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/co/co/'s Bizarre Adventures: Abilities

Mar 4th, 2016
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  1. -------------------------------------------Subject to change as story and characters develop-------------------------------------------
  2.  
  3. 「STANDS」
  4. Stands can only be seen by those who wield a Stand themselves. They defend and empower their users in a variety of ways and usually resemble humanoid figures that hover over the ground. These are rules of thumb and, in reality, they can vary wildly in form and function. A person may only own one Stand but a Stand does not necessarily have to have an owner. They are thought to be an evolution of the Melody in that they are the next step in altering reality through one's own willpower.
  5.  
  6. 「MELODIES」
  7. Harnessing the Melody requires 「BELIEF」 and 「TIMING」 . The belief that what you're doing could conceivably happen, and the timing required for it to have a comedic effect. If you're pushed off of the edge of a cliff, you have to believe that there's enough time to make it back to land and have the timing required to make the action look funny. You can survive harsh blows but be thrown backwards in a humorous manner. Explosions leave black soot on your face if you have the right timing. This allows one to effectively outwit reality in small doses.
  8.  
  9. 「STRETCH」(cartoon Spin)
  10. In order to utilize it effectively, you have to observe the movement of the world around you. Only when you start to see the moments in 「BETWEEN」 the flow of things do you realize that the world is separated into frames...and in some of them, the proportions of people and objects and morphed dramatically. The Stretch allows you not only to move more fluidly, but expand and contract your own body in order to hit someone or avoid taking damage. Masters of the Stretch can absorb the deadliest of impacts and move extremely erratically.
  11. It can be applied to objects as well. If you were hit by a Stretch ball, the area that is struck would morph as if it were play dough (think of a cartoon where someone's gut is caved in and their back is protruding). You would quickly regain your normal proportions but your internal organs would be severely damaged unless you utilized a defensive Stretch at the moment of impact.
  12. It is said that if one achieves a perfect Stretch, they can put someone in a state where they are doomed to forever move while at the same time remaining motionless. Robbed of all natural movement, they are stuck in a living Hell known as a 「TWEEN」 from which they cannot escape.
  13.  
  14. 「SPACE」(comics Spin)
  15. In order to utilize it effectively, you have to start looking outside of your own frame of reference...it is very hard to describe and equally as hard to accomplish. If you focus intently beyond what you can perceive, you start to see a tangible 「LIMIT」 to the space that you occupy within any given moment. Once a user of the Space notices this shape in its entirety, they are able to detect even more 「PANELS」 beyond it, separated by a cushion of nothingness. They are all snapshots of time and space linked together by a vast ether. Mastering this technique lets you manipulate and breach these instances, allowing you to escape from dire situations and land sneak attacks on your opponents. With enough proficiency, one is able to peek very slightly into the future.
  16. It can be applied to objects as well. If you were hit by a Space ball, its size would depend on how big it was from the perspective of the original「PANEL」in which it was thrown. This could prove severely damaging unless you used the Space to predict its movement and avoid it.
  17. It is said that if one achieves a perfect Space, they can put their enemy in a state that is separated from the rest of existence. Although they are technically still in the same universe, their 「PANEL」 will be one that only ever shows themselves. The victim will remain stuck in this living Hell known as a 「CLOSE-UP」 until the end of time, able only to think silently or shout into the void.
  18.  
  19. ---------------------------------------------------------------------------------------------------------------------------------------
  20.  
  21. As Parts 1 and 2 have their own Google Doc, refer to them for details on the abilities of their respective characters.
  22.  
  23. ---------------------------------------------------------------------------------------------------------------------------------------
  24.  
  25. PART 3: STARDUCK CRUSADERS
  26.  
  27. TOM
  28. 「ONE MORE TIME」
  29. Appearance: 「ONE MORE TIME」resembles a wolf made of cloth in a zoot suit. It wields a strange looking trumpet which it uses to attack as opposed to its fists.
  30.  
  31. Abilities: 「ONE MORE TIME」 has two primary abilities, one active and the other passive. Its active ability is that once Tom touches a "corner", he is able to traverse through space and appear at the end of another "corner" that is within his stand's range. These corners have to be physically connected in some manner since it is based on his sense of touch. Anything that is bent at less than a 90 degree angle is not considered a "corner".
  32.  
  33. Its passive ability relies on an enemy's sense of sight. If 「ONE MORE TIME」 escapes from someone's vision and then appears again, it will gain a boost in all of its stats. This also serves to incrementally increase the anger of the victim. This ability resets if it's used on a new target.
  34.  
