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konalisp

Stands

Jun 8th, 2016
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  1. Stand: Hard Day’s Knight
  2.  
  3. Destructive Power: A
  4. Speed: C
  5. Range: E (Has no “range” as it’s a suit of armor that fires physical bullets)
  6. Durability: A
  7. Precision: C
  8. Developmental Potential: E
  9.  
  10. Appearance:
  11. Hard Day’s Knight takes the form of a massive gray-brown mecha or suit of armor, easily twice the size of a normal person. Hard Day’s Knight has a grid-like visor over the face. Hard Day’s Knight is worn by it’s user. When Hard Day’s Knight is summoned by it’s user, it instantly materializes around them. Hard Day’s Knight is also equipped with two retractable miniguns in it’s arms and retractable rocket launchers that spring from the back of it’s shoulderblades to the top of it’s shoulders.
  12.  
  13. Abilities:
  14. Invulnerability: Hard Day’s Knight is completely impervious to conventional weapons such as bullets. Even crashing a car full-speed into Hard Day’s Knight will not lay a scratch on it.
  15.  
  16. Physicality: Hard Day’s Knight is unlike most Stands in that it can be seen by non-Stand users. Hard Day’s Knight can even use real bullets or repair itself with physical materials, which then become one with the Stand.
  17.  
  18. Self-Repair: Hard Day’s Knight can attach any piece of metal to itself, which will “meld” with it, either repairing it or forming into bullets. The piece of metal it uses cannot be bigger than it’s hand and must not be attached to anything else. Additionally, if it is not pure metal, it cannot meld. If Hard Day’s Knight successfully heals itself, the User will be equally healed from whatever infliction it took from the shared damage of it’s Stand. Hard Day’s Knight rarely has to use this move due to it’s invulnerability and destructive power.
  19.  
  20. Trivia:
  21. As Hard Day’s Knight can be seen by non-Stand users and repair itself with physical objects, it could be that it’s bound to metal, and has the ability to make the metal suit it’s bound to “disappear” when it’s called back.
  22.  
  23. Weaknesses:
  24. Hard Day’s Knight is a “tank” Stand. If it’s put into a position where it difficult for it to move or manuver, combat becomes increasingly difficult. Small spaces that are made out of a durable material (for example, not wood and drywall) are an especially difficult place for Hard Day’s Knight to fight in. Lastly, Hard Day’s Knight has no ability to protect it’s user from gas or liquids, meaning it’s completely vulnerable to toxic gas or drowning.
  25.  
  26. ————–
  27.  
  28. Stand: Rules of Nature
  29.  
  30. Destructive Power: A
  31. Speed: B
  32. Range: D
  33. Durability: C
  34. Precision: A
  35. Developmental Potential: C
  36.  
  37. Appearance:
  38. Rules of Nature appears as a long, thin figure clad in a black and gray horizontal striped suit. It does not have skin and appears as muscle and bones. It has the head of a Praying Mantis in a shade of red to match the color of it’s exposed muscles. It has a black top-hat, and wears a monacle-like device on it’s left eye.
  39.  
  40. Abilities:
  41. Atomic Recomposition: Rules of Nature’s signature ability is to change the shape and form of anything non-living it touches on an atomic scale. It can seperate and reform the raw materials of anything and turn them into whatever it wishes, so long as the User has a rough understanding of how they would put it together. Note that “non-living” doesn’t mean “non-organic”, as it is capable of reforming dead flesh as well, so long as it’s no longer “alive”. This even includes human hair still attached to someone’s head, as the cells of hair are technically dead. As Rules of Nature can reform anything, the User could “punch” and destroy a solid brick wall, which would actually crumble under the effects of Rules of Nature and not from the User’s own strength, in which the User could then reform the bricks into a gun shape in their own hand, seperate the metals from the bricks into springs and bullets, and instantly form a weapon in their hands.
  42.  
  43. Molecular-Scale Vision: Rules of Nature’s monacle allows it to view the molecular structure of whatever it’s viewing, allowing it to see exactly how something is put together.
  44.  
