Val	Char	Cost	Roll	Notes
15	STR	5	12-	Lift 200 kg; 3d6 HTH Damage [1]
26	DEX	48	14-	OCV:  9/DCV:  9
22	CON	24	13-
12	BODY	4	11-
13	INT	3	12-	PER Roll 17-
13	EGO	6	12-	ECV:  4
15	PRE	5	12-	PRE Attack:  3d6
14	COM	2	12-

9/12	PD	6		Total:  9/12 PD (0/3 rPD)
9/12	ED	5		Total:  9/12 ED (0/3 rED)
7	SPD	34		Phases:  2, 4, 6, 7, 9, 11, 12
10	REC	6
50	END	3
50	STUN	19		Total Characteristic Cost:  170

Movement:	Running:	12"/48"
	Flight:	5"/10"
		Leaping:	8"/16"
		Swimming:	4"/16"

Cost	Powers
	Rage Meter
20	1)  Rage Filler:  Absorption 2d6  (Energy, Energy/Physical), Varying Effect (+1)
3	2)  Rage Meter:  Endurance Reserve  (50 END, 0 REC) Reserve; Begins Combat at Zero (-1/2); REC, 
	Filled by Rage Filler (+0); Personal REC (-1/2)

	Martial Arts:  Lucha Libre
	Maneuver	OCV	DCV	Notes
4	Block		+2	+2	Block, Abort
4	Choke		-2	+0	Grab One Limb; 3d6 NND
4	Crescent Kick	-1	+1	Disarm; 35 STR to Disarm roll
4	Escape		+0	+0	40 STR vs. Grabs
3	Hold		-1	-1	Grab Two Limbs, 35 STR for holding on
3	Legsweep	+2	-1	6d6 Strike, Target Falls
4	Missile Drop Kick/Running Clothes Line
			+2	-2	5d6 +v/5; FMove
3	Moonsault	+0	+2	7d6 Strike; Target Falls; Must Follow Grab
4	Reversal	-1	-2	40 STR to Escape; Grab Two Limbs
5	Roundhouse Kick/Axe Kick
			-2	+1	9d6 Strike
5	Shooting Star Lariat
			+0	+0	5d6 +v/5; Target Falls; FMove
3	Slam		+0	+1	5d6 +v/5, Target Falls
4	Snap Kick/Punch/Elbow Strike
			+0	+2	7d6 Strike
3	Take Down		+2	+1	5d6 Strike; You Fall, Target Falls
8	+2 HTH Damage Classes (already added in)
60	Special Moves:  Multipower, 60-point reserve
3u	1)  Cannon Ball Roll:  EB 12d6; Side Effects: takes 1/2 Damage Dealt by Attack, Side Effect occurs 
	automatically whenever Power is used (-1), Limited Range: 17" (Pushed Full Move) (-1/4), END 6
	Notes:  Basically its a full move move through that is instant, can be launched from anywhere, 
	and keeps her defenses.
2u	2)  Flying Elbow:  HA +3d6; Hand-To-Hand Attack (-1/2), Only with Move By ((The Flying elbow is a 
	move by); -1/4) plus Flight 5"; Restricted Path (Straight Line; -1), Must Land At The End 
	Of Each Phase (-1/2) plus +2 with OCV; Only with Flying Elbow (-1/4), END 2
2u	3)  Golden Axe Kick:  Armor Piercing x1 (+1/2); Concentration (1/2 DCV; -1/4) for up to 50 Active 
	Points of Damage Classes, END 2
10	1)  High Flyer:  Leaping +5" (8" forward, 4" upward) (Accurate), END 1
17	2)  Runs Like The Wind:  Running +6" (12" total), Improved Noncombat Movement (x4), END 2
7	3)  Strong Swimmer:  Swimming +2" (4" total) (Improved Noncombat Movement (x4)), END 1
15	Uncanny Senses:  +5 PER with All Sense Groups

5	Battle Angel:  Fringe Benefit:  International Driver's License, Membership: Battle Angels, Passport

6	Manic Movement Defense:  Combat Luck (3 PD/3 ED)
15	Danger Sense:  Danger Sense (self only, in combat) 17-/12-
4	Double Jointed:  Double Jointed
2	Skilled Acrobat And Aerialist:  Environmental Movement (High wires/Ring Ropes/Precarious Balances)

