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Rukipedia

stands by jo

Mar 1st, 2015
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  1. ===
  2. Volatile Times
  3. The Stand's ability is activated through one of two ways: An emotional outburst is heard in the Stand-User's hearing range, or the Stand is invoked after a period of fifteen seconds maintained eye-contact. The ability is an emotional explosion, taking the form of a clear vapor, outward from the Stand-User's position. The vapor works it's way into the brain of anyone in range, and begins digging. It brings up guilt. Regret. Old grudges and hatreds. And where anyone would simply nurse these feelings like a bad bottle of vodka, Volatile Times lights them on fire and infuses the person's body with the strongest of said emotions.
  4. So you have an individual in which Volatile Times has affected. They're feeling anger, intense anger. Guilt over actions they've committed. Their emotions are a goddamn stew-pot of insanity. And between these individuals affected by the fog the Stand flits about, and whispers into each ear. "They all think it's humorous, really."
  5. This triggers the remaining aspect of Volatile Times' ability: The afflicted begin lashing out as their fears and rampant emotions color their perceptions. You have relationships fraying, fights breaking out, etcetera. When it's time for everyone to realize what has gone wrong, the Stand 'flips on a light' in the head of each person afflicted. Their emotions are suddenly cleared, and they find themselves in whatever actions they were committing in a fit of rage.
  6. ===
  7. Light Up The Night
  8. An ever-watching warden, Light Up The Night is an automatic Stand: Requiring no invocation from it's User. It watches all angles of it's Stand-User protectively, and when someone with ill intent approaches, Light Up The Night lights them up as if they were caught in a giant searchlight. While caught in the searchlight, the target is frozen.
  9. From there, Light Up The Night analyzes the opponent in a lightning-quick pace: A large 'sheet' of color opens up, and analyzes the target's darkest qualities and attributes. It then weighs them against the target's positives, before a final set of data is brought up: The purpose.
  10. The purpose is used to weigh both the positives and the negatives of the target, analyzing their memories and reasons for their actions against the Stand-User. If their positives outweigh the negatives, Light Up The Night detonates their intent, and scrambles up their brain to erase everything of the Stand-User from it. Before the searchlight is turned off, the target is given a directive: Change their path, change their fate. IF, however, the negatives outweigh the positives, Light Up The Night simply... detonates the target.
  11. Range: Sight 10meters, Activation 5meters
  12. ===
  13. The Stand
  14. A silent witness to a clash of wills, The Stand is activated when tensions reach a breaking point between two individuals. It analyzes the memories of both, measures the emotions of both involved, and if a fight begins: The Stand goes into action.
  15. The landscape, in an area equal to half a football field, is immediately transformed into a battleground configured from the memories of both central combatants. Any viewers are immediately slid to the sides of the battleground, as silent spectators to the clash. Should any spectator decide to breach their way into the battlefield, a corresponding spectator is immediately dropped in to face them, creating a secondary clash.
  16. The battleground has the following effects on combatants: Each strike and ability used is increased by power a hundred-fold, reaction-times are dropped down to the smallest second. As well, all strengths and weaknesses are made equal: This is no battle of superior technique or gear.
  17. The Stand is particular about the clashes. Should any duelist attempt to interfere with another's fight, they will be struck down and evicted from the grounds.
  18. The Stand will only de-activate under one condition: One of the two wills that activated it dying.
  19. Range: Twenty meters. The initial combatants are transported into the epicenter of the battleground as it's formed.
  20. ===
  21. I'm Not The Breakman: Identity theft at it's finest. A Stand that records faces and names for later use, the Stand-User can then search through I'm Not The Breakman's records. When they find a face that they can use, activation of I'm Not The Break Man will ensue: The stand-user steals the face, while the person whose face was stolen becomes something akin to a mannequin. If the person whose identity was stolen by I'm Not The Break Man discovers the true identity of the stand-user, their anger is supernaturally lit at the cost of their body beginning to disintegrate from the angry heat. If the identity stolen is re-obtained through defeating the Stand-User, the robbed person becomes whole again. If they fail they disintegrate into nothingness, and the Stand-User can then access everything else: memories, mannerisms, techniques, etcetera.
  22. ===
  23. Blue Aeon: The Stand that comes to represent a cycle of death and rebirth at the hands of blue flames. Blue Aeon's fire is different from normal flames, or even those cast by stands such as Magician's Red. Though they leave behind scorch marks and the feeling of it is intense heat, Blue Aeon's flames rebuild rather than disintegrate. As well, when used to rebuild the wounded flesh and sinew of a comrade, Blue Aeon's fire grants a greater insight to their mind: Following the Aeon card's representation, they are left with the solutions to their life's most powerful dramas, and a feeling of hope fills them.
  24. Appearance Notes: Phoenix inspiration? Runes for life, healing, rebirth on the body. Check south american glyphics
  25. Requiem: Able to heal metaphysical damage, starting at mental damage (illnesses, derangements, etc) and moving on towards the soul, timeline damage, etc.
  26. ===
  27. Okkusenman: Ability stand (no form).
  28. Sacrificing memories to aid others is this stand's ability. It can do anything, from killing the cancer within a patient's body, granting strength to an ally in an hour of need, or just ensuring that a woman's husband survives the drive home. However, to activate it, the Stand-User must give something of theirs. Memories are the fuel for Okkusenman, and the happier the memory the more powerful the effect.