  35. 「ONE MORE TIME」 has a final ability known as 「IS YOU IS OR IS YOU AIN'T MY BABY」 . The stand uses its trumpet in order to play a musical piece. This has no physical power, but instead works on the basis of the target's hearing. It has a random chance of 「CHARMING」the person in question, which allows Tom to ask a 「REQUEST」of them that they have to fulfill as long as it's within a certain limit of reason. This can backfire and cause significant damage to Tom. The chances of success are affected by the target's unconscious reception of the music: in other words, how pleasing it is to their ears.
  36.  
  37. DAFFY (M. E. LeTerally)
  38. 「LA CUCARACHA」
  39. Appearance: A normal looking shadow that is always behind LeTerally regardless of light source. Can raise itself off the ground at will. Once Daffy gains Act 2, it takes on the appearance of a muscular, humanoid cockroach.
  40.  
  41. Abilities: Act 1 doesn't have much physical capability, but it has an ability that activates under two conditions: being within its range and having your movements successfully mirrored by LeTerally. The shadow will then seem to take on a physical form that resembles a mix between LeTerally and yourself. After that point, the more you're hit by the stand, the more your perception is altered, until finally you believe you and LeTerally are the same person. It is then that you'll be under his complete control - after all, who wouldn't listen to themselves?
  42.  
  43. Act 2 alters the fabric of reality. The conditions of activation are unclear, but whomever meets them is warped into a living extension of LeTerally himself. His stand can be freely exchanged between these copies. The only way to be turned back to normal is by the original's own will or upon his defeat. The one downside is that with more copies, each individual's movements become dulled.
  44.  
  45. LeTerally's final ability is the most fearsome. 「CAROLINA IN THE MORNING」 allows him to insert himself (along with anyone else) into any and all written fiction. These "book worlds" can be freely traversed. The characters within are subject to his 「LA CUCARACHA」, and since they're technically not human, his ability has no upper limit in these realms. It is the ultimate manifestation of his desire to mold a world in his own image.
  46.  
  47. ED
  48. 「SPOON」
  49. Appearance: A large grey monster, identical in appearance to the costume Ed wore in 「THE DAY THE ED STOOD STILL」.
  50.  
  51. Abilities: Attention manipulation. It can force the opponent's attention away from something important, or onto something unimportant. Misdirection.
  52.  
  53. EDD
  54. 「SAFETY DANCE」
  55. Appearance: A green garbage can with long metal raking arms and sharp teeth.
  56.  
  57. Abilities: 「SAFETY DANCE」 can construct structures and gadgets from scrap and garbage, but what results is only as strong as the scrap used to create it, a la equivalent exchange. Its secondary ability, 「THIS IS IT」, allows Edd to 「LABEL」 things correctly, thus ensuring they retain their original form and function even against other Stands' reality warping powers. These labels can be easily removed. If they're placed on a mismatched object, Edd will take damage.
  58.  
  59. EDDY
  60. 「MONEY FOR NOTHING」
  61. Appearance: 「MONEY FOR NOTHING」 manifests itself as a metal doorknob with the user's finger in the keyhole.
  62.  
  63. Abilities: Anyone who 「GIVES」 Eddy something while 「MONEY FOR NOTHING」 is active is progressively more likely to fall for his 「SCAMS」. This has a snowball effect both in the amount the victim will give and the ease with which they will be scammed. The definition of a "scam" also becomes more liberal as this power increases. Eddy usually only uses his Stand to wring money out of people, but its logic can be applied in many other ways.
  64.  
  65. ALADDIN
  66. 「FRIEND LIKE ME」
  67. Appearance: Essentially the Genie from Aladdin.
  68.  
  69. Abilities: 「FRIEND LIKE ME」 is a Genie whose owner is whomever is in possession of his lamp. He is able to grant the wishes of his user. After three wishes are spent, he will become dormant for one day. During this period, the user's wishes will slowly become undone if their effects are still present. The Genie has three ironclad rules: he cannot cause harm to someone, heal them, or tamper with their mental state. Asking for a weapon is a violation of the first rule. He also views Stands as other Genies and cannot manipulate them or their effects as an unwritten rule. His user will slowly and subtly take on aspects of his personality over time.
  70.  
  71. According to the Genie, the desires of every person automatically take the form of energy known as「STAR」. If the person is particularly lucky or talented, these desires can manifest themselves in the material plane. The Genie exists in order to help those who aren't so gifted and forcibly activate the latent 「STAR」 energy found in a wish by utilizing cosmic rays. If the Genie is to be believed, this means that「STAR」light is the basis for all Stands.
  72.  
  73. SNOOPY
  74. 「ACES IN EXILE」
  75. Appearance: A small, yellow creature that roughly resembles a bird.
  76.  
