Guest User

Cold War Module Enemies 8/25

a guest
Aug 25th, 2016
113
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 33.80 KB | None | 0 0
  1. 1. Pinpoint
  2.  
  3. This Stand takes the form of a strange, bulky apparatus worn on the user's right arm. It is covered in bronze piping and clockwork, with a massive hand at the end. At the center of the palm is a hole that shoots out spikes.
  4.  
  5. It has the ability to shoot spikes at high speed. In a direct confrontation the damage output of this Stand is decent, but that's not where it stands out. Its true talent lies in trap-making. It can make its spikes sink into objects, even objects too small to contain them. The main limitation is that each object can only contain one spike. If a living creature touches an object with a spike in it, that spike will shoot out at a high velocity to strike that creature. Thus, this Stand is far more dangerous if the user has time to prepare.
  6.  
  7. Power C
  8. Speed B
  9. Range B
  10. Durability C
  11. Precision A
  12. Learning D
  13.  
  14. User: ?
  15.  
  16. A successful chess player who has occasionally used his ability to cheat against his opponents, forcing them to either run out their clocks and lose or have their hands destroyed.
  17.  
  18. Will mostly fight by laying spike traps all over the map. When a character moves across a space that is trapped, they must roll to block or avoid it. He's actually hiding up on the caved-in roof among piles of rubble. Will run away into the corridors and engage in hit-and run attacks if forced to flee.
  19.  
  20. Bulk C
  21. Skill B
  22. Wit B
  23. Composure D
  24. Poise C
  25. Menacing D
  26.  
  27. 2. Space Oddity
  28.  
  29. Takes the form of a neon green and blue humanoid figure of a medium build, with a syringe needle extending about two and a half feet from its right hand, in between the knuckles of its middle and ring fingers. There is a plunger on the back of its forearm that extends outwards by a foot. As the ability is used it will slowly press inwards, and eventually the user will need to take a minute to recharge his ability.
  30.  
  31. Creates bubbles of space from the oversized syringe needle bolted to its forearm. Everything around this space is pushed apart. It cannot actually destroy anything through this, but the structural integrity of an object subjected to this ability will typically fail spectacularly.
  32.  
  33. Power B
  34. Speed B
  35. Range C
  36. Durability B
  37. Precision C
  38. Learning C
  39.  
  40. User: ?
  41.  
  42. A pharmacologist, roped into the project initially to get over his debt, he has since become a trusted operative.
  43.  
  44. Bulk C
  45. Skill C
  46. Wit D
  47. Composure B
  48. Poise D
  49. Menacing B
  50.  
  51. Will fight by using hit-and run tactics through the corridors, using his Stand's ability to create distance between himself and his enemies. A square where the space has been expanded should be colored orange, and moving through it is treated as moving through four squares. He may try to directly attack weaker Stand users, attempting to stab them with his Stand's needle and make them explode from within.
  52.  
  53. 3. Mr. Crowley
  54.  
  55. He is a tall, gangly humanoid, with a corpse like face. He wears black, mirrored glasses over his empty eye sockets. He also wears a pinstripe suit and hat, gloves, dress shoes, and a cape that is black on the outside, red inside. He carries a twisted, rotting twig from a long dead tree as his wand.
  56.  
  57. Has the ability to extract an substance's properties and implant them into another object. Alternatively, it can copy the shape of one object and then force an object of similar size into that shape. The Stand can only contain properties or shapes, not both at the same time.
  58.  
  59. Power C
  60. Speed A
  61. Range D
  62. Durability B
  63. Precision C
  64. Learning B
  65.  
  66. User: ?
  67.  
  68. A former magician. Carries samples of many materials and chemicals on her person to use her Stand to its fullest potential. She will face the PCs in a meadow with rocks on it. The first thing she will do is turn the grass into steel, making a field of deadly needles. She will use a variety of materials in conjunction with a gun, the surrounding area and things like blankets and towels. Be creative.
  69.  
  70. Bulk D
  71. Skill B
  72. Wit B
  73. Composure D
  74. Poise B
  75. Menacing C
  76.  
  77. 4. Regulate
  78.  
  79. Each body is about the size of a human head, with stubby clawed limbs, veiny purple skin and bat-like wings. They don't have heads, per-say, but they have faces on the front of their torsos. Each body's face is a caricature of their target's.
  80.  
