· 6 years ago · Oct 10, 2019, 12:56 AM
1Name: Beowulf
2Power: A
3Durability: A
4Speed: C
5Precision: B
6Range: D
7Potential: B
8Appearance: Muscular humanoid with a blonde ponytail and red armor.
9Ability: Warping- Any solid matter that Beowulf touches can be turned into a clay-like putty. Beowulf can stretch, squish, and reshape matter with fairly high precision. Other objects can also interact and reshape the warped matter. When Beowulf finishes using his ability, the warped object is no longer clay-like and becomes solid again while retaining its’ new shape. This ability can only be used on inorganic matter and can’t be used to warp humans or animals. The exception is that the user can use Beowulf to warp themselves. With this ability, the user can reshape their body, resist physical damage, heal injuries, and more.
10Reset- Beowulf’s second ability. When the user stares at an object they previously warped and snaps their finger, that object will instantly and violently restore itself to its’ original shape. Destroying or damaging anything that gets in its’ way.
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12Name: Slaughterhouse 5
13Power: B
14Durability: D
15Speed: B
16Precision: A
17Range: B
18Potential: C
19Appearance: Black, emaciated humanoid, bandages over face, metallic shredder-like mouth, open chest cavity with spool in it, 3 wire guns on each hand, instead of legs has a ghost like tail.
20Ability: Metal Eating- when Slaughterhouse 5 puts its’ mouth near metal it can “eat” the metal. The metal will break apart and unwind into wires as the stand slurps it into its’ mouth like noodles. Eaten metal is stored inside the stand and is wound around the spool in its’ chest.
21Wire Manipulation- Slaughterhouse 5’s main ability allows it to spin its’ collected metal into wires and fire them out of the devices on its’ hands. The wires can be launched up to 50 meters. S5 has 3 wire launchers on each hand allowing it to create and control 6 wires at a time. The wires have harpoon like hooks on the end allowing the to pierce into targets and latch on. S5 can also make wires wrap around targets. The wires themselves are surprisingly strong and razor sharp. Launched wires can be either cut off or reeled back into S5’s body. S5 can quickly coil wires into thick cables or lattice them into nets. S5 can use the wires as a hookshot, firing them into something and allowing it’s user to swing around. S5 attacks by whipping and slicing up enemies with its’ razor wires, or using it’s hooks to rip out chunks of an opponents flesh. S5 can use its’ wires to conduct and transfer electricity and listen to distant conversations.
22Shadow Walking- Slaughterhouse 5 is able to disappear in its’ user’s shadow and immediately materialize out of any shadow in range, allowing it to ambush and dodge opponents. Slaughterhouse 5 can only travel through shadows and can’t move freely like most stands.
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24Name: Outsider
25Power: C
26Durability: B
27Speed: A
28Precision: C
29Range: D
30Potential: A
31Appearance: Humanoid shaped, completely covered in a slim, spacesuit-like armor. Space suit is white with blue highlights. Has a jetpack. Visor is a green lcd screen that shows different emoticons based on the user’s mood.
32Ability: 4th D slip- Outsider has the ability to bring its’ use into the 4th dimension, a parallel dimension superimposed over our own. While in the distorted 4th dimension, the user can still see our dimension but is completely invisible to people in the third dimension. The user is completely intangible and phases through anything except for the ground. By concentrating the user is able to interact with the third dimension to a small extent while in 4D, doing things such as opening door, throwing objects, hitting switches and more, but isn’t able to use their full strength. One major weakness is that there is no air in the 4th dimension, so the user can only remain there for as long as they can hold their breath. Additionally, Outsider can only bring it’s user into 4D and not other people or animals, however, the user can bring items into the 4th dimension and hide them their.
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37Name: War and Peace
38Power: A
39Durability: A
40Speed: D
41Precision: D
42Range: D
43Potential: B
44Appearance: Robotic humanoid, blocky, action figure-like proportions, tall, wears Vietnam style soldier uniform and helmet. Has playing card with peace sign sticking out of helmet, wears flame thrower on its’ back.