  77. Abilities: Snoopy can place「ACES IN EXILE」on the highest point of an object and it will take on the properties of a fighter pilot, complete with the ability of flight and offensive weaponry. This functions as a remote Stand with little precision unless Snoopy can sit directly behind the Stand and act as its co-pilot. Anything that is firmly attached to the ground is not affected by this ability.
  78.  
  79. JAFAR
  80. 「ARABIAN NIGHTS」
  81. Appearance: Jafar's Genie form.
  82.  
  83. Abilities:「FRIEND LIKE ME」 and [ARABIAN NIGHTS] are two sides of the same coin, and as such their powers are nearly identical. The main difference is while 「FRIEND LIKE ME」 uses positive energy to activate [STAR], [ARABIAN NIGHTS] uses negative energy. The wishes granted by [ARABIAN NIGHTS] do not wear off over time, but instead come with unintentional and sometimes horrifying side effects. It otherwise functions in the same way as 「FRIEND LIKE ME」.
  84.  
  85. YOSEMITE SAM
  86. 「MARY LOU」
  87. Appearance: Two odd-looking six shooter pistols.
  88.  
  89. Abilities: One of Sam's gun contains bullets that transfer gunpowder directly into its target. The other exerts a small explosion that does little damage but exters a large amount of force in the direction opposite of the shot fired. He uses the latter to move in unpredictable patterns while attempting to fill his opponent with enough gunpowder so that the explosion will trigger a much larger chain reaction.
  90. ---------------------------------------------------------------------------------------------------------------------------------------
  91.  
  92. PART 4: JAW IS UNBREAKABLE
  93.  
  94. JAY & SILENT BOB
  95. 「GET DOWN」& 「MAKE LOVE」
  96. Appearance(s):--
  97.  
  98. Abilities: A shared Stand that alters itself when it jumps between Jay and Silent Bob. When Bob possesses it, it is「GET DOWN」, and possess the ability to slip through small spaces, regardless of it's size, and seamlessly move beneath surfaces without disturbing anything, used mainly to hide within Silent Bob's jacket.
  99.  
  100. When Jay possesses the Stand it's「MAKE LOVE」and gains the ability to take a heat source of any kind and transfer it into an object without damaging or effecting the object, if someone touches the object, the heat source will then release from the object, for example putting the fire of a lighter into a shoe, when someone slips their foot into the shoe, the fire will erupt from inside the shoe and burn the person's foot.
  101.  
  102. SHAGGY ROGERS
  103. 「MYSTERY MACHINE」
  104. Appearance: A flamboyant-looking humanoid adorned in studs. It has an enlarged collar resembling flower petals and an extended 'M' shape around its eyes that runs off of its face.
  105.  
  106. Abilities: [MYSTERY MACHINE] can 'unmask' objects and people it touches, pulling off the surface to expose whats hidden beneath, for example, 'unmasking' a car to expose it's inner workings. 'Unmasking' can work on a more abstract level as well, such as 'unmasking' a person's lies, forcing them to tell the truth, or 'unmasking' tainted food to reveal the poison laced inside it. The 'masks' it pulls off are solid objects still and can be used as a byproduct, but they are as durable as a rubber mask.
  107.  
  108. SCOOBY DOO
  109. 「STRANGERS IN THE NIGHT」
  110. Appearance:--
  111.  
  112. Abilities: When「STRANGERS IN THE NIGHT」lies flat against a surface, it governs its friction. It can stretch its body out to designate a frictionless path for things that are already in motion. It can also heavily increase the friction of an area, but on a much smaller scale.「STRANGERS IN THE NIGHT」can wrap itself around Scooby in order to make him almost impossible to strike or grab.
  113.  
  114. STAN PINES
  115. 「LOADSAMONEY」
  116. Appearance: A bronze statue of a man panning for gold.
  117.  
  118. Abilities: Makes massive wads of cash sprout from anything, slowly transforming it into money based on its intrinsic value.
  119.  
  120. SCROOGE MCDUCK
  121. 「MONEY MAKES THE WORLD GO ROUND」
  122. Appearance: Scrooge's Number One Dime
  123.  
  124. Abilities: When the user rubs the dime, the stand activates. While activated the user's body becomes resistant to physical damage. In addition, anyone who enters the Stand's range must pay 10 $ to him every 10s. The money is taken by force from the enemy's person or from his savings. If the fight isn't over within 5 mins the sum increases to 100 $ per 10s, then 1000 $ per 10s after the next 5 minutes.
  125.  
  126. In addition, 「MONEY MAKES THE WORLD GO ROUND」 can block any ranged attack that would hit Scrooge if he flips the dime. However, this will cost Scrooge 50% of the money he has taken from the attacker so far. He thus tries his best to avoid using it if possible.