  81. An automatic Stand that creates a small demon every time the target does something that the user considers sinful or unlawful. Even the smallest infraction counts. At first, the imps will stalk the victim and try to trick them into sinning more, and when there are a bunch of them they will attack. Killing them doesn't decrease their numbers, since killing one is obstruction of justice, and thus spawns another imp.
  82.  
  83. Power D
  84. Speed D
  85. Range A
  86. Durability C
  87. Precision C
  88. Learning D
  89. Swarm Rating: Up to 3
  90.  
  91. User: ?
  92.  
  93. A military police chief in charge of the small town where the PCs stop at to acquire new transportation. Brutal and strict, he has no shame in his hypocritical actions, claiming that by upholding the law he is serving the grater good.
  94.  
  95. The bodies will start out in low numbers, and thus will hide out of sight and try to make the PCs unwittingly commit various minor offenses. Be creative. as their numbers increase, so too will their boldness. The Stand is extremely strict about what constitutes breaking a law, and each separate offense means a separate body. Once their numbers are great enough they will attack directly.
  96.  
  97. Bulk B
  98. Skill C
  99. Wit C
  100. Composure D
  101. Poise C
  102. Menacing A
  103.  
  104. 5. Dark and Metric
  105.  
  106. Takes the form of a black and grey robot with long, very thin limbs and a head with a single large yellow eye. At the ends of its arms, rather than hands, it has three mechanical tendrils on each arm.
  107.  
  108. Dark and Metric grants the Stand User two connected abilities:
  109. 【My Town】 allows the Stand to instantaneously store knowledge all of the physical properties of everything within the Stand's range of roughly 20 meters.
  110. 【Computer Assisted Design】 is a passive ability of Dark and Metric, allowing it to calculate beyond even supercomputer speed. The Stand User will ask a query about the objects in the range of 【My Town】, and Computer Assisted Design will return an answer - it will ALWAYS answer, but some queries take longer to answer.
  111. Using these two abilities in conjunction, Dark and Metric allows the user to exploit their enhanced calculation of physics and engineering for incredible feats, such as striking a specific part of an object to cause it to instantly shatter, or utilizing resonant frequencies to level buildings.
  112. The weakness is that the calculations are not known to the Stand User until they are complete - so the Stand User cannot adapt their plans unless they cancel the previous query and ask a new one, or unless they can use the knowledge themselves. For this reason, the Stand User is likely to plan ahead and set up traps so as to avoid having to adapt on the fly.
  113.  
  114. Power: E
  115. Speed: C
  116. Range: C
  117. Durability: B
  118. Precision: A
  119. Learning: C
  120.  
  121. User: ?
  122.  
  123. Acts from behind the scenes, using the knowledge granted by his Stand to create situations that force the target to break laws to survive. He has a variety of exotic, experimental scientific equipment granted to him by the Soviet government for his mission, and he'll use it to break down walls, melt the ground, make glass explode, and other such things.
  124.  
  125. Bulk D
  126. Skill C
  127. Wit A
  128. Composure B
  129. Poise D
  130. Menacing D
  131.  
  132. 6. Bathory
  133.  
  134. Takes the form of a humanoid figure make of glass, filled with a red liquid on its right side and a blue liquid on its left size, mixing together into purple in the center. On its hands are tiny, pore-like holes which the liquid seeps out of in order to create the handprints.
  135.  
  136. Can leave blue handprints which suck heat out of objects and red handprints that infuse objects with that sucked out heat. Its freezing hand can flash freeze things on touch, though it isn't instant. Its burning hand can burn through things on touch. The handprints can be remotely activated.
  137.  
  138. Power A
  139. Speed A
  140. Range E
  141. Durability D
  142. Precision B
  143. Learning C
  144.  
  145. User: ?
  146.  
  147. A skilled assassin sent to sabotage the PCs' train. If everything goes her way then she'll never be seen. Actually looks entirely non-threatening, as she operates by blending into crowds. Entirely remorseless. She has booby-trapped the whole train with her handprints beforehand. Even if she is beaten, she will derail the train by using a red handprint to melt the control panel.
  148.  
  149. Bulk C
  150. Skill B
  151. Wit B
  152. Composure B
  153. Poise C
  154. Menacing D
  155.  
