when they take damage. When the gauntlets' energy is depleted, they enter a brief rest period to recharge, during which her combat effectiveness is greatly reduced—this is the ideal moment to strike.

Attack: B, Enhanced by advanced technology
Defence: B, Boosted by tech gear, with improved blocking ability
Life: C, Standard level for female warriors
Agility: B, Increased mobility and reaction speed due to tech enhancements
Tech Female Fighter.jpg

Tech Kunoichi
Titile: "A skin-tight suit that reveals and conceals at once."

Introduction: Blending the ancient traditions and rigorous training of the long-established ninja village with Valhalla’s cutting-edge technological equipment, these female ninjas have undergone significant enhancements. In order to overcome the long training periods typically required for ninjas, Valhalla has provided them with advanced tech gear, including the “Phantom Weave Suit.” This suit enhances physical performance and offers optical camouflage, allowing new recruits to reach the same combat efficiency as their traditionally trained predecessors in a fraction of the time.

Gameplay: The Tech Kunoichi is a high-rank zako, more capable in frontal combat compared to traditional kunoichi. They can activate their optical camouflage device for brief periods of invisibility, allowing them to disengage, reposition, or sneak up on their enemies for a surprise attack.

Counter: Unlike traditional female ninjas, Tech Kunoichi lack the ability to scale walls or perform acrobatic feats, and their agility is slightly reduced. To become fully invisible, they must stow away their weapons, which limits their offensive capabilities to close-range grappling attacks. However, when they wield their dual blades, their bodies remain cloaked, but the outline of the weapons becomes visible, offering a clue to their position. When facing Tech Kunoichis, it’s crucial to remain highly aware of your surroundings. Use continuous attacks or area-of-effect skills to force them to reveal themselves and take advantage of the terrain to restrict their movements.

Attack: A, The use of blades grants high offensive power.
Defense: C, With limited armour and medium blocking ability, they rely heavily on agility and invisibility to avoid damage.
Life: B, The “Phantom Weave Suit” strengthens their body, making them more durable.
Agility: A, While not as light-footed as traditional ninjas, they remain nimble and quick in combat.
Tech Kunoichi.jpg


-Tech Female Agent
 
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ran

Club Regular
Joined
May 22, 2011
This post is for characters like heroines and female bosses. For a zako-theme proposal, their artworks are not prioritised currently.

Those characters are playable at all or certain stages.

1P: Ran Mouri
Title:
“Kind-hearted yet ruthless - the female version of a suited enforcer”

Introduction: Ran Mouri is a high school girl from J Nation who holds the title of national karate champion. Before her boyfriend's disappearance, she was known as a bit of a wild girlfriend, assertive and strong-willed. However, after he went missing, Ran suppressed her more demanding and impulsive side, becoming more reserved and demure. Despite this outward change, the violent tendencies within her have not vanished; rather, they have gradually intensified under the surface.

While her personality has evolved, Ran's sense of justice and responsibility remains unwavering. She has a pure and kind heart, always showing great care and concern for those around her, often smiling at others while hiding her tears. Her inner strength is formidable—no matter how daunting the challenge, once she sets her mind on something, she never gives up easily. Ran is gentle and easy-going in her daily life, always polite and friendly to others. However, when she enters a battle, she reveals a decisive and fierce side.

Although Ran possesses exceptional combat skills, she hasn’t made fighting the focal point of her life. She has a wide range of interests and loves to engage in everyday activities such as chatting on the phone, shopping, and travelling. This gives her a mindset more akin to that of an ordinary person rather than a professional fighter. However, this doesn’t mean danger leaves her alone. Ran has what could be described as a “lucky in small things, unlucky in big ones” trait. She often wins games of chance, like lotteries, but on a larger scale, even when she seeks a peaceful life, she frequently finds herself thrust into dangerous situations. Ran has witnessed countless deaths, faced numerous life-and-death moments, been embroiled in various crises, and battled against a range of adversaries. Though she often relies on her impressive martial prowess to overcome these challenges, her lack of caution and battle experience sometimes results in her being overpowered or captured. Nevertheless, her resilience and fighting instincts typically help her escape and triumph in the end.

Gamplay: As the 1P character, Ran is the go-to choice for beginner players. Her high attack power makes her particularly effective at clearing out regular enemies, allowing newcomers to quickly get the hang of the game. However, her low defence and limited room for error mean that players need to handle her with care to avoid taking too much damage in intense battles. Her combat style is fast and powerful, making her an excellent choice for both beginners and a challenging option for experienced players looking to push their limits.

Strengths:
Good range against multiple enemies: Ran has a wide attack range, making her ideal for quickly clearing out groups of enemies. Ran also has fast attack speed, enabling her to react swiftly and launch attacks with little delay.
Strong attack: Ran’s basic attacks are incredibly strong, with few enemies able to withstand her combos.
Able to destroy weapons: Ran’s strength allows her to interrupt and suppress enemy attacks, and she can disarm or destroy enemy weapons, giving her an advantage when facing armed opponents.

Weakness:
Low defence and life, losing as easy as winning: Ran’s defence and health are not particularly strong, so she has a low margin for error.
Difficult to handle boss: She relies heavily on basic attacks, which makes her less effective against boss-level enemies.
Poor in weaponary: Ran primarily uses hand-to-hand combat and is less proficient when using weapons.

Attack: A, Ran’s attack power is extremely strong, and her basic attacks are powerful enough to take down most enemies.
Defence: C, Lacking protective armour, her blocking skills are decent but not outstanding.
Life: B, Her physical durability is average; she’s not overly fragile but can’t withstand too much damage.
Agility: B, While not exceptional among girls, her agility is adequate for most combat situations.

Ran.jpg

View attachment Ran 1.jpg
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2P: Kazuha Toyama (From Detective Conan but OOC)
Title: "Innocent and impulsive pure-hearted girl, with a fighting style opposite to her temper"
Introduction:
2P is an Osaka high school girl who mastered Aikido. She is 1P's friend and often fights alongside her.
Compared to 1P, 2P has experienced fewer twists and turns in life. She possesses the innocent and infatuated nature expected of a young girl. As a lively Aikido martial artist, she is bold, courageous, energetic, and optimistic. However, her straightforwardness and quick tongue can come across as aggressive, and her eagerness to act sometimes leads to impulsive decisions.
She harboured jealousy and hostility towards 1P multiple times due to her overactive imagination, but 1P's gentleness has always dissolved it, and they eventually became good friends.
Gameplay: 2P is a character that emphasizes timing in executing moves. When used effectively, she can unleash tremendous power, but if not, her damage output may feel low.
Strengths: Highly adept at self-protection, she can efficiently counter enemy attacks, resulting in high safety. She utilizes body-lock, joint techniques and throwing, excelling in one-on-one battles against bosses. She can use the enemy's strength against them, with the damage inflicted increasing as the enemy's attacks become stronger.
Weaknesses: Ordinary attacks are relatively weak. She easily becomes overwhelmed by the attacks of numerous zako, exhausting her ability to defend.

