Shoumi Tamada

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Shoumi Tamada
Shoumi4.jpg
A.K.A. Sailor Antares, The True Administrator of Love
Age 17
Voice Actor ???
Relatives ???
Series Sailor Moon
Player Eric
  • Name: Shoumi Tamada
  • Age: 17
  • Sex: F
  • Birthday: October 2nd
  • Parents: ???
    • Place of Birth: Japan
    • Nationality: Japanese
    • Specialty: Centralized Mayhem, Data Analysis, Dancing
    • Hobbies: Gymnastics, video games, soccer
    • Likes: Jewelry, catchphrases
    • Dislikes: Boredom, people that aren't self-aware, being ignored
    • Favorite Food: Pink Starbursts
    • Least Favorite Food: Peas
    • Favorite Music: Dubstep
    • Favorite Sport: Soccer
    • Most Valuable Possessions: Her henshin stick
    • Level of Education: High School
    • Seiyuu/Voice Actor:
  • Physical Stats
    • Height: 5'7"
    • Weight: 134 lbs
    • Eyes: ...depends on how the light hits them.
    • Hair: Pink
    • Special: Shoumi's eyes often seem to change color based on how the light reflects off of them, like twin crystals; she often plays this off jokingly in public, saying she 'has so many contacts so the real color can be mysterious'.

Appearance

Curvy and more than a little bouncy, with legs from here to eternity.

Personality

Energetic, cocksure, confident with a taste for exciting things. Likes a stirred pot. Tends to judge people quickly, but not harshly. Loves attention. Thinks of herself as a tactician - loves to come up with master plans.

Background

Born to an immensely huge family, Shoumi Tamada always felt that for one to stand out and be noticed, one had to sparkle, and be vibrant, so she set about doing just that.

She excelled in school because it got her attention, delving into applied sciences and computer technology; she became bouncy and full of energy, because she knew that's what people liked to see; she took to dancing, soccer and aerobics, keeping herself fit and in her words, 'shiny'.

But she never really felt like she was doing everything she could to REALLY shine...

When it was revealed to her that she was a senshi, and guardian to Sailor Moon, she dived into it as deeply as she dove into everything else.

Until now, Sailor Antares has been tasked with staying behind in Crystal Tokyo; it's only now that she's heading to the Inn.

Skills

(These include all learned skills, as well as a relative rating from Abysmal to Amazing. The character's level of mastery in something that can be taught or at least rated by other people follows the scale: Abysmal, Novice, Good, Very Good, Incredible, Amazing)

Physical Skills:

  • Alertness: Amazing (+5)
  • Athletics: Very Good (+3)
  • Stealth: Good (+2)

Social Skills:

  • Subterfuge: Incredible (+4)
  • Leadership: Very Good (+3)
  • Expression: Incredible (+4)
  • Etiquette: Very Good (+3)
  • Performance (Dancing, Electric Flute): Incredible (+4)

Mental Skills:

  • Computers: Incredible (+4)
  • Investigation: Amazing (+5)
  • Occult: Good (+2)
  • Science: Very Good (+3)
  • Technology: Very Good (+3)

Other Skills:

  • Driving: Very Good (+3)
  • Empathy: Very Good (+3)

Special Abilities

(These are skills, things that can be learned or trained, like martial arts techniques, Jutsu or magic spells. Abilities that are outside the norm of regular humans, but only because they have not had access to them.)
True Administrator - Shoumi considers herself tactically gifted, and despite her bubbly and seemingly happy-go-lucky demeanor, has a knack for coming up with plans that may seem subtle and convoluted, yet often have a considerable payoff.

Powers & Merits

(Unique, or hereditary, in-born powers, whether due to genetics or magic, things that can't be taught to others or simply gifted to this person from an outside force. Powers based on weapons should go in the Items. Merits can also go here.)

Antares Star Power, Make Up! - Utilizing her henshin stick, Shoumi summons crystals to surround her body - they shatter after fully covering her, revealing her in a pink fuku and senshi outfit.

Crystal Visor - A crystalline, clear visor shimmers into existence over Sailor Antares's eyes. This visor acts as a computer, able to scan, process and relay information, and record what its bearer sees.

Antares Crystal Armor - This technique allows Sailor Antares to cover her skin with a thin sheet of crystal that improves her defence against physical attacks. This armour can also aid Sailor Antares to perform stronger physical attacks. The crystal is transparent and can only be noticed by light reflecting off it.

Antares Hexagonal Shuriken - Sailor Antares creates several crystal shuriken and launches them at the opponent. The shuriken are six-sided with spikes at the sides of each blade, resembling snowflakes.

Antares Crystal Lance - This technique allows Sailor Antares to create a large and sharp spear-like crystal surrounding her forearm, which she can use to impale her target.

Antares Crystalline Pentagonal Prison - Sailor Antares's most powerful technique. A pentagram forms on the ground beneath her; it expands, and the battlefield is encased in an array of crystalline walls and prisms. In this encased field, combat can occur as normal; however, when the combat is over, any damage sustained by the environment will revert to what it was before the prison was manifested. Ultimately this allows, in a make or break situation, a team to disregard holding back with their abilities for fear of collateral damage. If Sailor Antares is knocked out during this technique, however, the prison fades and the damage stays unchanged.

Loyalty (1) (Sailor Moon): You are devoted to a person, group, or cause, and easily resist attempts to persuade you away from the object of your loyalty. Any attempts to make you betray this person/cause/whatever is done with an opposed roll where you get a +2 bonus. Again, like the code of honor, you must always be loyal to this person or risk losing this benefit.

Luck (3): You manage to succeed in places when others fail. You can repeat three failed rolls per MISSION, one repeat per roll, and the second roll always stands.

Catlike Balance (2): Difficulties for balance-related Athletics rolls are at -1.

Double-Jointed (1): Athletics rolls involving escape or dis-entangling are at -1 Difficulty.

Light Sleeper (1): You can function on very little sleep, and so are less likely to suffer penalties for losing sleep. You are also more likely to awaken quickly, and so may not get caught blindsided about something that may wake you up.

Unique Items

(Madougu, magical weapons or other unique or special weapons, as well as all techniques related to them, as without it technically the character is NOT able to use these abilities.)
Antares Wand - Allows Shoumi to transform into Sailor Antares.

Weaknesses & Flaws

Flaws can go here. Balance is key!

Slow Healing (3): For some reason, your healing processes are slow, and you heal twice as slowly as others. Supernatural healing only repairs half the damage it normally would (round down).

Dark Secret (1 - Identity as Sailor Antares): There's something about you which you don't want people to know, and it would be very bad if they did (or at least you think it would be).

Gallery