  127.  
  128. If the enemy has no money left and remains in the Stand's range he will fall within the user's 「Debt」. If one is under the effect of 「Debt」, they can no longer harm the user in any way shape or form and any money they subsequently earn is automatically transferred to the user until the 「Debt」is paid in full by the enemy, somebody else or if Scrooge decides to release them from 「Debt」.「Debt」 is equal to the amount of money owed when the enemy finally leaves the Stand's range after hitting 「Debt」
  129.  
  130. HIRO HAMADA
  131. 「GENTLE GIANT」
  132. Appearance: Baymax from Big Hero Six
  133.  
  134. Appearance: Act 1,「GENTLE 」- Takes the form of the inflatable marshmallow Baymax. When 「GENTLE GIANT」touches an injured person, it numbs their pain and accelerates their natural healing processes until they are fully recovered. The Stand cannot heal injuries that will not heal normally over time.
  135.  
  136. Act 2, 「GIANT」- Transforms into armored Baymax. It gains a boost to its defensive power and can fortify living things and objects it touches, raising their resistance to damage.
  137.  
  138.  
  139. GOGO TOMAGO
  140. 「STREETLIGHT MANIFESTO」
  141. Appearance: A mechanical humanoid wearing a visored helmet with discs on its hands and feet
  142.  
  143. Abilities: When its user begins to drive a vehicle or any other mode of transportation (like a bicycle or a scooter), 「I CAN'T DRIVE 55」will fuse with it and augment its base capabilities. It primarily allows the vehicle to move at extremely high speeds while still allowing its user to control it perfectly.
  144.  
  145. KEVIN
  146. 「OPEN ROAD」
  147. Appearance: Two bike wheels for shoulders, uses bike chains to connect its arms to its shoulders. Has a head with a backwards cap to match Kevin. Has a torso, but no legs.
  148.  
  149. Ability: Moves any obstacles in front of Kevin out of his way. Anything could be moved out of Kevin’s way if it would slow Kevin down. This ability only works if Kevin is moving fast enough. Its weakness is how it doesn’t move any obstacles behind Kevin- and can’t be turned off until Kevin slows down.
  150.  
  151. FREAKY FRED
  152. 「FLOYD THE BARBER」
  153. Appearance: A skeletal figure donning an old fashioned hat. It has the color scheme of a barber's pole.
  154.  
  155. Abilities: Fred can turn any object into a high-powered razor blade that is able to shave away anything it touches. The power of this oscillation is so great that not even a trace of the shaved object remains.
  156.  
  157. SNOW WHITE
  158. 「EVEN FLOW」
  159. Appearance: Takes the form of butterflies
  160.  
  161. Abilities: Each of 「EVEN FLOW」’s masks represent one of the seven deadly sins. When its user calls out her opponent on 'committing' a sin, one of the Stand's masks flies off its face and latches to a part of their body. With each mask lost the Stand grows smaller and weaker.
  162.  
  163. PRIDE: The victim's head begins to feel increasingly heavy over time, forcing them to their knees.
  164.  
  165. GREED: Everything the victim sees will start looking like it is made out of sparkling gold, blinding them.
  166.  
  167. LUST: When the victim is aroused by a member of the opposite sex, they are paralyzed from the waist down.
  168.  
  169. WRATH: The victim's strength is amplified and they lose their ability to control it, causing them to unintentionally exert too much force on anything they touch, breaking it.
  170.  
  171. ENVY: Causes the victim to become infected with a debilitating flu when they see something that reminds them of something they lack.
  172.  
  173. SLOTH: The victim will hear loud grinding in their ears constantly, preventing them from sleeping or hearing anything else.
  174.  
  175. GLUTTONY: The victim's mouth is sealed, preventing them from eating or speaking.
  176.  
  177. The Stand can use its masks when its user calls the victim out on the appropriate sin and cannot be removed unless the Stand user is defeated or switches targets. Only one mask can be attached to a victim at a time.
  178.  
  179. CINDERELLA
  180. 「HAND THAT FEEDS」
  181. Appearance: a humanoid stand with large, extendable fingers.
  182.  
  183. Abilities: 「HAND THAT FEEDS」is capable of sticking its fingers into an object which transforms it into a more valuable equivalent (a stone can be turned into a diamond, a run-down jalopy into a limousine, a slingshot into a machine pistol). The objects return to their original state after 120 minutes. Its user uses this power to bribe her targets or to infiltrate their residences. Its fingers can also stick together to perform large sweeping attacks using debris or as a direct slap.
  184.  
  185. AURORA
  186. 「DREAM ON」
  187. Appearance:--
  188.  