Attack: C, relies more on utilizing the opponent's strength.
Defense: A, lacks gear protection but excels at neutralizing enemy attacks.
Health: A, full of vitality and quickly recovers from injuries.
Agility: B, fast, but movements need to be precisely controlled.
Kazuha.png


3p & Boss of Chapter 10: Hayato Mochizuki
Title: "Intimidating female version of the Terminator"
A female bodyguard of the Suzuki Zaibatsu and Hana's older sister. Serious and cold-hearted, she prioritizes the orders of the Zaibatsu but secretly cares about Hana.
Bun hairstyle with a wooden headband, purple-black tight-fitting kimono, tabi socks, and wooden clogs. Skilled in using various weapons, primarily the iron fan and short sword strapped to her waist. She possesses aggressive attacking skills and strong defense.

Gameplay: Among the playable characters, Hayato is clearly the "stronger" one. She can forge forward and defeat enemies step by step. The only concern is difficult to catch fast-moving enemies.

Attack: A, solid and deadly attack
Defense: B, heavy dress and good blocking with weapons
Health: S, appears to be unbeatable
Agility: C, relatively slow in moving but good in reaction

4P & Boss of Chapter 6 Hana Mochizuki
Title: "Casually reckless female assassin"
A female bodyguard of the Suzuki Zaibatsu and Hayato's younger sister. Lacking experience, she is prone to forgetting things. She greatly admires her capable older sister and wishes to prove herself to her.
Shoulder-length hair with a butterfly hairpin, sleeveless white shirt jacket with a scarf, short cape, short suit skirt, lace ankle socks, and sandals. Skilled in using the hidden chain concealed under her cape, she is very agile and active.

Gameplay: Hana is more mobile than other characters. By quickly repositioning herself and her enemies with chains, she can reduce opponents' number each time she deals with. She can also cause AOE damage (but low in statistics) to contain large number of zako. It will be a bit of tiring to play her as she requires more actions than others.

Attack: C, fancy but not enough damage
Defense: C, insignificant in gear or blocking
Health: A, not as 'light' as she looks
Agility: S, fast movement with chains

Those characters are generally friendly to playable characters.

Chapter 10 Boss: Sonoko Suzuki (From Detective Conan but OOC)
Title: "The damsel in need of rescue, inadvertently becoming the source of disaster and a formidable opponent."
She is the second daughter of the Suzuki Zaibatsu, and 1P's best friend. She is carefree and has given up the high-rank life of the elite private school and strict security to attend school with 1P and lives a relatively ordinary life. However, every choice comes with a price.
As a boss, she has S-level strength.

Edogawa Conan (From Detective Conan but OOC)
The child form of Ran's boyfriend, Kudo Shinichi, who was a reputable detective and high school classmate of Ran and Sonoko. While Ran does not know Conan's true identity, they have developed a good relationship. When facing enemies, Ran is responsible for fighting while Conan uses his brain and tech items to assist her.

Heiji Hattori (From Detective Conan but OOC)
Kazuha's childhood sweetheart, a reputable detective, a kendo master and Osaka high school student. Being childhood sweethearts, Hejiji would like to operate with Conan rather than Kazuha, not only because Kazuha's rushing may bring more risks, but also because he does not want to put Kazuha at such risks.

Kogoro Mouri (From Detective Conan but OOC)
Ran's father, an ex-police and detective. With the help of Conan and Ran, he has been the top detective in J Nation and having a deep connection with the police. He cares about his daughter but drinking and gambling as well. A skilled Judoka and maskman.

Ai Haibara (From Detective Conan but OOC)
Title: "Mysterious young researcher"
A genius scientist with a sharp intellect. She has a conflicting yet admiring relationship with Ran. She secretly provides information and technological support to the main characters.
With brown curly hair and a childlike figure, she excels in computer science and medicine.
She is a non-combatant.

Chapter 3 Boss: Sato Miwako (From Detective Conan but OOC)
Title: "Capable and meticulous policewoman"
A popular female inspector in the Tokyo Metropolitan Police Department. She is clean and efficient and has cooperated with Ran and the other detectives in numerous cases.
Short black hair, a suit with a short skirt, and low-heeled shoes. Skilled in police combat techniques, she has B-level strength. She intentionally went easy on Ran and the others and relayed information.

Tomoko Suzuki (From Detective Conan but OOC)
Title: "A decisive matriarch of a major conglomerate."
She is the mother of Sonoko and, the actual controller of the Suzuki Zaibatsu. With her eldest daughter, Ayako, being married, she has designated her second daughter, Sonoko, as the successor of the conglomerate.
With tied black hair, wearing an evening dress and high-heeled shoes.
She is a non-combatant.

Tia
Title: "A pure and affectionate avian girl."
An experimental parrot beast girl created by Alice. Physically, she is equivalent to a 16-year-old human, with strong language abilities. However, her actual intelligence is only equivalent to that of a 4-year-old human, making her lively and innocent.
With golden hair adorned with a crest, long white feathered wings on her back, and a pale yellow long tail feather, Tia excels in flying. She possesses C-level strength.

Kyogoku Makoto (From Detective Conan but OOC)
Title: "The kicking prince"
Sonoko's boyfriend and Ran's idol. Having obtained the Karate champion of J Nation, he is travelling in the world to challenge the strong and train himself. Valhalla treats him as a threat for the scheme so Catherine defeats him personally even before start assaulting Sonoko. He is then held captive for experiment and reproduction.
Kyogoku possesses supernatural strength and agility, able to identify an enemy's pros and cons from her body. He is rated as S level.

Those characters mainly serve as bosses in different stages.

Prologue and Chapter 5 Mid-Boss: Yui Yuno
Title:
"The Cheery and Brilliant High School Girl Fighter"

Yui Yuno is a spirited student in her first year at the prestigious Private Tamagawa Minami Girls' High School. She embodies a cheerful and optimistic personality, brimming with youthful vigour and a zest for life. Yui takes great pleasure in participating in various martial arts competitions, seeing them as opportunities to challenge and elevate herself. Her impulsive yet indomitable nature ensures she's always spirited in combat, yet she maintains a mature respect for her opponents. A rising star in her martial-arts-focused school, Yui may lack experience but her potential is boundless.

Gameplay: As the boss of the prologue, Yui is known for her quick moves, utilising her swift running to compensate for her reach in attacks. When she reappears as the boss in Chapter 5, her combo attacks have increased, along with a significant boost in her health points.

Counter: As the first boss, Yui's moves are straightforward and not overly challenging to counter. Most of her attacks can be evaded by staying clear when she's in motion. In Chapter 5, exploiting the greater reach of Ran's standard attacks when Yui pauses after her moves can be an effective strategy.