  29. ===
  30. You Got The Touch: An energy absorption, conversion, and rejection / granting Stand.
  31. You Got The Touch can drain any sort of energy, ranging from fueling energy like Electricity to emotional energy, such as anger. You Got The Touch can then convert that energy into ANY other energy form. Even abstract ones such as spiritual energy. From there, You Got The Touch has four applications: Assault, Energize, Shield, and Refuel.
  32. Assault: The energy is converted into a weaponized form, either a concentrated beam or a hail of bullets. This weaponized energy can take any form.
  33. Energize: You Got The Touch can take all of the energy it converted, and forcefully shove it into either the Stand-User's, or an ally's body. Energize acts as a jump-start, an adrenaline rush or emotional boost.
  34. Shield: You Got The Touch can instead turn the energy into a briefly-solid form, much like a hardlight manifestation. This form takes the shape of a large half-dome, impenetrable for as long as You Got The Touch can fuel it.
  35. Refuel: Attaching a part of itself to each designated target, You Got The Touch can instead take the energy it gathered and slowly pump it into a target. Much like a gas pump, whatever energy it was refueling will stop once the maximum capacity is reached.
  36. Design Notes
  37. 23:15 Rukipedia i can see You Got The Touch having mechanical, engine-y bits. which... is fitting, given the song's status as being part of the best transformers movie thus far
  38. 23:16 JoJoBizarreAdventure Arms made of long tubes, that would unravel when draining or refueling. Resemble siphons.
  39. 23:17 JoJoBizarreAdventure similar to Green Hierophant's tentacles, only not for puppetmastery.
  40. 23:17 Rukipedia pretty good for a sort of mad scientist looking jumper
  41. 23:18 JoJoBizarreAdventure Could re-fluff the appearance to look more like a chop-shop abominati- Ye?
  42. ===
  43. The Man Dressed In Brown.
  44. The Man Dressed In Brown has two abilities: The first, granting it's Stand-User preternatural aim and firing speed with any gun, be it revolver, rifle, or SMG. The Man Dressed In Brown as well can attack with it's own weapon: A robotic revolver looking to be made of scrap metal and dilapidated parts of futuristic technology.
  45. The second ability: With every shot fired by The Man Dressed In Brown or it's Stand-User, it radiates with one emotion - Defiance. The Stand-User is filled with inspiration and anger, defiant to the end of whatever lost cause they stand for. With every shot, the aura of defiance grows to encompass the hearts and souls of the Stand-User's comrades.
  46. No matter the odds, The Man Dressed In Brown will never waver. And those that stand alongside him are driven to the same cause.
  47. Activates when the Stand-User fires their first shot.
  48. ===
  49. Tribute
  50. Tribute's abilities, are a grab bag. Despite it's base appearance, it can mimic the abilities of any Stand it makes physical contact with. However, after it begins mimic'ing the name of the Stand becomes briefly shrouded from the minds of any watching Tribute's combat. It becomes not quite that Stand's abilities, but instead a tribute to it as the colors, strength, and overall statistics of a Stand's ability are shifted.
  51. As well, after Tribute's first mimic, each successive contact with another unique Stand prompts a challenge from it. Some sort of contest between both Stands, often involving music. If the enemy Stand wins, Tribute's initial mimic'd ability is thrown out and the winning Stand's ability replaces it. If Tribute wins, the ability tribute'd from the enemy Stand joins a pool of successfully obtained ones. If Tribute loses after obtaining two or more Stand powers, he loses one random one.
  52. ===
  53. Blue Lips, Blue Veins
  54. Blue Lips, Blue Veins allows the Stand-User to infect their opponents with hopelessness and despair, a sort of sickness that takes hold of the heart and pumps through the rest of the body. A sign of this infection is the veins just under the skin showing through as a dark blue, with thin-skinned places such as the lips, the eyelids, the ears, etcetera, appearing as if painted blue.
  55. The stand starts out small: A light bit of blue added to the blood, as the sickness begins to make the infected worry about the smallest of things: Details, orders, and time.
  56. As the sickness progresses, the infected grows increasingly despairing as their worries and hopelessness encompasses growing problems - their relationships, ability to live, caring for a family, every bit of advice their parents and family gave that they never followed.
  57. The final stage of Blue Lips, Blue Veins is depression with the world, and the universe. Their place within it all, their insignificance compared to greater figures. At that stage, the infected loses all willpower - not only can they be easily persuaded to commit any act, but their own will to even move is reduced. Their emotional capacity crippled to nothing but pain.
  58. It requires heartfelt words from a loved one, or a powerful epiphany, in order for the body to fight back against Blue Lips, Blue Veins.
  59. ===
  60. Pawns In The Game
  61. Pawns in the Game: A Stand similar to Bad Company, small soldiers with frightening strength. They are capable of great ingenuity, making working vehicles, helicopters, and replacement weaponry from any bits of scrap and trash nearby. They also have the strength to swarm and take down a grown-man with a mere ten of their number. The trick is this: The more the Stand-User cares about their Pawns in the Game, and actually takes the time to command them, the stronger and more ingenious they become on top of gaining access to new abilities.
  62. Some of these abilities include Replenish: They can create more Pawns in the Game from the same materials they make their vehicles and weapons from, allowing for the small army to grow.
  63. Psychic: Some of the small soldiers will begin to display mild telekinetic and telepathic ability, able to travel farther from the Stand-User on sorte's and still capable of making reports.
  64. Guerilla Tactics: The Pawns in the Game are capable of laying ingenious traps, using their diminutive height and speed to still bring low truly gigantic opponents.
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