  189. Ability: 「DREAM ON」releases thread from its spinning wheel, the thread can be used to create wire traps and other means of physical hindrance but only as quickly as the Stand can produce thread (which is not that fast). Warm-blooded living things that come into contact with the thread will have their body's blood flow slowed to a level just barely enough for them to maintain consciousness. The rate at which this slowing occurs is dependent on the amount of thread that is touching the victim's bare skin. Its user uses「DREAM ON」to tangle and bind her targets for easy pickings.p
  190.  
  191. ???
  192. [OVER THE RAINBOW]
  193. Appearance: The stand is a humanoid stand with a cape- a cape with 7 different strands.
  194.  
  195. Abilities: The stand collects the mass, weight, and other factors of any object and collects them within it's strand. The strand then becomes the color of the object. The strand can be used to attack, and everytime a strand is used for any purpose, the strand grows shorter until eventually it runs out and returns back to a powerless strand. The strands are used as long ranged attacks by the stand.
  196.  
  197. XAVIER, RENEGADE ANGEL
  198. 「RENEGADE」
  199. Appearance: Himself.
  200.  
  201. Abilities: He's a wandering Stand who finds people to arbitrarily attach to. He will typically accidentally bring misfortune to his user until they die and then move on to the next person. However, if he happens to attach to someone who can see him, he will endlessly try to converse with them in a loquacious torrent of puns and innuendo. Xavier will completely override the current Stand of those affected and will still bring harm to them unintentionally. The only way to get rid of Xavier is by outsmarting him in a battle of words.
  202.  
  203. WEIRD AL AS A BANANA
  204. 「DARE TO BE STUPID」
  205. Appearance: Manifests as an accordion.
  206.  
  207. Abilities: Whatever tune the user plays anyone within a 10m radius dances uncontrollably. Punches become jazz hands, kicks become moonwalks, etc. The Stand cannot physically move without the user carrying it.
  208.  
  209. INSPECTOR GADGET
  210. 「HUMAN AFTER ALL」
  211. Appearance: A palm-sized, Car-shaped machine with large headlights. Flies using helicopter blades attached to its top and has numerous appendages armed with various surgical and mechanical tools.
  212.  
  213. Abilities: The support oriented stand automatically repairs its user's mechanical components when they are damaged or not functioning optimally. With each repair completed the user's cybernetics are increasingly integrated with his body until he can control and 'feel' through them as if they are flesh and blood limbs. The Stand's repair capabilities only function while its user is still 'alive', meaning that if he sustains a clearly fatal injury (such as being shot repeatedly through the heart or being sliced into a thousand pieces) the user will die.
  214.  
  215. PENNY GADGET
  216. 「TECHNOLOGIC」
  217. Appearance: A pair of short stubby robots dressed disturbingly like her deceased uncle. One orange and one blue, both have their features obscured by high collars and wide brimmed hats. Their true appearances are like in the pic
  218.  
  219. Abilities: Drawing from her regret at being unable to save her uncle, 「TECHNOLOGIC」allows its user to intuitively understand the inner workings of any form of technological device. This allows Penny to repair machines that may be beyond what is normally accessible to the world. The Stand is also able to dismantle any machine or complex structure into its component parts by punching it, the more complicated the structure or machine, the more punches it takes to fully disassemble it.
  220.  
  221. ---------------------------------------------------------------------------------------------------------------------------------------
  222.  
  223. PART 5: VENTO AUTISTICO
  224.  
  225. PLUCKY DUCK
  226. 「FORTUNATE SON」
  227. Appearance:--
  228.  
  229. Abilities: 「FORTUNATE SON」can create tub-drain sized holes on any surface. These holes cannot cause any damage but will pull things into them if the surface they are attached to is fragile or flimsy enough (so flesh, cloth, glass, ect) the holes acting like drains in a tub. The Stand can move these holes by sticking its finger into them and moving them around. Holes can be connected together, even if they aren't on the same object, or even on similar surfaces, and Plucky and Fortunate Son can enter the holes completely and travel to connected holes if they choose to.
  230.  
  231. ROLF
  232. 「REVOLVING DOORS」
  233. Appearance: A shepherd's cane.
  234.  
  235. Abilities: Rolf's stand can create「DOORS」, curtain-like openings that travel all the way through the other side of the affected person or object as long as they don't exceed a certain thickness. Rolf can widen these doors by pushing them open. They will slowly close shut if left alone.
  236. If Rolf is able to maintain a minimum of three doors that are at least the size of his torso, they will form a「REVOLVING DOOR」. This treats each door as interconnected through space and time in a counter-clockwise rotation, meaning that Rolf can teleport in a fixed pattern. If Rolf is in a 「REVOLVING DOOR」, then he technically exists multiple times over while remaining in one location. This means that he can sprout extra body parts correlating to the amount of doors that are currently revolving (i.e. three doors, three heads).