Attack C, standing out amongst her high school peers.
Defence: D, with relatively weak blocking capabilities.
Life: A, full of vitality, capable of sustaining numerous injuries and rapidly recovering.
Agility: B, swift both in striking and movement.
Yui Yuno.jpg



Chapter 1 Boss: Nagarekawa Tsubaki
Title: "A tough street thug with hidden timidity."
The leader of the delinquent girls at Tamagawa Minami High School. She enjoys showing off her power by picking on weaker students from other schools.
She exudes an intimidating aura while smoking and wearing sportswear with bare feet and wooden clogs.
Tsubaki specializes in flashy but less powerful moves, known as "Wang Ba Quan" (turtle fist). Her combat prowess is rated as C-level. However, once defeated by Ran, she immediately becomes timid.

Chapter 4 and Chapter 11 Boss: Reiko Matsui
Title: "A determined individual who will do anything for success."
A capable and elegant professional woman, an executive of Feifengsha. She is ambitious and very hardworking, striving for success at any cost. Wavy long hair, wearing sunglasses, gray business suit, skirt, and high heels. Skilled in self-defense techniques. D-tier strength.

Chapter 2 Boss: Shiroyo Mogami
Title: "A true talent restricted to making adult films as an SM Queen."
An AV actress at Homu Corporation. While dreaming of being an action star and showcasing her whip skills, she finds herself could only use her whip inside the AV set.
Shoulder-length yellow hair, black tight leather suit, long black gloves, high-heeled thick-soled boots. Proficient in using a long whip. C-tier strength.

Chapter 4 Boss: Ai Unabara
Title: "She treats everywhere as her own stage as a female magician."
A magician and impersonator in the nightclub, who pays great attention to her posture and has a cold and ruthless personality.
She wears a black straight brim hat, a low-cut tight-fitting suit with a bow tie, and black high heels. She excels at card throwing and manipulating doves. She possesses D-class strength.

Chapter 5 Mid-Boss: Kyoka Sasaki
Title:
"The Gentle Yet Formidable Stunning Big Sister"

Introduction: Kyoka's story began under the dazzling lights of the race track. As a race queen, she captivated numerous fans with her stunning appearance and vibrant personality. However, life wasn't always smooth sailing. Kyoka's younger brother required expensive medical treatments and special educational support. The weight of family responsibilities fell upon her shoulders, and Kyoka knew she needed to find a way to earn a higher income to sustain her family.
Having practiced martial arts since a young age, Kyoka channelled her zeal and resilience into strength for combat. She started participating in official fighting competitions and quickly, due to her outstanding performances and indomitable spirit, earned the title "Queen of Combat." In the arena, she displayed a side very different from her race queen persona: strong, courageous, and full of fighting spirit.
However, with the rise of a new generation of female fighters, Kyoka's position in regular competitions was challenged. Concurrently, the increasing expenses for her brother's treatment and education compelled Kyoka to make a tough decision: to join the more brutal and lucrative underground fighting circuits.
In the world of underground fighting, Kyoka faced unprecedented challenges. Here, relentless fists and life-risking battles were the norms. Kyoka always confronted these with a tenacity that belied her glamourous exterior.

Gameplay: Possessing an extraordinarily high life value uncommon for a mid-Boss, her attacks aren't significantly threatening, but she can occasionally unleash potent kicks unexpectedly. Often, she bites back just when the protagonist starts to tire of assaulting her.

Counter: Avoid the temptation for a quick victory; halt further attacks after inflicting certain damage. Methodically reduce her life value while maintaining one's own health for subsequent continuous battles.

Attack: B, primarily focused on leg techniques, her kicks are precise and ruthless, capable of inflicting severe damage swiftly.
Defensive: C, her hips can absorb considerable damage.
Life: S, exhibiting endurance and strength of life beyond the ordinary.
Agility: B, adapted to the pace of the underground fighting arena.
138169e46b6e4d6c85d3aab34fa0c718.png

Chapter 5 Boss - Shauna Mendez

Title:
"A fierce warrior in the ring, a kind big sister outside of it."

Introduction: Shauna Mendez, a fighter hailing from the Caribbean, takes great pride in her flexible and strong body. As a rising star in the world of mixed martial arts, Shauna excels in various disciplines, including the powerful leg strikes of taekwondo, the aggressive blows of kickboxing, and the superior control of Brazilian jiu-jitsu. In the arena, she is known as the "Queen of the Storm" for her wild and relentless assaults, often appearing like a bloodthirsty and frenzied combatant.
However, what defines Shauna the most is not her tough upbringing in poverty or her brutal street fights, but the warm sunlight and open beaches of the Caribbean, which reflect her sunny and outgoing personality. Shauna is the backbone of her family, and she participates in underground fights to provide a better life for them. In her community, she is a beloved big sister, using her skills and passion to lead children towards a healthy path. Within the fighting world, Shauna is a generous mentor, always ready to help younger fighters on their journey.
In the ring, Shauna believes in fair, honorable combat. To her, defeating an opponent decisively, without holding back, is the ultimate sign of respect. To restrain herself would not only be an insult to her own desire for victory, but also to her opponent’s capabilities.

Gameplay: Shauna is a well-rounded mid-level boss, with fast moves and minimal wind-up time. Her Brazilian jiu-jitsu skills pose a significant threat, as she frequently takes her opponents to the ground for intense control and submission techniques.

Counter: The key to defeating Shauna lies in avoiding being taken to the ground. If the balance is compromised, quickly adjust the position to prevent being dragged down. Once grounded, the heroine must immediately get back on the feet or roll away to avoid being caught in her devastating ground techniques. At other times, you can either go on the offensive to disrupt her attacks early, or patiently wait for opportunities to counter her.

Attack: A – Her moves are powerful, with especially high damage from her jiu-jitsu techniques.
Defense: C – Though she lacks protective gear, her blocking skills are solid.
Stamina: A – Her robust and energetic physique allows her to endure significant damage.
Agility: C – Average speed for a fighter of her caliber.

Shauna Mendez.jpg

Chapter 5 Boss: Elena​

Title: "An Underground Fighting Idol with Both Beauty and Power"

Introduction: In the brutal, no-holds-barred world of underground fighting, female fighters who are attractive often find themselves out of their depth, quickly fading from the scene like morning dew on a hot day. Meanwhile, those who are formidable tend to be more rugged and lack appeal, making it difficult to captivate an audience. Elena’s arrival, however, changed everything.

Elena possesses the sweet, charming face expected of an idol, with striking pink hair and a well-proportioned figure that catches everyone’s eye. When she first appeared in the ring, many dismissed her as just another short-lived pretty face. But when she effortlessly stepped into the ring and took down a much stronger opponent, the crowd was left stunned and erupted into applause. Elena has a habit of swiftly dispatching her opponents, and her rising popularity matches her growing list of victories. Her matches often become the main event in the underground fighting circuit.

Elena revels in the thrill of finishing off her opponents and the adulation she receives before and after each fight. In the ring, she is a cold and merciless finisher; outside of it, she transforms into a sweet and approachable idol who eagerly engages with her fans, showcasing her multifaceted charm. Elena is efficient and ruthless during battles, but outside of them, she’s keen to give back to her supporters. For instance, before fights, she might open up polls on social media, allowing fans to choose her outfit, or after a match, she might grab a microphone and sing a song while still standing in the blood-stained octagon.