45Ability: Plasma Gun- War and Peace wields a special flame thrower that is able to shoot large streams of pure plasma instead of normal fire. This plasma is hot enough to melt and disinergrate nearly any matter it touches. Even a couple seconds of exposure can turn a human to ash. The stream has a range of 10 meters and a fairly large spread. The ability itself has poor precision, affecting everything in it’s stream, friend or foe. Overuse of this ability may result in the stand temporarily running out of fuel, forcing the user to wait for the ability to recharge.
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47Name: Electric Sheep
48Power: E
49Durability: E
50Speed: A
51Precision: A
52Range: A
53Potential: C
54Appearance: Small, vaguely humanoid, turtle-like stand. Green head and limbs, with metallic, shell-like armor covering its’ torso. Has a 101 on its’ chest. Has a long tail resembling a lan cable.
55Ability: Electronic Control- is able turn itself into pure electricity and possess any machine or computer as long as it runs on electricity. Unable to attack opponents directly, it resorts to using technology to attack enemies and support allies. It can possess a car to run people over with or possess a light bulb and make it explode and rain glass shards. Has nearly endless possibilities. Speaks directly to its’ user to relay information such as the view from a security camera or info on a computer hard drive. User can control and receive information from Electric Sheep using a laptop or cell phone. Electric Sheep can travel directly through wires and cables. This stand is too physically weak to directly defend the user. The stand is also useless in remote locations without technology. Another weakness is that magnets can actually disrupt and paralyze the stand.
56Duplication- Electric sheep can divide itself into multiple smaller copies allowing it to control multiple devices at a time. Doing this comes at the cost of Electric Sheep becoming less powerful and more difficult to control.
57Overclocking- Electric Sheep can overclock electronics, making them more powerful. Such as making a computer run faster or a car faster. Overclocking devices come with the risk of damaging or destroying them.
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59Name: Brave New World
60Power: A
61Durability: A
62Speed: E
63Precision: D
64Range: D
65Potential: E
66Appearance: Resembles a miniature, yoga ball-sized planetoid. Has an ocean and land formations on its’ surface. Has a face made out of cracks on its’ surface.
67Ability: Gravity Field- Can create a gravitational field around itself that pulls in nearby small objects. These objects slowly orbit in a ring around BNW. The user is capable of increasing the orbit speed of these objects to the point that they orbit around the stand and user and act as a powerful barrier. The tiny objects gaining enough speed and momentum to shred and destroy anything that attempts to approach the user. The user can suddenly toggle the gravitational field of flinging these objects forward as a powerful, destructive volley.
68Magma Core- Brave New World has a molten core just like a real planet. It can spit out a large volume of magma which can burn anything it touches. BNW can combine the magma with its’ gravity field for destructive results.
69Counteroid- Brave New World has a built in counter mechanism. If an enemy stand gets close enough and manages to hit BNW hard enough to make chunks of it fly off, these bits of rock will instantly reverse direction and fly towards whoever caused the damage, piercing them like bullets. These asteroids are capable of homing on a target and have a decently high range.
70Magnetic Field- Brave New World can generate a powerful magnetic field around itself, capable of indiscriminately interfering with any nearby electronics and communications.
71Black Hole- A post-humous ability. Activates when the user dies, cause Brave New World to implode in on itself, becoming a black hole. It gains a much more powerful gravity field that pulls in all nearby matter. Anything that touches its’ singularity gets ripped apart. Once it pulls in enough matter to gain critical mass, the black hole releases a large explosion.
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73Name: Cujo
74Power: C
75Durability: D
76Speed: B
77Precision: A
78Range: C
79Potential: D
80Appearance: Resemble a red and silver dog or canine. Has metallic sharp teeth and claws. Has a U-shaped magnet-like horn coming out of its’ neck with spikes coming from the ends. Has a segmented tail.
81Ability: Blood Manipulation- Cujo can generate a powerful magnetic field around its’ body. This field allows it to manipulate the iron in any nearby blood. Cujo can only control blood that is exposed or in the open and can’t affect blood that is inside a container or someone’s body. It can shape and form blood into a variety of solid constructs such as rope, razors, spikes, shields, limbs, and more. It can then control the constructs and use them to attack its’ enemies. By attacking and injuring enemies, Cujo can cause them to bleed, giving it access to more blood it can control. In a pinch, the user can injure themselves and use their own blood. Cujo can heal certain wounds by forcing the blood to clot, sealing it.