  156. She has covered the train in varying configurations of handprints, on both the outside and inside. she'll use this to hurt and trick the PCs as they make their way through the train. She'll be in disguise two cars down from where they start, pretending to be just another panicked passenger.once they aren't looking anymore, she'll use grappling equipment to get on top of the train and proceed to attack through windows and the ceiling with physical attacks at the weaker PCs. As she gets more desperate, she will destroy the train more and more with handprints, and should she be cornered she'll destroy the controls of the main car, causing it to crash.
  157.  
  158. 7. Separate Ways
  159.  
  160. Takes the form of a humanoid with black skin and blue armored pieces, wearing a helmet split down the middle with a grill over its mouth.
  161.  
  162. This Stand has the ability to split any object, regardless of size, by drawing a line across its surface with one of its clawed fingers. The object will then be split along thin axis. These objects are now separated on the outside but connected on the inside. thus, from the inside, everything appears normal. Separated objects can be reattached along the axis they were split on, and this can be done incorrectly. Once need only press the slip axes together for ten seconds to do this. Organisms separated by this ability can learn to move their separated parts, but this takes a lot of practice. An object inside of a spit object will be transported from one separated part to another as if nothing happened if it crosses the axis it was split along.
  163.  
  164. Power D
  165. Speed B
  166. Range B
  167. Durability C
  168. Precision A
  169. Learning D
  170.  
  171. User: Believes that all things in this world have an opposite. An expert forester, good at walking silently. A big risk-taker when the situation calls for it, he isn't afraid to dismember himself with his own Stand for the sake of a sneak attack.
  172.  
  173. Bulk D
  174. Skill C
  175. Wit B
  176. Composure C
  177. Poise B
  178. Menacing C
  179.  
  180. Sneaks through the woods attacking from stealth using the ends of gun barrels scattered about at well as cutting down large trees, attempting to force the PCs into a nearby cabin so he can cut the whole thing, and them, in half. His initial surprise attack will be used to try and take down the PC with the fastest Stand, since those are the biggest danger to him.
  181.  
  182. 8. Feelgood Inc
  183.  
  184. A multitude of nails, about 1000 in total. Each one has meager power, and can embed itself into a structure to cause it to hold together unnaturally. Each one can only affect a small area, but together they are capable of lifting the entirety of Outside The Wall's fortress. In an emergency, they can rapidly shuffle around the fortress, but this puts its stability in jeopardy.
  185.  
  186. Power E
  187. Speed D
  188. Range A
  189. Durability B
  190. Precision C
  191. Learning E
  192. Swarm Rating A
  193.  
  194. User: The second eldest brother, he is cautious and scheming, willing to use any number of underhanded tactics. Of the four brothers, he's the most morally bankrupt, not caring for the cause, but only for the billion dollar paycheck him and his brothers were offered. He stays far away from the PCs as well as he can, as his defeat would bring the fortress crashing down.
  195.  
  196. Bulk C
  197. Skill B
  198. Wit C
  199. Composure C
  200. Poise B
  201. Meanacing C
  202.  
  203. Will generally stay in the background, hiding far from the PCs, using the nails of his Stand as platforms to fly around if necessary. If a PC is distracted or at the edge of the fortress, he might pull a nail out to make the ground collapse under them.
  204.  
  205. 9. Outside The Wall
  206.  
  207.  
  208. Takes the form of a flag, bearing the Quad City DJs logo.
  209.  
  210. Once planted, it automatically transforms the area around it within one kilometer into a fortress. This process is gradual and can take several days. The more time passes, the more impregnable it becomes. It also adapts its defenses based on attacks it has weathered before.
  211.  
  212. Power E
  213. Speed E
  214. Range A
  215. Durability A
  216. Precision E
  217. Learning E
  218.  
  219. User: The eldest brother, by about six years. He's tired of the mob and wants to retire and live the rest of his days in peace after this job. His younger brothers admire him greatly, but he finds their admiration rather misplaced. The leader of the four, he shouts orders using acoustic voice-amplifying structures grown from a hill in the center of the fortress.
  220.  
  221. Bulk D
  222. Skill B
  223. Wit A
  224. Composure C
  225. Poise D
  226. Menacing B
  227.  
  228. His Stand's generated structures are quite numerous and diverse. From pit traps that close themselves after catching the victim to rock-shooting cannons, to minefield-like clusters of powerful geysers that shoot boiling water and steam when stepped on, to tree-roots that trip up and entangle the legs of those that pass by, digging into their flesh to hold them. He himself isn't dangerous, but he's quite the strategist.