Like many female fighters in underground arenas, "Elena" is merely an alias. Her true background is shrouded in mystery, with numerous rumours circulating about her origins. Some say she was once an idol whose career faltered, forcing her to seek fame in the underworld. Others claim she was a member of a terrorist organisation, trained harshly from a young age. There are even whispers that she is the casualty of a power struggle within a noble house, left to fend for herself in the underground world. Elena never discusses her past; she lives in the present, continually bringing her passionate smile to the audience while delivering cold, calculated death to her opponents.

Gameplay: As a highly dangerous BOSS character, Elena ranks among the strongest in her league. She specialises in bone-breaking techniques that are designed to dismantle her opponent's body structure. Elena’s basic attacks are both swift and brutal. She frequently grabs the protagonist to execute joint locks, which, if successful, leave the protagonist weakened and sluggish for a time. Elena’s speed is also exceptional, making it difficult for the protagonist to escape or dodge, rendering evasion an ineffective strategy.

Counter: Attempting to dodge Elena’s attacks and counter as the heroine would with other BOSSes is futile due to her formidable tracking and locking abilities. The heroine will need to respond to her moves with precise counters, jumping to avoid and retaliate against her basic attacks, quickly breaking free from her joint locks, and using jumps to prolong the time in the air to wait out the sluggish state, until regaining full mobility.

Attack: S. Her attacks are swift and deadly, with a powerful sense of oppression.
Defence: D. She wears no armour, preferring agile dodging and an offence-as-defence strategy.
Life: B. In an arena where fights are typically won with a single lethal blow, a higher health pool isn't as crucial.
Agility: S. She is incredibly fast, able to catch up to her enemies with ease.
Elena.jpg


Chapter 6 Boss: Fang Leifang
Title: "The Elegant and Willful Tai Chi Prodigy"
A foreign student obsessed with martial arts, constantly seeking opportunities to challenge strong opponents to improve herself. She does not actually belong to the Feifengsha.
She has twin braids and wears a red sleeveless high-slit cheongsam with high-heeled sandals. She excels in Tai Chi and possesses A-level skills.

Chapter 6 Boss: Ye Jingjing
Title: "The Outwardly Warm, Inwardly Cold Scheming Vixen"
Leader of Mei Brachn in Feifengsha, presents herself as outspoken and impulsive but secretly ambitious for the position of the society's leader.
She has twisted braids and wears a sleeveless Tang-style top with seven-point Kung Fu pants and cloth shoes. She excels in Drunken Fist and possesses S-level skills.

Chapter 6 Boss: Lei Ni
Title: "The Serious and Selfish PUA Gang Leader"
Head of the Feifengsha and leader of Lan BRACH, constantly lectures and criticizes subordinates but only benefits her own faction.
She wears a silver headpiece and a cross-collared cloth shirt with shorts and ankle bracelets, along with sandals. She is skilled in using hidden weapons and poison. She possesses A-level skills.

Chapter 7 Boss: Mamiya Reira
Title: "Mischievousness taken to the extreme becomes cruelty"
A delinquent girl who liked to stand up for justice in the town before the disaster struck, appeared even more violent than her appearance suggests.
With her brownish-red curly hair, sporty windbreaker, shorts, and sandals, she excels inShe was thrown by Heya and impaled on the steel bars in the ruins.

Title: "A gigantic woman without too much visible fat."
A female sumo wrestler with a massive physique, has a slow-paced nature and likes to move at her own pace.
With her unkempt hairband, bare-chested shoulder armor, overall shorts, and barefoot wooden clogs, she relies on the force of gravity generated by her enormous body in combat. She has strong resistance to attacks and possesses A-rank strength.

Chapter 7 Boss: Miki Ozeki

Title:
"The Living Fortress"

Introduction: As a female sumo wrestler, Miki possesses a physique that is remarkably large even among women in J Nation. Her enormous appetite and love for feasts are her greatest joys. Miki moves at a leisurely, deliberate pace, which is often mistaken for arrogance. In truth, she is simply focused on her own rhythm, often oblivious to those around her. Despite her imposing figure, Miki is kind-hearted and often feels regretful for her clumsy accidents. Her immense size and strength mean that when she does bump into or break something, it’s rarely inexpensive. To overcome her limitations and improve her attention span and reaction speed, Miki joined the Honto Dojo, much to the astonishment of the other female trainees.
After the disaster, the polluted water stripped away Miki’s inhibitions. Driven by her insatiable hunger, she threw herself into the ranks of the Honto raiders without hesitation, using her immense strength to dominate.

Gameplay: Miki is a heavyweight BOSS with a patterned attack rhythm. Her predictable yet relentless attacks are difficult to interrupt, and her weight is her primary weapon. She uses her body to charge and slam into opponents, often combining these with palm thrusts or grabs during her rushes. Alternatively, she can stomp heavily on the weakened, post-disaster terrain, creating shockwaves that knock enemies off their feet. Due to her massive power, the protagonist is almost guaranteed to fall if hit.

Counter: Miki’s attacks are slow and easy to anticipate, making them relatively simple to evade. Aside from her wide-area shockwaves, which require jumping to avoid, her attack range is generally limited. It’s safer to counterattack after she finishes her moves, but this only deals minimal damage. The key to defeating her lies in using the terrain and attacks to knock her down—once she’s on the ground, she struggles to get back up.

Attack: A – Her movements are slow, and her range is short, but every hit carries tremendous power.
Defense: S – Like a fortress, her body fat absorbs an extraordinary amount of damage, making her nearly unshakable.
Life: S – Enhanced by polluted water and her naturally massive frame, Miki is incredibly durable.
Agility: E – Her movements are sluggish, and even the polluted water’s effects can’t change that.

Miki Ozeki.jpg

Chapter 7 Boss: Laila
Title: "The supreme ruler in the apocalypse, asserting her dominance."
Seemingly of foreign descent, was the master of the town's dojo before the disaster struck, and became the leader of the gangsters after the calamity, appearing even more violent than her appearance suggests.
With her white-haired headband, shoulder cape, and iron boots, she excels in using her sharp hand blades and possesses S-rank strength.

Chapter 8 Boss: Rebellious Grass
Title: "Full of passion, but misplaced; with tears in her eyes, she quickly forgets."
A U Nation rock musician who goes by her stage name. She enthusiastically joins the movement to overthrow Mira and has composed and performed numerous songs for the rebellion.
She has deep red hair and wears an off-shoulder T-shirt, hot pants, and platform boots. She uses her guitar for attacks and emits sonic waves. Her music boosts the fighting spirit of the surrounding female fighters. She possesses C-class strength.

Chapter 8 Boss: Naila Creston
Title: "On stage, she is straightforward and sharp; offstage, she is cold-blooded and shrewd."
A freelance journalist and a Valkhalla operative. She is the mastermind behind the propaganda and organization of the W Nation riots and the on-site commander of the beheading plan.
She has golden hair and wears a baseball cap, a sleeveless down jacket, jeans, and sneakers. She is skilled in Sambo and possesses B-class strength.