  45. Weaknesses:
  46. The user must have a full understanding of what it is they’re trying to create out of the materials they have. For example, if the User wanted to create a robot, they would also need a complete understanding and photographic memory of how a CPU or brain is laid out and how it functions. As this would require an inhuman level of memorization, it’s User cannot create anything very complex or sophisticated. Additionally, Rules of Nature cannot reform anything non-living, so it is vulnerable in a forest or against the bare fists of another humanoid Stand.
  47.  
  48. ————–
  49.  
  50. Stand: Soul Train
  51.  
  52. Destructive Power: C
  53. Speed: B
  54. Range: C
  55. Durability: E
  56. Precision: B
  57. Developmental Potential: C
  58.  
  59. Appearance:
  60. Soul Train appears as a brown teddy bear about two feet high, with a light brown muzzle and belly and large black marble eyes. While it normally looks innocent, it’s also capable of revealing retractable razor-sharp claws, teeth, and spines on it’s back. It normally hangs on the back of it’s User, and in fact most Stand users wouldn’t even recognize it’s a Stand.
  61.  
  62. Abilities:
  63. Soul Gas: Soul Train can spew a faint purple gas around a large area of itself. Anyone who breathes this gas in will become high, relaxed and suggestive. An unwitting person will be willing to do anything it’s User says if exposed to the gas long enough. As soon as they can breathe normal oxygen again does the affect of the gas wear off.
  64.  
  65. Soul Manipulation: Soul Train can steal and “recycle” the souls of the immedately deceased. If Soul Train witnesses the death of anything, human or not, it can take it’s soul within a few seconds of it’s death. Soul Train can keep this soul for as long as it wishes. Additionally, it can “reprogram” the soul to act on the User’s will. Soul Train can then grant the soul to anything it wishes, either dead bodies or inanimate objects, as long as it does not already have a soul. If the soul of the deceased has a strong enough will, Soul Train cannot capture it. If Soul Train captures the soul of a Stand user, that re-used soul can also use it’s own Stand.
  66.  
  67. Soul Suggestion: As a weaker form of Soul Manipulation, Soul Train can change the mental aspects of anyone who is willing to allow it to. It can make someone braver or allow them to overcome a fear or phobia. This allows it’s User to be immune to the suggestability of it’s gas.
  68.  
  69. Immortality: As Soul Train can capture souls, it can additionally capture it’s User’s soul if they die. However, it must immedately put the soul into the closest thing it can within the split second it’s User dies, before Soul Train vanishes due to it’s User being dead.
  70.  
  71. Weaknesses:
  72. Soul Train is a very weak Stand, taking the form of a mere teddy bear with claws. As long as an opposing Stand user does not breathe in it’s gas, they could easily attack Soul Train. Soul Train is primarily a stealth Stand, creating minions with it’s gas and out of the souls it steals.
  73.  
  74. ————–
  75.  
  76. Stand: Mad World
  77.  
  78. Destructive Power: B
  79. Speed: C
  80. Range: B
  81. Durability: A
  82. Precision: C
  83. Developmental Potential: C
  84.  
  85. Appearance:
  86. Mad World appears as several dozen humanoid figures. While they can all be of different weight and hight, they all have similar faces. The people of Mad World are usually cheery and smiling, even when attacking.
  87.  
  88. Abilities:
  89. Wrapping Range: Anyone caught in Mad World’s range (about an entire city block) cannot leave unless it’s User wills it. If some attempts to leave Mad World’s range, they will re-enter it opposite of where they left, without even realizing it. This wrapping does not take effect if it’s User is in Mad World’s dimension.
  90.  
  91. Dimensional Seperation: Mad World can seperate individual people into an “alternate dimension” that looks entirely similar to ours by having a member of Mad World splash the person or object with water. Anything that happens in either dimension is reflected in the other. Minor actions, such as lifing a small object, are not reflected. And kicking a ball will only make the other dimension’s ball gently roll to where it landed. Moving or breaking objects is reflected normally. The only thing that does not exist in both dimensions at the same time are living things and Mad World itself, and similarly, one person in one dimension cannot directly attack anyone in the other dimension. The dimension is not limitless, ending at Mad World’s range in real life, so the wrapping take effects here too. If someone submerges their entire body in water, either in Mad World’s range or dimension, they can travel between dimensions.