  229.  
  230. 10. Diamond Dogs
  231.  
  232. Taked the form of a spindly, pitch-black figure with crude doll-like joints and a single humanlike eye in its head. It has ten arms, and each of its hands has ten thin, double-jointed fingers.
  233.  
  234. Has the power to sculpt small golems of varying shapes and forms. These golems can fight, but they can also implant themselves into objects to reinforce them and give them the ability to hurt Stands.
  235.  
  236. Sculpter:
  237. Power D
  238. Speed B
  239. Range C
  240. Durability D
  241. Precision B
  242. Learning E
  243.  
  244. Golems:
  245. Power E
  246. Speed C
  247. Range A
  248. Durability C
  249. Precision D
  250. Learning E
  251. Swarm Rating: Variable(the main body increases it over time)
  252.  
  253. User:
  254.  
  255. The youngest brother by several years, he's rather impulsive and eager, but it's not all bluster; he's rather crafty, and very determined to win, though inexperienced He idolizes the gangster life and wants to be a high roller for the rest of his days. However, under all that he's a little doubtful of whether this is really what he wants. This battle might be what decides that for him.
  256.  
  257. Bulk A
  258. Skill C
  259. Wit D
  260. Composure D
  261. Poise C
  262. Menacing B
  263.  
  264. Stays underground lurking at first, but once the PCs are embroiled in the fight he'll sneak up to the surface to direct his golems more effectively. He'll use burrowing and flying types to make sneak attacks. If ranged attacks are launched at him, his golems will group up to defend him. He has an ax, riot gear, a sawn-off shotgun and a pistol, all reinforced by dozens of his golems to be extremely durable and capable of damaging Stands. Taking his out directly will be extremely difficult, but his Stand isn't nearly so fearsome, and it needs to be out to replace the golems' numbers. If he needs more of them, he'll have to either head back underground to safely make more with his Stand or stay on the surface and risk his Stand being attacked.
  265.  
  266. 11. Super Charger Heaven
  267.  
  268. Takes the form of a bulky humanoid pink and white robot with ports of varying sides all over its body for things to be inserted into or come out of. Its body is itself quite plain-looking.
  269.  
  270. Has the ability to augment its body by assimilating objects in its environment. Damaging these structures grown on its body doesn't damage the user. Only hurting the base body will do that.
  271.  
  272. Power A
  273. Speed B
  274. Range A
  275. Durability A
  276. Precision C
  277. Learning E
  278.  
  279. User: The second youngest brother. He's a brute and a hypocrite, speaking of his brother with high praise, even to his enemies, but feeling next to no empathy for anyone else. He trusts no one outside of those three, being psychologically dependent on them to an unhealthy degree. Should any of his brothers be killed, he will fly into a rage and seek the deaths of the PCs above all else, including his own safety.
  280.  
  281. Bulk B
  282. Skill C
  283. Wit C
  284. Composure D
  285. Poise C
  286. Menacing A
  287.  
  288. Will taunt the PCs through his Stand from a distance, speaking absentmindedly about various things as he fights. The Stand will first consume a large amount of rocks as well as some vines and ropes to create bulky, protruding ablative armor and long ranged whip-like weapons coming out of its wrists. It will mostly just fight physically like this, consuming something nearby if it would help him defend against a certain kind of attack.
  289.  
  290. 11.5. Superbeast
  291.  
  292. The amalgamation of Super Charger Heaven and over a thousand of Diamond Dogs' golems. Their abilities have a perfect synergy together, amplifying the effects of the reinforcement to an incredible degree. It is capable of a moderate level of shapeshifting, it can heal its injuries by simply spreading its mass into the wounded ares, slightly decreasing its size each time, and due to its sheer size and the effects of the reinforcement, possesses a level of brute strength and durability far beyond anything Stands are supposed to be capable of.
  293.  
  294. Power A(2 die Advantage)
  295. Speed C
  296. Range A
  297. Durability A(1 die Advantage)
  298. Precision C
  299. Learning E
  300.  
  301. At this point, the Stand will use its massive size and various new capabilities to form whatever limbs of weapons it needs, perhaps even splitting off a piece of itself to be controlled from a distance(though the range isn't very long) as a surprise attack. It isn't meant to be defeatable itself, most of the time. However, it has a weakness: the users. Both of them need to coordinate their efforts to control Superbeast. If one of them is taken out, Superbeast will become much less coordinated and harder for the remaining user to control. After about five rounds it will fall apart on its own, and even a moderate amount of damage to the remaining user will destabilize it immediately.