  237.  
  238. PINKY SUAVO
  239. 「BRAIN DAMAGE」
  240. Appearance: A giant hulking figure with a minuscule mouse's head.
  241.  
  242. Abilities: When an opponent is hit by 「BRAIN DAMAGE」it imprints an image of its user within the opponent's mind. This will cause them to start imagining seeing the user everywhere (i.e. as a cloud in the sky, as a pattern in their coffee or a fully formed personification of the user in a field of grass). These images do not speak, but will nonchalantly engage in actions that will serve to aggravate or distract the victim that do not have any effects in reality (i.e. they might see Pinky rearranging their possessions into obscene structures but after blinking will find that nothing has changed). The closer they are to the Stand user, the more 'real' these images appear. The effect can only be ceased by knocking out the user.
  243.  
  244. PATRICK
  245. 「DAZED AND CONFUSED」
  246. Appearance: An ordinary-looking white orb.
  247.  
  248. Abilities: The more one wonders how the Stand functions, the more they are unable to comprehend the world around them. Asking out loud "How does「DAZED AND CONFUSED」work?" sparks an intense argument between everyone in the vicinity.
  249.  
  250. RED GUY
  251. 「TAKE OFF YOUR PANTS AND JACKET」
  252. Appearance:--
  253.  
  254. Abilities: 「TAKE OFF YOUR PANTS & JACKET」does not visibly appear to do anything when summoned, but it allows its user to throw his opponents around like ragdolls and drag them in any direction of his choosing even when obstructed by walls or any type of obstacle. It does this through the use of invisible hooks on chains attached to the rings on its joints. The hooks can pass through any defenses or obstructions and target the opponent's clothes, which is what the stand uses to pull them around. Taking off your clothes would seem to be the most obvious way to foil this ability, but doing so instead activates the Stand's second ability 「STORY OF A LONELY GUY」in which the hook spreads into your clothes and brings them to life as a facsimile of yourself, equipped with a limited version of your stand's power (if any).
  255. ---------------------------------------------------------------------------------------------------------------------------------------
  256.  
  257. PART 6: WAIFU OCEAN
  258.  
  259. DORA THE EXPLORER
  260. 「THESE BOOTS WERE MADE FOR WALKING」
  261. Appearance: A synthetic ape-like humanoid donning ornate red boots.
  262.  
  263. Abilities: The Stand gains a stat bonus every 10 steps Dora takes towards a destination of her choosing. These stat bonuses start when she begins walking and grow in magnitude the closer she gets to her destination. However, they deteriorate rapidly when she is not walking. The destination must be within walking distance and can only be changed when she has reached the initial one. Stat bonuses are reset when she reaches her destination. It has two additional powers:
  264.  
  265. 「WHERE WOULD I BE」: Dora can ask a target 'Where is the *Any Object*', the object in question being something within the target's line of sight. If the target does not answer her with the correct location within 5s they are frozen in time until they find the object or someone tells them where it is. It can be used in conjunction with the stand's main ability to buy time to build power.
  266.  
  267. 「NOW I HAVE EVERYTHING」: If someone takes an object from Dora's possession, she can have it returned to her instantaneously by pointing out the thief and shouting 'NO SWIPING!'
  268.  
  269. Dora also owns two objects with stand-like abilities of unknown origin. Her search for the source of these objects is what starts her on her journey. Naturally, they're confiscated from her as she's put in prison.
  270. 「GLORY ROAD」: A map that gives directions to the place its user most wants to be.
  271. 「THINGS」: A purple backpack that has a much larger carrying capacity than its size would imply.
  272.  
  273. CREEPY SUZIE
  274. 「SLUG BAIT」
  275. Appearance: A relatively small, bulky humanoid with leathery skin and the head of a slug.
  276.  
  277. Abilities: Once it trails over an inorganic substance, its slime will convert it into organic material. If it takes the form of sensory organs, any sensory input they receive is shared with Suzie. The slime will only harden over organic material.
  278.  
  279. JACKNIFE
  280. 「VIPER」
  281.  
  282. IRIS
  283. 「DAY TRIPPER」
  284. Appearance: A flying worm whose body looks like a cross between a centipede and a train.
  285.  
  286. Abilities: 「DAY TRIPPER」consumes inorganic matter and converts it into energy, which it can then transfer into any living thing by phasing in and out of the target's body. Energy transferred removes the target's fatigue and makes them hyperactive and energetic, however excessive use of this power will eventually lead targets to 'crash' from exhaustion once their energy runs out. The more it eats, the larger it gets until it deposits the stored up energy.
