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HOLY SHIT STANDS EVERYWHERE

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Sep 24th, 2014
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  1. Stand: Dreams of Reason
  2. Power: Pocket World Creation
  3. Stand User: Arman Kayvan Campbell
  4. "The price of the creator is to bear the weight of his creations."
  5. Strength: N/A
  6. Speed: N/A
  7. Range: E
  8. Staying: A
  9. Precision: A
  10. Learning: A
  11. Dreams of Reason manifests as a gigantic weather-worn iron-covered tome, roughly 3 feet tall by 2 feet wide, bound in locks and chains attached to the back of the stand user, with the chains spreading out from the tome and encircling the stand user all the way down to the end of his limbs. Along the chains, various writing implements for writing on any surface or with any material hang, from pens and pencils to chalk, markers, and even paintbrushes.
  12. Writing's On the Wall: When the stand user writes a story of no less than a paragraph, either in the tome or on a flat surface of at least 2x1 meters tall using one of the writing implements hanging from the chains of DOR, the surface (or page of the tome) becomes a permanent portal to the world described in the story according to the stand user's artistic vision. Stories written in the tome can be transferred to a suitable non-tome surface by ripping the page out and holding the page flat against the surface in question, after which the page no longer exists and the surface now acts as if it had a story written on it with one of DOR's writing tools. These portals can only be traversed by those that the stand user allows.
  13. The Grand Bazaar: One of the first stories the stand user wrote spoke of a mysterious market where all worlds connected and anything could be found for the right price. The Grand Bazaar can be evoked by simply writing the words on a surface or inside DOR's tome, creating a portal that puts one at a random spot in a never-ending bustling marketplace of Arabic atmosphere. Unlike portals evoked by Writing's On The Wall, The Grand Bazaar can be accessed by anyone who enters the portal, stand user or not. All worlds written about via WOTW have a thematically appropriate gateway to the Bazaar that can be either found or bargained into via the local merchants. The stand user gets a 'discount' for being a frequent customer, having only to give a short, original story to the merchant in order to pass, but anyone else not with the stand user must pay a price appropriate to the world they wish to go to.
  14. Walking Wounded: Some would say the weight of the world is a tough burden to bear. Dreams of Reason bears the weight of many. The chains that bind the tome are not merely corporeal manifestations, they are quite heavy and only grow heavier the more stories the stand user writes. While this does inadvertently give the stand user great strength and stamina by necessity of having to haul around many hundreds of pounds of paper and iron, it also significantly slows him down and gives DOR little in the way of combat prowess. This weight is only apparent to the stand user when DOR is evoked, and is still present while inside The Grand Bazaar, but is no longer present in a world of WOTW's creation.
  15. (UNLOCKABLE SKILLS - Requires burning a rank of learning to achieve)
  16. Cathartik: Though Dreams of Reason is not explicitly a combat stand, that doesn't preclude it from being used as such with a bit of creativity. Cathartik allows the stand user to better manipulate the chains that bind him, as well as the weight attached to them from Walking Wounded. Chains can be extended or manipulated to properly cover the stand user in chain-like armor or flexible blunt melee weapons, or can be extended outwards in order to hit things at range like a chain whip. Along with this, the weight of Walking Wounded can be shifted at will along the chains, allowing the weight exerted everywhere to now be properly distributed favorably along only certain limbs, or focused in one section or all into one link at the end of a chain whip or in the center of a clenched fist to deliver devastating hits. With enough practice, the weight can be distributed along the chains like water, adding cleverly applied inertia to an already massive amount of weight behind a hit. This ability can create more chain than what is already on DOR, but it does not affect the overall weight exerted by Walking Wounded.