  302.  
  303. 12. Mr. Blue Sky
  304.  
  305. Takes the form of a blue and gold humanoid with a humanlike face, solar panel-esque wings on its back, fingertips that like like jet engines and little jet wings on the sides of its wrists.
  306.  
  307. Has the ability to send objects flying up into the atmosphere upon touch or pull down objects that are above it, even if they're in the upper atmosphere. Only one object may be launched upwards at a time, and maintained concentration is needed to keep that object moving upwards. It can also control the angle at which an object it has pulled down falls, to a degree.
  308.  
  309. Power C
  310. Speed C
  311. Range A
  312. Durability C
  313. Precision C
  314. Learning A
  315.  
  316. User: ?
  317.  
  318. Very confident in his abilities, having trained his body to fully make use of them. Through one reason or another, he is aware of the true nature of Rasputin's plan, but has had hypnotic conditioning placed on him that prevents him from speaking of it, not that he would tell the PCs either way. His confidence isn't rock-solid, however. He tries not to think too hard about the ethical ramifications of the plan. Very confident, he engages in all sorts of banter with the PCs in a playful fashion. Above all, he is very dramatic. He gesticulates and shouts(though he often needs to shout considering how high up he is. When he isn't like this, it's a sign that's he's really pissed off.
  319.  
  320. Bulk B
  321. Skill C
  322. Wit B
  323. Composure D
  324. Poise B
  325. Menacing C
  326.  
  327. Carries a machine gun and lots of ammo on him, as well as some grenades, and and will open up the fight with a sneak attack by firing an entire magazine of bullets into the air from far away, and then bringing the bullets raining down on the PCs from above on all sides. He'll use his ability to make himself fly through the air to evade attacks. He may also retreat into a house, raise it high up into the air, and then drop it on the PCs. If he notices an enemy or projectile coming at him in the air, he'll make it fall. Upon his defeat, as a reward to the PCs for defeating him, he will reveal that he has already called down a hail of satellites and meteors from the exosphere above him to strike the mountain, forcing the PCs to scale it and get to the other side in just 12 hours.
  328.  
  329. 13. Poker Face
  330.  
  331. Takes the form of a bronze and gold skeleton with large gems encrusted into its skull wearing a purple cape.
  332.  
  333. This Stand is able to split its body apart into up to 13 pieces and control them from a distance. When they impale an object, it enters a perfect stasis in which it cannot move, be damaged or changed. Objects larger than a human require more than one bone to put into stasis. The conversion rate is roughly 250 pounds per bone. However, as it splits its body apart, its prodigous fighting ability will gradually weaken.
  334.  
  335. Power B
  336. Speed A
  337. Range C
  338. Durability A
  339. Precision C
  340. Learning D
  341.  
  342. An extremely successful mountain climber and general outdoorsman. He is proud of his abilities, and is a personal aquaintance of Mikelav's, though he claims that it's mostly one-sided; Mikelav doesn't care much for him. He drops hints to the PCs that they don't have the full picture of the DET project, though in truth he doesn't know either.
  343.  
  344. Bulk B
  345. Skill C
  346. Wit D
  347. Composure C
  348. Poise B
  349. Menacing B
  350.  
  351. He attacks the PCs on the mountain at a sheer cliff face as they climb it, attempting to paralyze them and knock them off the mountain, taking advantage of the fact that they're already tired. He is climbing 20 meters above them. His Stand will attempt to damage their equipment or the cliff face it's attached to. He'll need to carefully balance keeping his Stand combat capable and going after PCs. He also carries plastic explosives. He can split his Stand into all of its parts and have them spin in front of him to create a nigh-impervious defense against projectiles.
  352.  
  353. 14. Harder Better Faster Stronger
  354.  
  355. Takes the form of a beautiful gold watch encrusted with diamonds. When using its refinement ability, a bright blue light shoots out of the watch's knob for a few seconds.
  356.  
  357. Has the ability to [refine] an object by up to three stages, making it significantly better at its intended purpose with each stage. However, the more an object is refined, the faster it breaks down.
  358.  
  359. Power D
  360. Speed D
  361. Range C
  362. Durability A
  363. Precision E
  364. Learning B
  365.  
  366. User: ?
  367.  