  287.  
  288.  
  289. VICKY
  290. 「SID VICIOUS」
  291. Appearance:--
  292.  
  293. Abilities: Activates when Vicky enters a building, preventing all living things from entering or exiting until the user leaves or is forcibly removed. The Stand then begins patrolling the building through the hallways and vents at high speeds. It cannot enter rooms, but will attack any individual it come across during its rounds. The Stand's secondary ability allows it to teleport victims to random rooms in the building by stabbing its claws through their head, this does no physical harm to the victim but instead knocks them unconscious.
  294.  
  295. THE WARDEN
  296. 「PURE IMAGINATION」
  297. Appearance: An ornate Jailbot which also resembles a tombstone in some ways.
  298.  
  299. Abilities: 「PURE IMAGINATION」 functions as a door to his own magical realm of endless torture and imprisonment.
  300.  
  301. ---------------------------------------------------------------------------------------------------------------------------------------
  302.  
  303. PART 7: MAN OF STEEL BALL RUN
  304.  
  305. TOONAMI OPERATIONS MODULE
  306. 「SPACE ODDITY」
  307. Appearance:--
  308.  
  309. Abilities: TOM is able to project his voice, empowering excitement and encouragement. This effect is amplified if he uses a device such as a microphone. TOM's knack for narration is so strong that his Stand takes on an automatic role in which it dumps exposition when necessary in the form of 「TEXT BOXES」.
  310.  
  311. MR. NOBODY
  312. 「NOWHERE MAN」
  313. Appearance: Mr. Nobody has either fused with his stand or wears it as a suit of armor (nobody is sure which). He is an angular and disjointed pitch black humanoid who appears to be solid, but on closer inspection is slowly oozing large amounts of ink.
  314.  
  315. Abilities: 「NOWHERE MAN」is able to materialize an additional Mr. Nobody from an alternate universe. They do not possess a Stand and instead have powers consistent to their own worlds. Each one varies in temperament and appearance, even down to the art style in which they're drawn. 「NOWHERE MAN」protects its user from being destroyed by coming into contact with these AU Nobodies. As this is the exception to the rule, only one other Nobody can exist at any given time.
  316. It also has a sub-ability,「PAINT IT BLACK」, in which it concentrates and launches a large amount of ink. Anything that is hit by this projectile loses its 「IDENTITY」, rendering any traits it once held null and void. Those who are hit in the head by this blob become nameless shells unrecognizable even to their loved ones. Using this much ink makes Mr. Nobody unable to summon another self for some period of time.
  317.  
  318. ---------------------------------------------------------------------------------------------------------------------------------------
  319.  
  320. PART 8: COCOLION
  321.  
  322. ETHAN RYAN MACMANUS
  323. 「LOSE YOURSELF」
  324. Appearance:「LOSE YOURSELF」is in a constant state of change. The only defining trait it retains is that is an embodiment of Loss itself.
  325.  
  326. Abilities:「LOSE YOURSELF」does not have any physical power. It can place sigils bearing its likeness anywhere and at any time in the multiverse. These only have an effect if a sentient being recognizes them as representing the concept of Loss. It is then that the association of its image with the concept will take hold in the hearts and minds of everyone who witness it. They will all react differently at first. Laughter, contempt, confusion, disgust. But soon they will find themselves seeing it more and more often. It every part of waking life, they will notice Loss slowly creeping in. Some will even make their own sigils in tribute. Slowly, but surely, it will spread like a virus. The number of victims will continue to grow and become consumed until all intelligent life is utterly warped. They will only see, hear, feel and speak Loss. They will experience loss of passion; of reason; of thought; of self; of love; of hate; of everything. In its final stage, Loss will bloom throughout the universe, collapsing the fabric of Creation and returning it to a blank canvas upon which a new existence may be born.
  327.  
  328. Ethan's state of being is heavily affected by 「LOSE YOURSELF」. He cannot win fights and he will lose friends as quickly as he makes them. If someone is tailing them, he will lose them easily. Talking at length makes people around him lose interest.
  329.  
  330. If Ethan is seriously threatened, 「LOSE YOURSELF」activates a sub-ability. It will morph the surrounding area into one that symbolizes Loss. The target will go through a four-stage process in which they defeat Ethan at the end and then lose something. This will start off as something low-key, such as a button on their shirt or their train of thought. If they continue to pursue Ethan, they are launched into another sequence that is similar but different. This cycle will repeat itself endlessly, with the victim going through increasingly abstracted scenarios. The rules of nature in these dimensions are fueled by Loss, and so even if Ethan loses his life within them, it will only serve to fuel the fire.