9	+3 with Wrestling
7	Acrobatics 16-
3	Breakfall 14-
1	Bureaucratics 8-
3	Climbing 14-
3	Concealment 12-
3	Contortionist 14-
3	Conversation 12-
2	CuK: Asian Cultures 11-
5	Defense Maneuver I-II 
1	High Society 8-
3	KS: Lucha Libre 12-
2	KS: Martial Arts World 11-
3	Persuasion 12-
2	Professional Skill: Street Fighter 11-
3	Security Systems 12-
3	Shadowing 12-
3	Sleight of Hand 14-
3	Stealth 14-
3	Streetwise 12-
3	Tracking 12-
3	Linguist
1	1)  Language:  Cambodian (fluent conversation)
1	2)  Language:  Cantonese (fluent conversation)
3	3)  Language:  English (Idiomatic, native accent)
0	4)  Language:  Italian (Idiomatic, native accent; Native Language)
3	5)  Language:  Japanese (Idiomatic, native accent)
1	6)  Language:  Mandarin (fluent conversation)
1	7)  Language:  Mongol (fluent conversation)

Total Powers & Skill Cost:  313
Total Cost:  483

200+	Disadvantages
5	Dependent NPC:  Father 8- (Slightly Less Powerful than the PC)
10	Dependent NPC:  Mother  8- (Normal)
10	Distinctive Features:  Style Limitation: Luch Libre (Not Concealable; Noticed and Recognizable; 
	Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
5	Hunted:  Fighters of Note 11- (As Pow, Watching)
20	Hunted:  Geese Howard 8- (Mo Pow, NCI, Harshly Punish)
10	Hunted:  Hammer  8- (As Pow, Harshly Punish)
20	Hunted:  NESTS 8- (Mo Pow, NCI, Harshly Punish)
15	Psychological Limitation:  Enthusiastic, excitable (Very Common, Moderate)
15	Psychological Limitation:  Idolizes her team mates (Common, Strong)
15	Psychological Limitation:  Showboat; loves attention (Common, Strong)
5	Reputation:  Powerful Fighter, 8-
5	Rivalry:  Professional (Hitome; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; 
	Rival Aware of Rivalry)
5	Rivalry:  Professional (Rainbow Mikka; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate 
	Rival; Rival Aware of Rivalry)
10	Social Limitation:  Minor: Age 17 (Occasionally, Major)
133	Experience Points

Total Disadvantage Points:  483

Background/History: Tsugumi is a Luchador from Mexico; born to a Mexican mother and a Japanese father. Her family toured Asia extensively as her father was a shoot fighter (Japanese equivalent of a Luchador). He fought all over the world, but Tsugumi preferred Asia. She fought professionally in Japan's Wrestling leagues, but was met by the Battle Angels while the latter performed at a sanctioned team bout. She hit it off quite well with the young women of the Angels and was offered a spot on the team. She took it without hesitation. Although the youngest, she is a skilled fighter and is improving her special attacks rapidly. She also is learning the various security skills that the others have perfected. Lt. Garrison has noted her outgoing nature and people skills; she is grooming Tsugumi to be the team's chief spokesperson and business agent.

Tsugumi is originally from one of the Fatal Fury Games.

Personality/Motivation: Right now, Tsugumi is enjoying being a part of the Battle Angels. She gets a huge rush out of fighting and showing off to the crowds. She's also an adrenaline junkie. When left to her own devices she tends to try to make herself the center of attention. She is a very effective communicator, familiar with several asian cultures and languages.

Quote: "Watch this!"

Powers/Tactics: A manic luchadore, Tsugumi is kinetic energy personified, acrobatic, fast, and always on the move. She is hard to get a bead on and even harder to land a solid blow against. She knows many holds, slams, running moves, and a series of powerful strikes taught by her father. Her Cannon Ball Roll is simply a super fast, acrobatic, move through. It only takes her 1/2 phase but she takes standard damage (1/2) even if the attack fails or does knockback. Her Golden Axe Kick is her only ch'i attack (Thus far) and is merely focusing her ch'i through the kick. It takes her concentration to pull of either move but that may lessen as she becomes more experienced.

Campaign Use: A youngish member of a tough combat team.

Group Relations:

Diana VanHutzen: At first Tsugumi didn't like Diana much at all. However, once she realized Diana's ring persona was not her true personality they became closer. Diana likes to help Tsugumi with her interpersonal skills. Lieutenant Garrison: Tsugumi looks up to the lieutenant as a strong, decisive leader. She's a good fighter too! Oulan: Both frightened and awed by the martial arts mistress. She appreciates the older fighter's efforts to include her.

Appearance: An attractive young woman of mixed Latino and Asian heritage. She wears her hair short (about to her chin) and her costume consists of blue body suit with a slightly lighter blue shirt covered with a high collared white vest. She wears white fingerless gloves and white boots.

Area | Diana VanHutzen | Lieutenant Amanda Garrison | Oulan | Tsugumi

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