Chapter 9 Boss: Samiyah Aishama
Title: "The Money-Obsessed Femme Fatale Assassin"
A perfect blend of dancer and assassin, driven by a pursuit of wealth. Hired by Valhalla, she is assigned to assassinate Mira.
She adorns herself in the attire of a dancer, wearing a thin veil and showcasing her brown locks and dark complexion. Dressed in a belly dance skirt, she moves barefoot. She excels in wielding the Arabic double-edged curved blades and possesses A-level skills.

Chapter 9 Boss: Victoria von Kold
Title: "The Proud Noblewoman Knight"
A noble lady from European military aristocracy who sees herself as a knight of Valhalla. A proud aristocratic woman who values her family lineage, she exudes confidence and pride, relishing battles against opponents of high status.
With her golden cascading curls, she wears a sleeveless equestrian double-breasted waistcoat, white skin-tight pants, and black riding boots. She excels in horsemanship and thrusting sword techniques, showcasing A-level skills.

Chapter 10 Boss: Nita Davis
Title: "Caring for comrades, a passionate warrior healer"
The Valhalla's emergency medical specialist, compassionate and quick-witted, places great importance on the lives of her comrades, actively engaged in frontline healing and support.
Nita Devi is adorned with black hair, a black-skinned nurse cap, and glasses. She wears a red cross apron, adhesive breast patches, white long stockings, and red high-top boots. Equipped with high-powered electric shock gloves on both hands, she possesses the ability to revive multiple fallen female fighters simultaneously and unleash wide-ranging electric attacks. Her strength is rated at B-level.

Chapter 11 Boss: Alice Park
Title: "A female scientist who is willing to sacrifice anything for her experimental research."
The research director dispatched by Valhalla to Futaba Pharmaceutical. She values her research achievements more than her own life.
In her first form, she appears as a geeky girl sitting in a mobility scooter. In her second form, she transforms into a vampire bat beast girl soaring through the sky.
With blue hair, glasses, and wearing a white lab coat, white skirt, black stockings, and white boots, Alice Park possesses E-level strength in her first form and A-level strength in her second form.

Chapter 12 Boss: Tsuruhime
Title: "The Inflexible Yamato Prodigy"
A female warrior guarding the village entrance. She is courteous, brave, serious, but also rigid and absent-minded.
Long black hair, tied up in a red short kimono with tabi socks and wooden clogs, wielding a naginata for wide-range attacks. She possesses B-level strength.

Chapter 12 Boss: Kagura
Title: "The Deceptive Charlatan with Power Equalling Deception"
A shrine maiden from the ninja clan. She appears disciplined and focused on rituals, but is actually a compulsive liar skilled in manipulating people's perceptions.
Black medium-length hair, white and red shrine maiden attire with ankle socks and straw sandals. While seemingly using talismans and operating shikigami for combat, she actually employs hallucinogenic powders and psychological suggestions to create mythical illusions. She possesses C-level strength.

Chapter 12 Boss: Tengu
Title: "The Mysteriously Unserious Fantastical Creature"
Kagura's shikigami. Characterized by a carefree personality, it partners with Kagura for the sake of amusement. Its origins are uncertain, whether from ancient myths or modern mutations.
Twin-tailed black hair with headgear, exposed shoulders and legs, wearing a traditional kimono with wooden clogs. It has black wings on its back, skilled in flying and adjusting its seemingly bulky physique. It boasts A-level strength and departs once it's had its fill of entertainment.

Chapter 12 Boss: Kagome Maiko
Title: "The Master Ninja, Aloof Leader of the Kunoichi"
An elite ninja from the ninja clan who enhanced the clan's combat prowess using Valhalla's resources. She holds a grudge against Hayato and Hana.
Long curled hair with a forehead protector, a scarf, oni-head shoulder armor, and straw sandals. Proficient in substitution jutsu, shadow clone jutsu, and fire ninjutsu. Possessing S-level strength.

Olivia Sinclair

Title: "The Passionate Deathly Night Rose of the Bedroom"

Introduction: Olivia Sinclair, like Catherine, hails from the aristocracy of U Nation. Her father is a major shareholder in several pharmaceutical groups in U Nation, and her mother is a renowned actress excelling in both dance and singing. The education and genetic heritage from her family have endowed her with immense charm. Olivia has an inclination towards lesbian relationships, which is neither a concealed matter nor a stigma in the socialite circles of U Nation; in fact, it is considered quite fashionable. However, Catherine is the only one who has truly established an intimate physical relationship with Olivia.

Olivia is not one to quickly tire of her partners, but the girls delivered to her bed keep changing constantly, thanks to various sources. Rumors circulate that this is due to Olivia's intense lovemaking skills; others suggest it's due to the use of her family's pharmaceuticals to enhance the experience. In any case, very few can endure a night under her.

What Olivia seeks is not just a sexual partner but a lover who matches her in status and intellect. Catherine naturally found her way into Olivia's boudoir. The strong Catherine not only withstands Olivia's desires but also conquers her in return, leaving her insatiable. This brought Olivia and Catherine even closer together.

Gameplay: Olivia is a mysterious boss who lacks direct attack methods but can harass and delay the protagonist, creating opportunities for other zako to attack. She moves swiftly, creating afterimages that make it difficult for the protagonist to pinpoint her location. Olivia can also quickly move behind the protagonist for close encounters, confusing and immobilising her. When the protagonist is down, Olivia can lean down to kiss, and due to long-term drug use, her body fluids have medicinal properties, causing harm to ordinary people. Furthermore, Olivia can insert and immobilise a zako to use as human shield against the protagonist's attacks. The zako can still execute simple moves with their fists until their life value is depleted, at which point they automatically disengage from Olivia.

Counter: Olivia is elusive and uses zako as shields, so prioritising the elimination of other minions on the field is key. Once left with only Olivia, it becomes apparent that she is quite fragile.

Attack: D, lacking direct offensive capabilities
Defense: E, lacks personal defensive skills but can use zako as human shields
Life: E, surprisingly fragile for a boss
Agility: B, benefits from her solid dance background

Olivia Sinclair.jpg

Final Chapter Boss: Jessica Morris & Lily Morris
Title: "Aquatic Twins in Perfect Harmony"
These vivacious twin sisters excel in aquatic combat as Valhalla warriors. Their synergy, both in life and battle, makes them appear as a single formidable force.
With slightly curled black hair and tanned skin, adorned with swim goggles and tight high-slit swimsuits, Jessica and Lily showcase exceptional coordination. Their combat style combines ground-based grappling and joint locks with fluid underwater maneuvers, enabling them to outmaneuver and subdue opponents. Individually they are of B-level strength, but together they wield the power of an S-level force.