  17. Samsara: Typically, once a story written in DOR or by one of its implements has been turned into a portal, the world it creates is permanent and only changes within the world by the rules established in the original writing. With Samsara, the stand user can now edit, re-write, and change his creations at will. If the portal was created with a writing implement on a wall, the portal disappears and the original text that was written now returns, able to be changed once again. If the portal was created using a ripped page from DOR, the portal that disappears produces the page once again, which can be put back into DOR or just written on as is. Once the edits have been made, the portal can be re-opened to the new/changed world as per the rules of WOTW (if the story was written on a page of DOR, the page can be re-applied to a different surface than where the portal was originally). Usage of Samsara is not without its price though, as every subsequent edit beyond the first rewrite doubles that world's contribution to the weight of Walking Wounded, making repeated edits and changes not only unwise, but potentially harmful if the stand user cannot sustain the weight.
  18. Heaven Coming Down (Requires Cathartik and 2 burned ranks of Learning): Sometimes, a world is not sufficient enough on its own to contain someone or something that cannot be allowed to escape back to the real world. Heaven Coming Down addresses this issue. While within a world of WOTWs creation, once a target has been wrapped up in chains from Cathartik and has been rendered immobile or incapacitated, Heaven Coming Down can be evoked. From the sky of the world, 4 pencil-shaped iron spikes roughly 2 meters long by 3 inches across come down on the limbs of the incapacitated target, phasing through any defense or armor the target has and fusing to the chains and the ground. Each of these spikes bears the full weight of walking wounded, making any movement near-impossible for anyone who doesn’t have at least A-rank strength, with even that requiring an extreme effort to break free. While the target is in this state, DOR can be opened to the page for the current world and edited as per Samsara even if it isn't unlocked, but the editing can only be for one purpose - If the stand user can write the target into the narrative of the current world in a way that makes in-universe sense and doesn't conflict with the established story before the target finds a way to break free from HCD, the spikes and chains binding the target disappear, and the target is now permanently bound to the world. No escape, whether it be from the world's entry portal, the grand bazaar, or any other unforeseen method, is possible - the target can never leave the world he is in. Edits to a story for the purpose of HCD do not count towards or trigger Samsara's weight-doubling Walking Wounded clause.
  19.  
  20.  
  21. Stand: Diary of Jane
  22. Power: Future Prediction/Fate Manipulation
  23. Stand User: Afareen "Irene" Saidi
  24. "The price of the oracle is ignorance to what is foretold."
  25. Strength: N/A
  26. Speed: N/A
  27. Range: E
  28. Staying: A
  29. Precision: A
  30. Learning: E
  31. Diary of Jane manifests as a quill pen with the center of the quill replaced with a surgical tube. This tube travels around the stand user's arm before branching off into two separate tubes, coming to an IV-like needle at the ends with one of them embedded in the stand user's head next to her right eye.
  32. Aenima: When the second IV tube is put into another person (willing or otherwise) and has access to a blood vessel, Diary of Jane takes the blood of both the stand user and the second person and uses it as ink to write down a journal entry in the hand of the donor blood. This diary entry is written from the perspective of the next day of the donor, with major events that are most noteworthy to the donor being prominent. These events will be guaranteed to happen, so long as "As I burn another page" is not evoked.
  33. As I Burn Another Page: For the duration of Diary of Jane's writing, the blood taken from the stand user is taken from the eyes circulation, making the stand user blind and oblivious to what she is writing down. If the stand user is made aware of what was written down, either by reading or being told what has been written down, the page with the journal entry on it will burst into flames, and the events that were written down will no longer pass as they were written. It may be as small as one tiny variable, or as large as an entirely different day, but ultimately, fate will re-write itself to invalidate the prediction of Diary of Jane
  34.  
  35. Stand: Rumpelkombo
  36. Power: Empowerment
  37. Stand User: Ferghus Campbell
  38. Strength: C
  39. Speed: D
  40. Range: D
  41. Staying: A
  42. Precision: C
  43. Learning: D
  44. Rumpelkombo is a multi-part stand consisting of a homely-looking woman dressed in 1800s-era tavern server attire, a large barrel with the words 'That Famous Ol' Spiced' burned into it, and a midget dressed in pirate garb with several instruments ranging from bagpipes to an accordion dancing on top of the barrel. The woman and midget do not actively fight, but instead offer musical support in the form of the woman brandishing a violin and the midget taking up an appropriate accompanying instrument from his pile to play Celtic-themed upbeat music while the stand user himself fights.