  368. A real piece of work. He massacred the monks living in seclusion at the monastery on the mountain's peak.
  369.  
  370. Bulk C
  371. Skill C
  372. Wit A
  373. Composure C
  374. Poise C
  375. Menacing C
  376.  
  377. He has turned the whole grounds outside of the monastery into a minefield full of stage 2 refined super-mines. The inside is heavily trapped as well, and he carries an arsenal of heavy weaponry. He intends to wear the PCs down from a distance. In order to draw them in, he has hostages hidden in various places in the monastery with time bombs strapped to them. He has ziplines going between towers, sniper rifles, razor wire-lined hallways, and various other gadgets. To break through a walls and destroy objects, he can refine them three times and them smash them with his bare hands easily. If it comes to it, his trump card is an attack helicopter that has been refined twice.
  378.  
  379. 15. Buggles
  380.  
  381. Takes the form of a Sega Genesis, twice as large as normal, with a port that changes shape to fit any disc or cartridge.
  382.  
  383. A Stand bound to a video game console. When the user puts a game in and turns it on, a Stand version of the character he plays in the game emerges, and the world around him appears on the screen as a stage in the game. The Stand character's actions and the actions of other people are mirrored in the game, and the user controls the character with the game's controls. The user can exploit glitches and pathing issues inherent in the game, but he cannot actually hack the game or use cheat codes. If his character is killed, it will come back to life based on the game's rules. The user has a vast library of games at his disposal, making this Stand very versatile. The Stand can make the console's wires and such move around, but it's not a major threat physically.
  384.  
  385. Power E
  386. Speed D
  387. Range A
  388. Durability D
  389. Precision E
  390. Learning B
  391.  
  392. User:
  393.  
  394. A young child, roped into this whole operation against his will because of his powerful Stand. Part of the challenge of this fight, in addition to dealing with two Stands at the same time, is figuring out what house he's in.
  395.  
  396. Bulk E
  397. Skill A
  398. Wit A
  399. Composure D
  400. Poise D
  401. Menacing D
  402.  
  403. 16. Miracle Matter
  404.  
  405. Takes the form of a white, stylized, oddly shifting figure. It almost looks like a 3-d, humanoid abstract chalk drawing. Its form has no details besides a pair of ovular eyes.
  406.  
  407. Has the ability to flatten any three dimensional object into two dimensions. Flattened objects can be stuck onto any flat surface, and have no weight. Any living thing that is flattened will be immobilized, with the exception of Miracle Matter. By flattening itself, it can get into tight spaces and sneak around, and also leap through the air to cut through things with its infinitely thin edge.
  408.  
  409. Power C
  410. Speed B
  411. Range A
  412. Durability C
  413. Precision D
  414. Learning D
  415.  
  416. User: Ebihsik Nahor
  417.  
  418. An inexplicably, superhumanly skilled street artist, he's not the most emotionally stable fellow, and is (justifiably) arrogant about his work. As the PCs approach him, he'll trick them by painting hundreds of extremely accurate paintings of his Stand's 2d form on walls the street and hiding his Stand among them.
  419.  
  420. Bulk D
  421. Skill A
  422. Wit B
  423. Composure E
  424. Poise A
  425. Menacing D
  426.  
  427. Will sneak his Stand around through the background with his Stand, with it leaping to attack and then running away. In addition, it will set traps by flattening things and sticking it to the walls around the PCs beforehand. At one point, it will flatten itself and hide among a bunch of painted figures identical to itself. Works in tandem with Buggles' user.
  428.  
  429. 17. Simon and Garfunkle
  430.  
  431. Two twin brothers who have both become half man, half Stand. They are each other's users. If one dies, the other one will be able to re-summon him within a few minutes, good as new.
  432.  
  433. Power N/A
  434. Speed N/A
  435. Range Infinite
  436. Durability N/A
  437. Precision N/A
  438. Learning N/A
  439.  
  440. The origin of these two mysterious assassins is shrouded in mystery. Total ciphers, their past has been completely erased. Regardless, they are a terrifying enemy. Simon is specialized as a sniper and Garfunkle as a silent close-range assassin, but they are both quite capable in each others roles.
  441.  
  442. Simon:
  443. Bulk C
  444. Skill B
  445. Wit B
  446. Composure A
  447. Poise A
  448. Menacing B
  449.  
  450. Garfunkle:
  451.  
