Escape. Somewhere on the streets of Neo-Tokyo in the year 2030 the young psychic-powered killer, Tetsuo, roams free of the secret government project where he learned of one possessing even stronger paranormal abilities than his own…AKIRA. Tetsuo now knows where this mysterious being lies in cryogenic sleep and means to find him. Meanwhile the anti-government agent, Kay, and Tetsuo’s former friend, Kaneda, are fighting their way out of the same project, hoping to overtake Tetsuo. They have the behind-the-scenes aid of three of the project’s mutant children and an unexpected ally among their pursuers. But their escape, like Tetsuo’s, can only send them stalking into an even greater, more ominous confrontation.
Weapon of Vengeance
Chaos reigns in the secret government project run by the Colonel in 21st Century Neo-Tokyo. Two prisoners — Kay, young agent of the underground resistance, and Kaneda, vengeance driven leader of a teenage motorcycle gang — are on the loose in his skyscraper headquarters. His special team of mutant children are plotting on their own against Tetsuo, delinquent become psychic-powered killer. Once the Colonel’s hope as a check against the greatest threat of all — the sleeping paranormal giant, AKIRA — Tetsuo is proving wild and uncontrollable, bent on a test of psychic might with the children arrayed against him. As this showdown begins, Kaneda and Kay will be wild cards…perhaps in destroying Tetsuo, perhaps in driving him to even greater acts of violence.
Prisoners and Players
Within one of 21st Century New-Tokyo’s great city towers is a secret government project. Here a volatile group of individuals is gathered. Most volatile of all is Tetsuo, haunted delinquent with murderous psychic power. The project’s head, the Colonel, hopes Tetsuo can be used to counter an even greater threat…the as yet slumbering paranormal giant AKIRA. But three mutant children in the project sense impending doom in Tetsuo’s presence. And two captives there — the anti-government agent, Kay, and Tetsuo’s former friend, Kaneda — would do anything to see Tetsuo never unleashes his power again. All of these individuals are prisoners in a deadly chain of events, players in a mounting game of earth-shattering consequence.
My Friend, My Enemy
Combat. In the warehouse district of post-World War III Neo-Tokyo, a showdown is taking place. Two young men, once friends, are engaged in a struggle to destroy each other. Kaneda, rebellious gang leader, has a magnum revolver plus his own wit and determination as weapons. Tetsuo, who recently took over the murderous Clown gang, has devastating psychic powers. He has already used them to kill, swiftly, explosively. Fueled by drugs and madness, he is ready to kill again. Hoping to save Kaneda in this unequal clash is Kay, agent of the underground resistance movement. Hoping to win over Tetsuo is the Colonel, head of a secret government project that needs the youth’s paranormal power to control a much greater threat on the verge of awakening… AKIRA.
King of Clowns
A new force moves through the post-World War III city of Neo-Tokyo. A force dubbed Number 41 by the secret government agency monitoring his moves. Once he was a teenage motorcycle gang member named Tetsuo, but that was before a strange accident put him in the hands of the government and left him… changed. A power is growing in Tetsuo. It allows him to kill with a glance. Violently. Explosively. But the power also corrupts. It turns him against his best friend, Kaneda. It drives him to seek out the murderous Clown cycle gang, bitter rivals of his former friends. Yet for all of his emerging power, Tetsuo is still only a shadow of something greater to come, a sleeping giant not yet awakened…AKIRA.
Threads. Slowly intertwining. Coming together. Twisting tighter. The construction site for the coming Olympic games in post-World War III Neo-Tokyo is rocked by an explosion, the work of anti-government rebels. In a secret government project controlled by the man known only as the Colonel, a wizened-faced child-woman awakes from a dream. Her dream is of someone called AKIRA. She dreams he will soon arise. On the streets, the young delinquent, Kaneda, object of government pursuit and rebel scrutiny, finds his authority over the rebel motorcycle gang he leads suddenly challenged. The challenger is his friend, Tetsuo, who, following a mysterious highway accident, seems to be changing. Growing distant. Growing strange. Threads. Twisting. Tighter. Tighter until…something must break.
As earth recovers from World War III, strange new events are shaping in Neo-Tokyo. A pursuit has begun. Its object is a wizened-faced child with incredible telekenetic powers and the mark Number 26 on his palm. He holds clues to something prized and feared. Something or someone called…AKIRA. Two pursuers are the mysterious girl, Kay, and her companion, Ryu. Opposing them are troops of a secret government force. Swept along is the rebellious young motorcycle gang leader, Kaneda. Attracted to Kay and angry with Number 26 for the injury of a friend, Kaneda becomes part of a violent cat-and-mouse game which leads to the city’s sewer system and a showdown with two new players…The Colonel and Masuru, Number 27.
The Third World War began in 1992 with the explosion of a new type of bomb over Japan. Thirty-eight years later the world is at last recovering. But in Neo-Tokyo, near ground zero of the original destruction, a strange encounter takes place. Kaneda — young, restless, committed to defying authority — nearly runs down a child with his motorcycle. A child with the wizened face of an old man. A child with powers beyond physical science. The child is Number 26. He is the harbinger of deadly events that sweep Kaneda into a struggle between powerful and secret forces. At the center of this struggle is something feared and prized for the potential to shake the recovering world. Someone or something known only as…AKIRA.