  45. Wenches and Mead: Rumpelkombo does not have much in the way of combat prowess on its own, but instead bestows stand-like power, speed and endurance to anyone who dares drink from the barrel of ale. For every flagon of the ale that is imbibed, either by the stand user or anyone he gives a glass to, the person has either their Strength, Speed, Staying, or Precision stat upped by one level at random for one hour, with subsequent drinks refreshing the timer, giving anyone who drinks enough potentially enough strength or endurance to go toe to toe with combat stands on their own. Anyone other than the stand user cannot drink more than 3 glasses in this fashion, as the taste of paint thinner and grain alcohol quickly becomes too much for them by that point, but the stand user can chug down enough to get all of his stats to A rank if he's given enough time or activates "Scraping the Barrel". The stand user needs 10 drinks to reach maximum strength.
  46. Scraping the Barrel: Not so much an ability as a shortcut that the stand user came up with to get the maximum effect from "Wenches and Mead" faster. The stand user knocks the midget off the top of the barrel, punches a hole in the lid, then tips the barrel upside down over his head, chugging down as much of its contents as the torrent of ale flows over him. This immediately raises the stand user's Strength, Speed, and Staying parameters to the equivalent of A-rank, enough to take on even the most hardy of combat stands toe to toe. Unfortunately, this puts the stand user into a massively drunk berserker-like state where the line between friend and foe is as blurry as everything else he sees, and it will leave the stand user with a splitting headache and hangover in the morning that will last at least a week.
  47. (UNLOCKABLE SKILLS - Requires burning a rank of learning to achieve)
  48. The Curse of Captain Morgan: Acting independently of the stand user's will, and only when the stand user or someone he cares deeply about is in mortal danger, the midget of Rumpelkombo will jump off his barrel and place himself in between the stand user/the one he cares about and the person attacking, holding up and dumping out the contents of an ornate chest seemingly pulled out of nowhere. Inside this chest are 365 gold coins that sparkle and shimmer with an otherworldly luster that is orgasmic to the senses. If the opponent attacking is sentient and has any love of money whatsoever, he will find the allure of taking the coins being offered to him too tempting to pass up and quickly retreat with his prize at the earliest opportunity. If appraised, the full value for all of the coins will be at least double even the most generous estimate the target could have hoped for. For every coin that is taken, a timer begins to the targets guaranteed death, beginning at 1 year and decreasing by 1 day for every coin taken, up to a minimum of 24 hours until death. The manner of death will always vary, but will be thematically linked to how a pirate would die (drowning, being stabbed in the back, killed by law enforcement, etc). For every coin taken, another timer starts on the stand user, beginning with 1 day for the first coin taken, up to a maximum of 1 year if all of them are taken by the target. During this time, the stand user develops temporary hydrophobia and is extremely uncomfortable around any body of water larger than a glass full, with full-blown fear and panic setting in near the presence of a lake or the ocean. Once the target of this ability dies, whether by the curse or from outside factors, the chest and all of its treasure is returned to Rumpelkombo, and the stand user's hydrophobia disappears.
  49.  
  50.  
  51. Stand: The Halcyon Days
  52. Power: Perception Manipulation
  53. Stand User: Scheherazade
  54. "The price of the storyteller is to forever be unfulfilled, knowing that their stories will never be real."
  55. Strength: D
  56. Speed: E
  57. Range: E
  58. Staying: A
  59. Precision: A
  60. Learning: D
  61. The Halcyon Days manifests as an elderly, heavily muscled, yet vaguely frail-looking man of Arabic descent in luxurious silks holding a gigantic iron-bound tome in his hands. When evoked, the stand is typically directly behind the stand user, with his arms wrapping around holding the book in front of the user like a loving grandparent, pages open with stories of worlds untold from the past, future, and every conceivable world in between.