  452. Bulk B
  453. Skill B
  454. Wit B
  455. Composure B
  456. Poise B
  457. Menacing A
  458.  
  459. Garfunkle will start a commotion then slip away into the crowd. Soon after, he'll appear before them, claiming to be a Stand and taunting them. During this standard pre-fight dialogue, Simon will take aim at whichever PC would be the most troublesome for them. As this breaks out, Garfunkle will blow himself up with a suicide vest and Garfunkle will withdraw. Once Garfunkle returns, these hit-and run attacks will start again. Once the PCs notice and begin to chase after Garfunkle,They'll fall back towards the compound. In hiding, Simon will snipe at them when they attack Garfunkle. Using the familiar architecture of the compound, they'll get to advantageous positions all around the place easily. In order to take them out simultaneously, the PCs will be forced to split up.
  460.  
  461. 18. Suite Madame Blue
  462.  
  463. takes the form of a slim silver and white humanoid figure with a head that is just one big mouth. Its entire back is filled with silver pins with red gems encrusted into the heads of them, making it resemble a pincushion.
  464.  
  465. Suite Madame Blue can use gem-encrusted pins it produces to instill mental blocks in others. The pins cause no physical damage, and once in you, cannot be removed except by Suite Madame Blue or its user. It can easily cripple an opponent after several successful hits, as the opponent's actions become more limited with each pin. These mental blocks are one command whispered onto each tack, like "I can't cross the line drawn in the dirt." The blocks cannot be too broad or vague, and the victim is only required to follow the exact wording of the block. Essentially, it's like Heaven's Door but much more reasonable.
  466.  
  467. Power: C
  468. Speed: B
  469. Range: A
  470. Durability: B
  471. Precision: B
  472. Learning: D
  473.  
  474. User: Mikelav
  475.  
  476. The supposed mastermind of the dimensional energy tap project, he is actually being manipulated by Rasputin from behind the scenes. He is a stone-faced and calculating man, seemingly with no love for anyone.
  477.  
  478. Bulk B
  479. Skill A
  480. Wit C
  481. Composure A
  482. Poise C
  483. Menacing A
  484.  
  485. In his fight, he will start by hiding pins in various places all on the floor and walls. These first pins say "You cannot attempt to damage Suite Madame Blue". After that, it will place and throw other kinds of pins for more specific commands based on what he needs in that situation. The group of PCs fighting him will have to make their way to him across an office suite and up to the top of his tower towards his office, and survive his various plans and attacks.
  486.  
  487. 19. Lock and Key
  488.  
  489. A key with the ability to open absolutely anything. It can also lock anything. He's extremely creative with this power, using it to great effect.
  490.  
  491. Power N/A
  492. Speed B
  493. Range E
  494. Durability B
  495. Precision C
  496. Learning E
  497.  
  498. User:?
  499.  
  500. A stealthy assassin who flits through crows and between buildings like a ghost. The fact that he looks and acts in a foppish way causes people to underestimate him and not suspect him. By attacking the PCs methodically in a crowded city square, with no regard for innocent lives or safety, he is able to significantly hamper them, leading some of them into DMX's user's range and doing his best to get one of them alone.
  501.  
  502. Bulk C
  503. Skill B
  504. Wit B
  505. Composure B
  506. Poise A
  507. Menacing D
  508.  
  509. 20. DMX
  510.  
  511. Has the ability to wrap itself around any object car-sized or smaller. It can control a person's movement, fling objects around, hide by wrapping itself around tiny objects or be used as a suit Stand by the user.
  512.  
  513. Power A (-1 die Condition when not wrapped around the user)
  514. Speed A (-1 die Condition when not wrapped around the user)
  515. Range B
  516. Durability A
  517. Precision E
  518. Learning D
  519.  
  520. User: ?
  521.  
  522. An assassin with incredible skill in martial arts, she considers combat to be the highest form of inner expression.
  523.  
  524. Bulk B
  525. Skill C
  526. Wit D
  527. Composure C
  528. Poise A
  529. Menacing C
  530.  
  531. 21. Smooth Criminal
  532.  
  533. Has the ability to implant objects into or remove objects from the insides of other objects without damaging the surface. Extremely dangerous against a user, as it can disembowel a person with one good strike if it's able to land it. It's also quite good at sabotage.
  534.  
  535. Power C
  536. Speed B
  537. Range D
  538. Durability A
  539. Precision A
  540. Learning D
  541.  