  331.  
  332. ---------------------------------------------------------------------------------------------------------------------------------------
  333.  
  334. CHARACTERS WITHOUT AN ASSIGNED PART
  335.  
  336. MR. RATBURN
  337. 「WHO WANTS CAKE?」
  338. Appearance: A floating head with one giant eyeball. This eye is actually its mouth and is capable of opening extremely widely.
  339.  
  340. Abilities: Mr. Ratburn asks the target "Are you having cake?" If they fail to respond, then a portion of their body roughly the size of a slice of cake is removed from existence. These chunks can only be regained by eating an equivalent amount of cake or defeating Mr. Ratburn. If they reply with "yes", a single piece of cake on a plate is materialized and thrown towards them at high velocity. If they reply with "no", the cake is instead launched at Mr. Ratburn. If either the stand user or the victim are able to take a bite from the cake, then double the amount of cake will be projected back at the other person. Mr. Ratburn's stand is also capable of eating the cake and producing this effect.
  341.  
  342. BILLY
  343. 「LORD BYRON'S LUGGAGE」
  344. Appearance: A green translucent incarnation of the poet Lord Byron. Lacks a torso. He is permanently rooted to the inside of Billy's mouth.
  345.  
  346. Abilities: When 「LORD BYRON'S LUGGAGE」's user insults his opponent, they are hit with a powerful blast of force which knocks them backward if their hearts are the slightest bit moved by the verbal attack. The more savage the insult, the more powerful the resulting blast. However, if the opponent is completely unfazed by the user's words, the blast will have no effect. The Stand is also much smarter than its user and frequently advises him on various matters.
  347.  
  348. 「BRAINS!」
  349. Appearance: A large meteor that is surrounded by a mysterious green substance. It is able to sprout an eye stalk as well as several tentacles.
  350.  
  351. Abilities: 「BRAINS!」 does not have an owner and cannot move, so it attempts to conscript other Stand users into doing its bidding. (needs more)
  352.  
  353. MANDY
  354. 「ONCE IN A LIFETIME」
  355. Appearance: A cloaked skeleton with an external ribcage, one of its arms is a long scythe made of bone.
  356.  
  357. Abilities: 「ONCE IN A LIFETIME」 emits a pale, odorless mist within its range at all times. The mist 「SAME AS IT EVER WAS」 has two phases.
  358.  
  359. The first phase causes those within the mist's influence gradually have their will and motivation to do anything eroded until they can only lie on the ground uselessly but in a state of absolute contentment. This phase can be resisted by individuals with strong will and purpose.
  360.  
  361. If met with enough resistance or if the victim snaps out of their state of contentment, the mist will enter its second phase during which the it turns a visible shade of black and begins exerting pressure on everything within it by condensing the surrounding atmosphere. This causes the air to become so dense that the victim will find themselves being drowned by it unless they can defeat the user or escape.
  362.  
  363. ARGIT
  364. 「SMOOTH CRIMINAL」
  365. Appearance: A purplish-blue porcupine with white quills.
  366.  
  367. Abilities:「SMOOTH CRIMINAL」'smoothes over' relationships between its user and other people by firing its quills into that person. This means that if Argit does something that angers or upsets someone, they will be more willing to forgive and overlook his transgressions the more quills end up stuck to them. However the effectiveness of this stand on an individual wanes the more times its power is used against the same individual, meaning that he can only 'smooth things over' with the same person so many times...
  368.  
  369. DIPPER PINES
  370. 「STRANGEWAYS HERE WE COME 」
  371. Appearance: A yellow triangle with a single eye. Has arms and wears a top hat.
  372.  
  373. Abilities: Whenever its user hears about or talks about a fantastical rumor or urban legend, 「STRANGEWAYS HERE WE COME」 makes that legend 'real' and arranges an encounter between its user, all individuals who hear the story with him and the subject of the rumor/urban legend in question. Whatever is generated as a result of the story be it an entity or location behaves exactly as it laid out by the tale. If the resulting scenario manages to defeat or kill everyone who heard the story except its user, the story becomes a reality and becomes a permanent part of the world. If the affected individuals triumph the scenario is undone and all is returned back to the way it was when the story was shared.
  374.  
  375. HOMESTUCK
  376. 「NEVER EVER」
  377. Abilities: Instantly removes itself from the /co/co/ universe.
  378.  
  379. STEVEN UNIVERSE
  380. 「NEVER GONNA HAPPEN」
  381. Abilities: Traps itself in a pocket dimension just outside of the /co/co/ universe from which it can only look in and cry. Can sometimes manifest a wild「SHITPOST」.
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