  62. Interzone: When the stand has its book open, the stand user may tell the story she sees written on the pages (even if there are no actual words to read). While the stand user is telling this story, anyone within earshot, including the stand user, sees the story as if it was occurring right in front of them (or, if it's being told in the first person, occurring TO them), the targets and stand users senses blending seamlessly into the narrative as the characters play out their roles and the verses flow. This effect is hypnotic and potentially addicting, depending on the competency of the storyteller and how many stories are listened to. Willing listeners will find themselves entranced and forever wanting more of the stories, drawn like moths to a flame, while unwilling listeners must steel their will in order to have a hope of breaking the illusion and bringing their senses back to reality.
  63. Soulbreaking: The almost narcotically addictive effect of Interzone can cause painful withdrawal for anyone not of sound mind and iron will, including the stand user. If the stand user and her targets aren't told a story from the book of THD within 24 hours of the last story, a profound depressive sadness of knowing the wondrous worlds they had been a part of can never be real engulfs all who cannot steel their resolve and ride out the withdrawal cold-turkey. This effect ranges in duration depending on how long a target or the stand user has been under the effect of Interzone - a single story or two could likely be overcome in a matter of days with minor discomfort equal to kicking a budding smoking habit, while continued exposure over weeks or months can result in months or years of soul-rending existential despair knowing one can never have the world they've experienced.
  64. (UNLOCKABLE SKILLS - Requires burning a rank of learning to achieve)
  65. These Living Arms: The stand is not ignorant to the suffering it causes from its continued stories. Much as it wishes it wouldn't cause others to be sad, there is little it can do about it. All it can do is comfort those who are suffering most. After 100 days of continuous storytelling usage, These Living Arms can be evoked once, with subsequent uses requiring another 100 days of daily storytelling. With this ability, the stand puts its book away and embraces the stand user like a loving parent, relieving all the pent-up despair of Soulbreaking over the past 100 days and resetting the addiction threshold to zero, as well as giving the stand user a morale boost that reduces the acclimation of despair from Soulbreaking by half of its normal rate. This morale boost, when used multiple times over several 100-day periods, halves the acclimation rate again (1/2, 1/4, 1/8, 1/16, etc). The stand user can extend These Living Arms' effect to others by embracing the target in the same way the stand embraces the user, at the cost of not receiving the benefits for herself during this usage.
  66.  
  67.  
  68. Stand: Cannibal Corpse
  69. Power: Temporal Item Duplication
  70. Stand User: Unknown
  71. Strength: B
  72. Speed: C
  73. Range: E
  74. Staying: C
  75. Precision: A
  76. Learning: C
  77. Cannibal Corpse is vaguely humanoid, but in shape only. CC's main body consists of a blood and gore-spattered brown trench coat that opens up into a dark, formless void on the inside, accompanied by two disembodied spiked gauntlets that mimic humanoid hand movement as if they were attached to the arms of the trench coat. From the neck up, CC looks to have the beginning of a human head, save for the fact that his lower jaw is ripped off, and everything from the nose up looks like it has been removed with a shotgun. In the place of CC's cranium is a thick mass of optic nerve that branches off into a gruesome pseudo-bouquet of 100 eyeballs encircling the head.
  78. Split Wide Open: CC's main ability lies in it being able to see into the past with its many eyes and, through the formless void on the inside of its coat, pull a copy of an item from the past into the present. Doing so causes damage to CC's eyes depending on many variables, including how far back in time the item was copied from and what value it has to both the present and history (CC, however, has a natural inclination towards weaponry of all types, making anything from guns to swords take less effort and do less damage). A mundane item from the recent past may only make one of its eyes bloodshot at worst, while attempting to reach back and pull through a replica of King Tut's royal scepter would likely cause many of the eyes to either go entirely blind or explode. The eyes regenerate on their own at the rate of 1 eye every 2 hours.