  92.  
  93. Invincibility: The people of Mad World are invincible and are extremely strong when in the User’s range.
  94.  
  95. Weaknesses:
  96. While Mad World is very strong, it is also fairly slow and clumbsy. It does not have the precision or speed of average Stands, meaning it’s User is weak to attack when faced with a decent offensive Stand.
  97.  
  98. ————–
  99.  
  100. Stand: Final Cut
  101.  
  102. Destructive Power: A
  103. Speed: A
  104. Range: D
  105. Durability: D
  106. Precision: A
  107. Developmental Potential: B
  108.  
  109. Appearance:
  110. Final Cut appears as a very short and thin robot wearing a cloak, with a hood obscuring it's face, save for it's glowing red eyes. Final Cut has a dozen apendages attached to it's back that end in large scalpal-like blades.
  111.  
  112. Abilities:
  113. Rapid Slice: Final Cut, without even touching an object, can instantly slice through it, no matter what it's made of. It can perform a dozen of these slices per second in any direction.
  114.  
  115. Trap Blade: Final Cut can implant a large scalpal into anything, which seemingly melds and sinks into the object, completely hiding the blade. When someone touches or gets near the blade, it will automatically spring out. The blades are not affected by the Stand's range.
  116.  
  117. The Final Cut: If Final Cut uses one of it's scalpals to pierce someone's heart, the scalpal will not actually damage them, but instead take away their will to live and imbue them with suicial thoughts. Final Cut can do this multiple times to make the victim even more suicidal.
  118.  
  119. ————–
  120.  
  121. Stand: Eclipse
  122.  
  123. Destructive Power: C
  124. Speed: A (C in any light)
  125. Range: B
  126. Durability: A (E in daylight)
  127. Precision: A (B in any light)
  128. Developmental Potential: C
  129.  
  130. Appearance:
  131. Eclipse takes the form of a small figure composed of a constantly-shifting solid black smoke, with large, glaring red eyes.
  132.  
  133. Abilities:
  134. Shadow Invincibility: When Eclipse and it's user are in an area that is very dim or completely dark, they are near-invincible.
  135.  
  136. Agility and Telportation: Eclipse allows it's user to be extremely fast and angile in darkness. Eclipse even allows it's user to teleport a short distance of a couple meters, so long as nothing would have been blocking the user if they simply walked there. The User cannot teleport in quick succession, this power has a cooldown of a few seconds.
  137.  
  138. Illusions: Elcipse can make static illusions of whatever it's User desires. These illusions cannot move, and if they are disturbed, they instantly vanish into black smoke. Non-Stand users can also see these illusions and they are not affected by the Stand's range or presence. Additionally, if the User is nearby, they can continuously and seamlessly regenerate the illusion if it's disturbed. The downside to this is that smoke will still appear from the illusion if it's disturbed.
  139.  
  140. Night Vision: Eclipse allows it's user to see perfectly in darkness, even in pitch-black conditions where there is no light. Unlike regular night-vision, the User can see in full color. This is due to Eclipse creating and bending light with it's illusion skill, so only the User can see this light.
  141.  
  142. Energy Absorption: The User can absorb the energy in the surrounding air to strengthen themselves, like a poltergeist. The User does not even need to eat or sleep if they're doing this for a constant length of time. If the User is trapped somewhere with a light source, using this ability after a short time will destroy it.
  143.  
  144. Sunlight Vulnerability: A downside to this Stand is that it's user is physically weakened and harmed by direct sunlight. They become nausious and their skin begins to burn. If the user were to stay in direct sunlight for more than an hour, they would probably die.
  145.  
  146. Weaknesses:
  147. Besides sunlight, Eclipse is not meant to be an offensive Stand. While it's invincible in darkness, it's not capable of destroying it's surroundigs easily, and therefor is easy enough to trap, as it's User cannot teleport unless they could have walked to their desired destination. Additionally, the User is not invincible when around a light source. While only sunlight damages the User, any fairly bright light source cancles out their invincibility and agility.
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