Final Chaputer Mid-Boss: Melissa Gould

Title: "Tall, Tough, and Tenacious"

Introduction: Even Melissa Gould herself can’t fully recall her origins. The concept of “home” is nothing more than a collection of fragmented memories for her, memories filled with snow-covered landscapes and a bone-chilling cold. Her childhood was dominated by vague and painful experiences. From a young age, she was forced to endure the torment and suffering inflicted by strange adults, alongside other little girls. As time passed, the other girls gradually disappeared in their cries, while Melissa learned to accept everything with a cold and haughty demeanour, eventually becoming the oldest and most resilient of the group.

The adults gave her a nickname: "Iron Doll." This title wasn’t born out of sympathy, but rather a recognition of her extraordinary resilience and incredible endurance in the face of their cruelty. The stronger she became, the more intense the torments inflicted upon her grew, as if the adults derived some twisted pleasure from her pained cries. Over time, her heart hardened, becoming as cold and unyielding as steel. She no longer allowed pain to shake her resolve, instead using it as fuel for her survival.

In this hopeless environment, Melissa’s personality gradually took shape—cold, proud, and indifferent. She learned to bury her pain deep inside, showing no outward sign of emotion. She understood that crying and resistance would only bring more suffering, while calm endurance became the only weapon she could wield.

Melissa’s life took a dramatic turn when she was introduced to Catherine during a secret sorority ritual in high school. Catherine was immediately intrigued by this peculiar girl, who could endure unimaginable pain and always recover from any injury. Fascinated, Catherine purchased the "Iron Doll" and gave her a new name—Melissa Gould, a name that vaguely resembled the one buried in Melissa’s fractured memories.

To Melissa, Catherine became more than just her owner—she was her saviour, the one beacon of light in her dark world. Catherine’s intervention rescued Melissa from the abyss and gave her a new purpose. From that moment on, Melissa dedicated herself entirely to Catherine, viewing her as the sole meaning of her existence. She was willing to do anything for Catherine, even at the cost of her own life.

During training, Melissa became Catherine’s ideal sparring partner. She not only fought with all her might when commanded by Catherine but also showed remarkable resilience, always ready to take on the next bout, no matter how battered she was from the previous one. Melissa wasn’t just a training companion; she was Caitlyn’s final line of defence in battle. Although Catherine’s combat skills rarely required Melissa’s intervention, whenever Catherine needed extra protection, Melissa was always there, ensuring no harm would come to her master.

Melissa’s presence brought Catherine immense satisfaction, particularly in moments where her assistance was necessary. For Melissa, Catherine’s approval and praise were the most valuable rewards, and she would do anything to earn them.

Gamplay: As a mid-boss, Melissa appears bulky but is surprisingly agile, with an exceptionally high health pool. This makes her a formidable opponent, difficult to defeat in combat. Her standard attacks are dominated by powerful, albeit somewhat repetitive, punches. Thanks to her high attack power and health, she excels in trading blows with her opponents. If the player’s attack misses, Melissa quickly counters with joint attacks, leaving the player in a weakened state. Her cartwheel approach followed by a leg stomp or head-scissor attack is highly dangerous, allowing her to close the distance quickly and strike from mid to long-range.

Counter: Melissa lacks super armour, meaning she can be overwhelmed by continuous attacks. Players should maintain their distance or strike first to disrupt her rhythm. If a player’s attack misses, they must quickly cancel their move and reposition to avoid a counterattack. Patience is key—waiting for her to expose a weakness is crucial to defeating her.

Attack: B, Melissa’s attacks are forceful and carry a lot of pressure.
Defence: D, Melissa prefers offence over defence, making her defensive abilities relatively weak.
Life: S, Melissa’s health is extremely high, making her incredibly tough to take down.
Agility: B, Despite her large build, she has notable reaction speed and agility.

Melissa Gould.jpg

Final Chapter Boss: Melissa Gould: Final Chapter Boss
Title: "Proud, Tall, and Strong Filly"
Catherine's head guard and more of a training dummy than a protector.
Sporting a golden wavy hair bun and a black vest revealing her midriff, paired with wide-legged trousers and leather shoes, Melissa is skilled in boxing with an A-level prowess.

Final Chapter Boss: Diana Spurdens
Title: "Introverted Secretary"
Catherine's composed and steady personal secretary, takes care of Valhalla's daily affairs.
Adorned with a dark brown bob and glasses, wearing a white shirt under a black vest along with black trousers and formal shoes, Diana excels in deflecting enemy attacks and countering with joint locks. Her skill level is C.

Final Chapter Boss: Jenny Dudka
Title: "Outgoing Maid"
Catherine's lively and mischievous personal maid, in charge of Kate's daily activities.
With a golden headband accentuating her medium-length hair, dressed in a lace-trimmed maid outfit with a short apron and leather shoes, Jenny employs agile evasive tactics and frequent rolls and jumps in her combat style. Her strength is B-level.

Final Boss: Catherine Bradford
Title: "The genius heiress who combines the cold-bloodedness of a businessperson with the passion of a martial arts fanatic"
The heiress of a top wealthy family in U Nation and the founder and commander of Valhalla, a private female warrior unit. She has a natural affinity for excitement and physical activities. When extreme sports no longer satisfied her, she turned to combat as a form of entertainment. Catherine possesses both the calculating shrewdness of a cold-blooded businessperson and the adventurous spirit of a thrill-seeker, and the combination of these traits gave birth to Valhalla, a perfect balance of her family's interest and her personal hobbies.
Catherine has tall stature and golden hair. She typically wears a sports vest, yoga capri pants, and lightweight sandals. During the final battle, she dons exoskeletal armor that enhances her combat abilities. She has mastered various martial arts techniques, and her strength is rated at S-level.
 
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ran

Club Regular
Joined
May 22, 2011
This post is for other items like organisation setting.

Organisation Introduction:

U Nation: The world's most powerful country, known for transferring economic crises to other countries to showcase its own vitality. It has a profound influence on all aspects of J Nation. The social atmosphere is confident and assertive, with a strong reverence for the strong.

Valhalla: The renowned mercenary group of Asgard, a long-standing conglomerate in U Nation. Apart from serving their own family, they have extensive cooperation with the U Nation government. They exploit local factions around the world for their own benefit.

J Nation: U Nation's East Asian ally, a highly developed country at the forefront of the world, known for its advanced technology and economy, as well as a long-standing martial tradition. In recent years, economic growth has stagnated, and social conflicts have intensified, leading to a dramatic surge in crime.

Suzuki Zaibatsu: A top-tier conglomerate in J Nation, deeply rooted in the Kanto region. Faced with intense competition in traditional industries such as automotive, they are urgently seeking new growth opportunities.

Futaba Pharmaceuticals: A pharmaceutical company located in Eastern J Nation, equipped with illicitly obtained human experimentation data and possessing exclusive techniques. Their prospects are widely regarded as promising.

Private Tamagawa Minami High School: A prestigious all-girls private high school in Tokyo, J Nation, known for its passion for martial arts. Some students excel in fight tournaments, while others are involved in bullying and even connections with gangs.

Hōmu Corporation: A film production company engaged in adult video (AV) shooting in J Nation. It is one of the peripheral pornographic industries affiliated with Feifengsha and specializes in tokusatsu-themed content.