  542. User: ?
  543.  
  544. A man born with severe ASPD, he grew up in the slums and has major difficulty connecting with others and a natural tendency to act impulsively, which he works hard to suppress. Prone to major depressive episodes, he was never particularly happy. When he met Rasputin, the man was able to understand him and speak to him the way no one else ever had. Rasputin taught him to enhance his tendencies, cut himself off from all empathy entirely, and never feel anything for others. Thus, he became devoted to the man and him alone completely, especially after being promised a "miracle cure" for his condition should Rasputin's plan succeed. He will gladly immerse himself into the depths of hell to meet his Blue Fairy and become a real boy. Were it not for truly rotten conditions and upbringing, he could have received proper treatment and been an upstanding person despite his position, but this option was never available to him, and now it's far too late.
  545.  
  546. Bulk C
  547. Skill B
  548. Wit B
  549. Composure B
  550. Poise C
  551. Menacing B
  552.  
  553. 22. Rock Around the Clock
  554.  
  555. Ability Stand that allows the user to bind time to his body. Essentially, this means that time moves only as quickly as he does. When he moves at full speed, so does the time around him, and when he is completely still it moves at 1/1000th of its normal pace. A whole gradient runs in between.
  556.  
  557. Power N/A
  558. Speed N/A
  559. Range N/A
  560. Durability N/A
  561. Precision E
  562. Learning B
  563.  
  564. An elite Spetznas operator, possibly the best in the force. His already prodigious combat skill is amplified heavily by his Stand ability. Will try to pick off the PCs one at a time, leaving those with upfront combat Stands to DMX's user while he takes down the support.
  565.  
  566. User:
  567. Bulk B
  568. Skill A
  569. Wit B
  570. Composure B
  571. Poise A
  572. Menacing B
  573.  
  574. 23. The Next Episode
  575.  
  576. This Stand has the ability to place a rating on the area under its range under a rating. Normal reality is treated as rated R. The lower the rating, the more heavily people's actions and results are inhibited. NC-17 makes reality excessively violent.
  577.  
  578. Power E
  579. Speed C
  580. Range A
  581. Durability C
  582. Precision E
  583. Learning D
  584.  
  585. User: ?
  586. Has a dirty mouth that often causes his own Stand to censor him while it's active. While he's a coward, he's quite an opportunist, and is always looking for opportunities to curry favor with Rasputin. If cornered by the PCs, he'll set the rating to G, forcing them to tie him up someplace high rather than beat the shit out of him.
  587.  
  588. Bulk D
  589. Skill B
  590. Wit C
  591. Composure D
  592. Poise B
  593. Menacing C
  594.  
  595. 24. Under Pressure
  596.  
  597. Fate itself bends to assist the user the more the odds are against them. Each disadvantage they have is doubly repaid.
  598.  
  599. Power C
  600. Speed C
  601. Range D
  602. Durability C
  603. Precision C
  604. Learning C
  605.  
  606. User: ?
  607. A man born with a nerve condition that makes him feel pain at only 2.5% of the normal intensity. In addition, his excessive greed makes him extremely brave, and makes him push his luck. He's kind of like Eddy from Ed Edd n Eddy.
  608.  
  609. Bulk B(+2 physical Conditions due to Nerve Condition trait)
  610. Skill D
  611. Wit C
  612. Composure D
  613. Poise B
  614. Menacing C
  615.  
  616. 25. Roundabout
  617.  
  618. Has the ability to invert any effect stemming from something that it has touched. It can only invert one effect at a time.
  619.  
  620. Power A
  621. Speed A
  622. Range C
  623. Durability B
  624. Precision B
  625. Learning C
  626.  
  627. User: Rasputin
  628.  
  629. The legendary Mad Monk himself. He has survived for as long as he has by using his Stand to reverse the aging of his cells for a year, then aging normally for a year, in that pattern. The fragment of the Stand meteor lodged in his chest has turned him into what is essentially a living Stand arrow. He cannot die unless that is removed or destroyed. His presence naturally weakens dimensional boundaries significantly. He plans to shatter them by being present at the activation of the dimensional energy tap, so it doesn't really matter if it works properly or not.
  630.  
  631. Bulk A
  632. Skill A
  633. Wit B
  634. Composure B
  635. Poise C
  636. Menacing A
Add Comment
Please, Sign In to add comment