  79. Demented Aggression: When CC loses the use of an eye due to use of Split Wide Open, the stand user begins to get an unnatural craving for human flesh (specifically, the eyes). The craving is dependent on how many eyes CC has currently lost - one or two eyes will be a minor irritant that is easily ignorable, more than half will be the equivalent of a heroin addict coming down from his latest high, and almost all of the eyes gone will result in an uncontainable bloodlust for the nearest living being. Eating another human's eyes will add them to the head of CC and momentarily reduce the craving, anywhere from a few moments to hours depending on the severity of eye loss and the will of the stand user. The stand user can eat his own eyes (if he is brave enough to pluck them from his own head) in an attempt to quell the hunger long enough for CC's natural regeneration to kick in. The stand user is affected by the same regenerative effect on his eyes as CC, and will re-grow a new pair in 4 hours (this regeneration ONLY applies to the eyes).
  80. Psychotic Precision: CC's sheer number of eyes grant him 360 degrees of visibility, as well as inhuman accuracy when it comes to any task that is vision-based so long as it has at least half of its eyes useable.
  81. Staring Through The Eyes Of The Dead: CC can remove one of the eyes from its many stalks and give it to the stand user. If the stand user is missing an eye (or is brave enough to remove one), he can put the donated eye into the socket. This eye sees the same as a regular eye, save for the fact that it sees the exact location at an arbitrary point in the past (a day, a year, a century, etc.). There is no discernible pattern that the stand user is aware of to pinpoint a specific moment of the past, nor how far back he'll see with a donated eye from CC. This voluntary eye removal on CC's part does not trigger or stack with Demented Aggression.
  82. (UNLOCKABLE SKILLS - Requires burning a rank of learning to achieve)
  83. The Eyes of Horror: As an addition to Staring Through The Eyes Of The Dead, the eye that CC donates to the stand user can now be used to tap into CC's 360 degree field of vision, as well as giving the stand user conscious control over which period of the past the eye he is given sees. The stand user can also attempt to see the multiple timeframes each eye of CC sees, though this is a sanity-wracking and extremely difficult to do without either getting a massive headache or going quickly mad.
  84. Nothing Left To Mutilate: If, while under the effects of Demented Aggression, the stand user cannot find human eyes to eat (or has the will to barely hold back), non-human eyes can now be eaten instead for the same regenerative effect - any living creatures eyes are now an acceptable substitute to placate the addiction of Demented Aggression. If the stand user tries to eat his own eyes, his regeneration phase is halved to 1 hour per eye.
  85.  
  86.  
  87. Stand: 18 And Life
  88. Power: Age Manipulation
  89. User: Michael Crosbane
  90. Strength: E
  91. Speed: E
  92. Range: E
  93. Staying: A
  94. Precision: A
  95. Learning: C
  96. 18 And Life manifests as a statue behind the stand user strongly resembling a rendition of Lady Justice seen outside some courtrooms, but with significant differences. In the stand's right hand, extended forwards over the stand user's right shoulder, is a set of scales, with one side of the scale holding a perpetually flowing hourglass that maintains an even level with the otherwise empty opposite side, while the left hand is simply set out over the stand user's left shoulder in a 'thumbs sideways' position. The stand itself is covered in what appears to be gang graffiti from various well-known groups across America, and the blindfold typically representative of Justice's blindness is replaced with a digital clock display showing 13 white numbers in a XXXX:XXX:XX:XX:XX fashion, denoting years, days, hours, minutes, and seconds, respectively.
  97.  
  98. To activate the stand's ability, the stand user has to evoke the stand and tell it the reason it requires its power, either verbally or via thought. Once this is done, 18 and Life activates "Your Crime Is Time", and the stand user can then add or remove age from any person or object by directly touching it with his hands.
  99.  
  100. Your Crime Is Time: Upon being told why its power is required, the stand makes a judgement as to whether the use of its power is lawful or within the scope of being for a cause of justice, and arranges itself depending on the outcome of its judgement. If the stand sees the use of its powers as just, its outstretched left arm turns towards a 'thumbs up' position, and the lights on its digital clock turn green, adding any age added or removed to the clock. If the stand deems the reason for its power use as being unjust or selfish, the arm turns to 'thumbs down' and the digital clock lights turn red, draining time from the clock for each addition or subtraction in age. In both instances, the scales in the stand's right hand may or may not adjust themselves to different heights, signifying the rate of dilation of the time being given or taken - the higher the hourglass is in comparison to the empty scale, the more time is added or removed (as well as the opposite being true with the hourglass being lower than the scales resulting in less time added/removed), with the scales remaining even resulting in a 1:1 age absorb/drain rate. In other words, a higher hourglass position is favorable while in 'thumbs up' mode, while a lower position means less damage done in 'thumbs down' mode.