Feifengsha: A Chinese organised crime syndicate based in Tokyo, J Nation. Despite their outstanding martial prowess, they primarily focus on cooperation externally while internally exploiting Chinese nationals. They control a significant number of industries by maximizing cost-effectiveness.

Qianyun Grand Hotel: A Chinese restaurant and hotel in Tokyo, J Nation, which serves as one of the industries controlled by Feifengsha and houses their headquarters.

W Nation: A monarchial country located at the intersection of Asia, Africa, and Europe. It faces overpopulation and significant wealth disparities. It has become a hotspot due to its abundant reserves of valuable minerals with strong electronic interference capabilities. The recent royal bloodshed is related to this situation.

Hongsheng Logistics Company: A logistics enterprise specializing in long-distance transportation. It is one of the peripheral industries associated with Feifengsha, and its drivers and workers often consist of fugitives, illegal workers, and debtors.

Mukage Clan: A historically renowned village of warriors in J Nation, where ninjas and samurais are trained to fight for their feudal lord in exchange for remuneration. Currently, they have accepted funding from Valhalla and pledged loyalty to them.
 
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Tsukachan

Master of this Domain
Joined
Oct 1, 2017
This post is about zako setting and their artwork. For the zako proposed categories, I may edit, add or remove them in the future.

Thug Type Zako
This type of zako are ordinally girls who are not prepared to fight to death. Therefore, the heroine will also spare them.
-Female High School Student
-Rebel Girl
-Roller Skating Girl

Security Type Zako"
This type of zako are widely employed by different factions. They are skilled in self-defence.
-Maid
-Waitress
Title: “Big Sister who wants to show off her healthy figure but has to dress modestly due to her security job”

Introduction: Trained female security guards, compared to their primary task of protection, they are more willing and eager to engage as combatants and fight against their employers’ enemies.

Gameplay: The first professional female zakos the heroine encountered. Improved in all aspects in comparison with previous female zakos. Can use a T-shaped staff to increase attack range.

Counter: Still easy to handle just like previous female zakos

Attack: D, capable of reaching C with the use of a T-shaped staff.

Defense: B, well-equipped with protective gear and skilled at blocking.

Health: D, slightly stronger than an average girl.

Agility: C, received qualified combat training.

View attachment 146235

-Female bodyguard


Police Type Zako
These female fighters excel at grappling and can effectively intimidate the heroine, reducing her combat effectiveness. The heroine will not take their lives.
-Female Patrol
-Riot Policewoman
-Female Inspector

Sino Type Zako
These female fighters have internal energy 'Chi' cultivated through the practice of Chinese martial arts and can provide healing support to female heroines.
-Kung Fu Girl
-Female Knight-Errant
-Female Herbalist
-Female Monk

Martial Arts Type Zako (Yeah, I proposed many types of martial artists due to @ Tsukachan Tsukachan , the progress depends on his inspirations)
These female fighters enjoy engaging in one-on-one battles with the heroine, determining life and death through their fights.
-Yoga Girl
-Female Taekwondo Fighter
-Female Judoka
-Female Muay Thai Boxer
-Female Karateist

Yamato Type Zako
These female fighters are skilled in using Japanese-style cold weapons and have higher attack power.
-Female Samurai
-Kunoichi
-Female Archer

Mob Type Zako (I do not like them, like putting them here due to story)
These female fighters have a strong desire for destruction and are adept at using everyday objects in combat.
-Punk Girl,
-Bartender Girl
-DJ Girl
-Female Biker

Military Type Zako
These female fighters are professional warriors directly affiliated with final boss' private military group, Valhalla and have excellent coordination and combat abilities.
-Light Female Fighter
-Armored Female Fighter
-Female Agent
-Female Nurse

Amercia Type Zako
These female fighters have tall and robust physiques.
Title: "Healthy and sexy, foot fetishist Latin enthusiasts who make their short lives shine brightly."

Introduction: Female fighters who perform Capoeira dance, they are passionate and face battles on the edge of life and death with a smiling face in the joyful rhythm.

Gameplay: Female fighters with both strength and agility, excelling in leg techniques. When other enemies play music, their attacks synchronize with the music and become stronger.

Counter: They are prone to losing balance when executing moves, so knocking them down and following up with attacks is an effective strategy.

Attack: C, focuses on rhythmic moves
Defense: D, lacks protection
Health: B, trained in professional physical conditioning
Agility: A, quick movements and swift attacks
View attachment 146236

-Cowgirl
-Female Wrestler

Tech Type Zako
These female fighters rely on the power of advanced technology and possess combat abilities beyond human limits.
-Rabbit Beast Girl
-Fox Beast Girl
-Tiger Beast Girl
-Tech Female Fighter
-Tech Kunoichi
-Tech Female Agent

For the Muay Thai girl, would you choose a more "competitive appearance" with boxing gloves, spandex tanktop, boxer trunks, Muay Thai headband and armband and bandages
Like this girl (Hornet) for example:

img20221212161013.png

Or more of a "trainee" appearance with bandage tubetop, bandages on ankle and wrists, white kneepads and boxer trunks
Like this girl (Naree) for example:
Koikatu-2023-05-19-23-16-42-Render.png
 

Tsukachan

Master of this Domain
Joined
Oct 1, 2017
This post is for characters like heroines and female bosses.

Currently blank, will be added and edited in the future. I have difficulty in putting Japanese names into English.

Some female boss suggestions for you:

Miki Ozeki, a rather huge and lumbering female yokozuna with thundering thighs and muscular arms, capable of making earthquakes. She also peach-bombs her enemies too.
CharaStudio-2023-05-09-02-22-49-Render.png

Leticia Brooks, a former wrestler and model turned bodyguard working for a mafia mob, formerly known as the "Brazilian Sensation". She's exceptional in using submission holds and even strikes.
CharaStudio-2023-04-10-02-56-47-Render.png

Shauna Mendez, a Dominican kickboxer/MMA fighter with powerful kicks and punches. She's pretty quick despite her muscular body, and able to grapple her enemies down.
CharaStudio-2023-01-24-00-45-49-Render.png
 

Tsukachan

Master of this Domain
Joined
Oct 1, 2017
Martial Arts Type Zako (Yeah, I proposed many types of martial artists due to @ Tsukachan Tsukachan , the progress depends on his inspirations)
These female fighters enjoy engaging in one-on-one battles with the heroine, determining life and death through their fights.
-Yoga Girl
-Female Taekwondo Fighter
-Female Judoka
-Female Muay Thai Boxer
-Female Karateist

My next on the to-do list are the four remaining martial artist zakos, plus two new ideas:
- MMA Fighter/Grappler girl
- Boxer girl (like Liu and Karen from Final Vendetta)
- Sumo wrestler girls maybe? Like Miki but weaker

Oh, and also the Wrestler girl zako too on the America-type zako list. Though mine would be more like joshi puroresu wrestler but buffer.
 

osw

Club Regular
Joined
Aug 10, 2014
Nice thread, Ran!
Military Type Zako
These female fighters are professional warriors directly affiliated with final boss' private military group, Valhalla and have excellent coordination and combat abilities.
-Light Female Fighter
How about having light female fighters look like Firewave?
 

ran

Club Regular
Joined
May 22, 2011
For the Muay Thai girl, would you choose a more "competitive appearance" with boxing gloves, spandex tanktop, boxer trunks, Muay Thai headband and armband and bandages
Like this girl (Hornet) for example:

View attachment 146249

Or more of a "trainee" appearance with bandage tubetop, bandages on ankle and wrists, white kneepads and boxer trunks
Like this girl (Naree) for example:
View attachment 146250

Actually, the line draft of the Muay Thai Boxer is already made and waiting to be coloured. I say it is closer to "competitive appearance".
Female Muay Thai Boxer.png
 
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ran

Club Regular
Joined
May 22, 2011
Nice thread, Ran!

How about having light female fighters look like Firewave?

The line draft of light female fighter is done and waiting to be coloured. Your proposal may fit zako other than military type. Could you workout some settings?
Line Draft - Light Female Fighter.png
 
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Tsukachan

Master of this Domain
Joined
Oct 1, 2017
Actually the line draft of the Muay Thai Boxer is already made and waiting to be coloured. I say it is closer to "competitive appearance".

She looks like a blend of Naree and Hornet. Well done!!

I'll just need to do the rest on my to-do list
 

ran

Club Regular
Joined
May 22, 2011
My next on the to-do list are the four remaining martial artist zakos, plus two new ideas:
- MMA Fighter/Grappler girl
- Boxer girl (like Liu and Karen from Final Vendetta)
- Sumo wrestler girls maybe? Like Miki but weaker

Oh, and also the Wrestler girl zako too on the America-type zako list. Though mine would be more like joshi puroresu wrestler but buffer.

Could you please specify the feature of the 3 types? Most zako I proposed will use hand-to-hand combat so characteristics really matter.

For example, what is the difference between a MMA fighter and another type of fighter?

What is the difference between a Japanese and America-type wrestler, in addition to race?

I would like to differentiate them in clothing and fighting.
 

Tsukachan

Master of this Domain
Joined
Oct 1, 2017
Could you please specify the feature of the 3 types? Most zako I proposed will use hand-to-hand combat so characteristics really matter.

For example, what is the difference between a MMA fighter and another type of fighter?

What is the difference between a Japanese and America-type wrestler, in addition to race?

I would like to differentiate them in clothing and fighting.

Oh, Japanese wrestlers tend to be more of a babyface/jobber while American wrestlers are more like heels. I will include their pics if you want to.

Sumo wrestlers are clad with nothing but mawashis and bandages on her ankles and arms. They attack using ground-pounds, charges and even creating earthquakes with their muscular, heavy legs. They're hulking with muscular arms and legs, as well as thick stomaches and butts. Once they tumble down to the ground, it's gonna take a while for them to get up, enabling the protag to beat them up.

MMA fighters uses strikes and grapples, including submission holds. Pretty fast and able to hold the player on the ground for a while. They wear sports bras or halterneck crop tops with spandex shorts or gladiator skirts, and toeless socks and fingerless gloves. Physique-wise, they're slightly toned compared to Muay Thai fighters, with abs.
 

Tsukachan

Master of this Domain
Joined
Oct 1, 2017
Could you please specify the feature of the 3 types? Most zako I proposed will use hand-to-hand combat so characteristics really matter.

For example, what is the difference between a MMA fighter and another type of fighter?

What is the difference between a Japanese and America-type wrestler, in addition to race?

I would like to differentiate them in clothing and fighting.

Some refs for them (all pics are not mine and merely for referential purposes):

Sumo wrestler zakos:
ZD8gzCo.jpg
85d44b8.jpg

FeeELHdUYAAxV92.jpg
FkNjF_7X0AE-l7w.jpg
93949084_p0.jpg

Japanese wrestler/Joshipuro zakos:
1JcZchN.jpg
DN7FKcq.png
44DiUsD.jpg
HpTOIGG.jpg

PwJKz3a.jpg
SlDtVEX.jpg
FT2uHqQaIAIdpyE.jpg
64L6zou.jpg


American wrestler zakos. They're even "wilder" than Japanese wrestlers:
FpGDkr_aAAQlUXw.jpg
FmOHJBNaUAEZNbl.jpg
Fg7M5HKaUAEo_BI.jpg
FbqImcVUsAUYtUy.jpg

FYzebOUaUAA1uME.jpg
FVHBFYBagAAiZ4k.jpg


MMA fighter/grappler zako:
FPMHPhVakAILo9h.jpg
FvL06BNakAYHqdO
FscYd7DWwAEz4Ku.jpg
 

ran

Club Regular
Joined
May 22, 2011
Some refs for them (all pics are not mine and merely for referential purposes):

Sumo wrestler zakos:
ZD8gzCo.jpg
85d44b8.jpg

FeeELHdUYAAxV92.jpg
FkNjF_7X0AE-l7w.jpg
View attachment 146261

Japanese wrestler/Joshipuro zakos:
1JcZchN.jpg
DN7FKcq.png
44DiUsD.jpg
HpTOIGG.jpg

PwJKz3a.jpg
SlDtVEX.jpg
FT2uHqQaIAIdpyE.jpg
64L6zou.jpg


American wrestler zakos. They're even "wilder" than Japanese wrestlers:
FpGDkr_aAAQlUXw.jpg
FmOHJBNaUAEZNbl.jpg
Fg7M5HKaUAEo_BI.jpg
FbqImcVUsAUYtUy.jpg

FYzebOUaUAA1uME.jpg
FVHBFYBagAAiZ4k.jpg


MMA fighter/grappler zako:
FPMHPhVakAILo9h.jpg
FvL06BNakAYHqdO
FscYd7DWwAEz4Ku.jpg

Thank you for the references.

For Sumo, their features are significant. The refined looking is also acceptable since I believe no one likes to see fat ladies.

For female wrestlers, I prefer 'wilder' since the wrestler zako and the heroine will try to kill each other in the fight. I understand the meaning of babyface and heel but do not know how it makes a difference in fighting style.

For MMA fighters, they look similar to boxers & muay Thai boxers, since those 2 already exist and there will be some other zako using submission move. We need to work out something different from them.
 
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Tsukachan

Master of this Domain
Joined
Oct 1, 2017
Thank you for the references.

For Sumo, their features are significant. The refined looking is also acceptable since I believe no one likes to see fat ladies.

For female wrestlers, I prefer 'wider' since the wrestler zako and the heroine will try to kill each other in the fight. I understand the meaning of babyface and heel but do not know how it makes a difference in fighting style.

For MMA fighters, they look similar to boxers & muay Thai boxers, since those 2 already exist and there will be some other zako using submission move. We need to work out something different from them.

I'll go with your ideas!!
Sounds good!

I think for the Sumos they should be more of a muscular one then. I think the MMA fighters could use leotards or skin-tight shirts instead.
 

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