  101.  
  102. (Unlockable Skills - Requires burning a rank of learning to achieve)
  103.  
  104. Death Row: If the stand user abuses the power of his stand for unjust ends too often and runs out the clock, the stand goes into Death Row mode, wrapping its left arm around the users neck and replacing the time display with the remaining time the user has to live. In this state, if the stand user continues to use his stand's power for unlawful or unjust reasons, he will begin draining time from his own life in order to fuel his ambitions.
  105.  
  106. And Justice For All: If, while under the effects of death row, the stand user begins to use his stand's powers once again for a cause of justice, he may re-add the time he absorbed to the time drained while under death row to bring his age back up to where it was before he was under the effect of death row, but never further than what his natural age span may have been. Once his age has been restored to pre-death row standards, the stand releases its grip on the user's neck and reverts back to "Your Crime Is Time" conditions.
  107.  
  108.  
  109. Stand: Holy Thunderforce
  110. Power: Absolute Defense
  111. User: Charles Mullen
  112. Strength: E
  113. Speed: A
  114. Range: E
  115. Staying: A
  116. Precision: A
  117. Learning: D
  118.  
  119. Holy Thunderforce manifests as a group of 4 heavily armored knights with golden tower shields encompassing the stand user from all 4 directions, holding their shields at the ready to deflect any manner of attack aimed at the user. These knights move with speed and precision that betrays the heavy armor they are clad in, able to deflect or absorb any manner of object or source of damage that would dare harm the user from any direction at any speeds.
  120.  
  121. Agony Is My Name: Holy Thunderforce can only be manifested when the stand user is injured, sick, or otherwise in less-than-optimal health. While the stand user is injured in this way, Holy Thunderforce activates automatically and cannot be turned off, protecting the stand user from anything and everything that could potentially harm him further until he has made a full recovery. The stand user can still move around with his entourage of knights moving in sync with him and manually interact with anything, but anything that attempts to get past the barricade of the knights shields from the outside will find itself unable to get through.
  122.  
  123.  
  124. Stand: In Living Color
  125. Power: Artistic Technopathy
  126. User: Unknown (has multiple aliases)
  127. Strength: C
  128. Speed: A
  129. Range: D
  130. Staying: D
  131. Precision: A
  132. Learning: C
  133.  
  134. In Living Color manifests as a hunched over humanoid with feline features, with a full coat of thick, brown fur covering its body, a long tail ending in a plug connector with various ports and configurations, hands that have fingertips replaced with electrodes, and a face replaced with a Wi-Fi signal graphic accentuated with whiskers and cat ears. When manifested, the stand stands behind the user and places its hands on the user's head, placing the electrodes across his skull (even through the users hair) and plugging its tail into a nearby computer with the most appropriate connector it has.
  135.  
  136. Memories Can't Wait: When the stand is connected to the user and plugged into a computer, the stand user can translate his thoughts into either a video, image, text, or audio format with perfect precision, and save these thoughts as their respective file types with excellent quality. These files can then be uploaded or moved around as any other file on a computer would.
  137.  
  138. (Unlockable Skills - Requires burning a rank of learning to achieve)
  139.  
  140. Cult Of Personality: When the stand user is connected to his computer through his stand and uploads a file he has created onto a publically viewable website, the stand user can 'connect' to any person who sees, listens to, or otherwise observes his work in real-time, and is able to subtly influence the viewer's opinion on what is being seen. This is limited mostly to the opinions regarding how much the viewer likes what they see, but can be cranked up to levels that would border on fanatical obsession with a stick figure if done properly. This ability cannot extend a viewers opinion past the point that would cause a conflict in the viewer's personal morality or personality, but with subtle, continual reinforcement, can be very effective in slowly turning a person from a minor fan into a dedicated fanatic.
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