82Blood Echo- Cujo can access the memories stored in someone’s blood, and force their blood into the shape of whoever it came from. This blood homunculi will begin copying the target’s past movements and retracing their steps. This allows the user to track someone down and figure out past events.
83Claws and Teeth- Its’ dog-like body and poor physical stats makes Cujo unsuited for direct combat, but in a pinch it can use its’ razor sharp teeth and claws to attack someone and draw blood.
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91Name: Rosemary’s Baby
92Power: D
93Durability: D
94Speed: D
95Precision: D
96Range: B
97Potential: E
98Appearance: Small stand resembling a human baby. Naked with green, bumpy skin, vestigial wings on its’ back, small horns on its’ head, red compound eyes, and a metallic, curved blade for a left hand.
99Ability: Bloodletting- Rosemary’s Baby has a large, curved blade in place of a left arm. This blade is coated in a special poison that triggers several symptoms when it enters a victim’s blood stream. When Rosemary’s Baby cuts someone with its’ blade it both prevents the victim’s blood from clotting and exponentially increases their blood pressure. These 2 effects combined cause the victim to bleed quickly and uncontrollably. While physically weak, RB is able to take out opponents by sneaking up on them and delivering multiple cuts until they bleed out and die.
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101Name: Fahrenheit 451
102Power: C
103Durability: D
104Speed: C
105Precision: A
106Range: C
107Potential: A
108Appearance: Humanoid stand. Skin appears entirely made of paper covered in printed text and images. Has hair consisting of strips of paper sticking out of its’ head. Its’ arms and legs are curly strips of paper resembling springs.
109Ability: Information Burning- Fahrenheit 451 is able to produce purple flame. It can make parts of its’ body glow purple, igniting whatever it touches in flame. It can also breath a short range stream of fire from its’ mouth. This purple fire is unique, instead of physically burning and damaging objects, it instead burns information. Any information that’s on an ignited object will gradually be burned away until it disappears. This includes words from a book, data from a computer, images from a photograph, and even memories from a person. After an object has been burnt enough it will be rendered completely blank. If a person is ignited, all of their memories will start to be erased starting from most recent. Eventually, the victim will lose all their memories and be turned into a mindless vegetable. Once ignited, the flames can’t be put out by normal means, the only way to stop the effect is to leave the stand’s range. The effect can also be staved off by filling an affected object with information faster than it can be burned away. The more fire F451 puts on an object the faster the effect. Thanks to its’ high precision, the user can choose only specific pieces of information to erase from something instead of burning everything.
110Unraveling-The stand is capable of unraveling itself into strips of paper, allowing it to wrap around and constrict a target.
111
112Name: Lord of the Flies
113Power: A
114Durability: E
115Speed: B
116Precision: A
117Range: C
118Potential: D
119Appearance: Drones resemble tiny, black, 5mm long beetle like creatures with large mandibles and a glowing blue abdomen. Queen resemble a much larger drone with no mandibles and an engorged abdomen.
120Ability: Hive- The stand is bound to the user, the user acts as a hive with the stand inside of their body. When the user is in danger, or when they activate their stand, holes will appear on their body for the stand to fly out of.
121Drones- Consists of a swarm of several thousand tiny insect like creatures. Theses drones are incredibly fast but can are very fragile and can be killed easily. Killing the drones have zero actual affect on the user. When a drone bites something, its’ mandible can force the bonds between atoms to break apart. While a single drone can’t cause much damage, an entire swarm can easily disintergrate and destroy large objects. A whole swarm can completely erase a human body in seconds. The user is able to command the swarm with a high amount of precision and can even split the swarm into several smaller swarms to attack multiple targets. While the user is mostly in control of the swarm, Lord of the Flies can activate automatically to attack anything the user views as a threat.
122Queen- The true form of Lord of the Flies, the drones are merely constructs created by the queen so destroying them won’t hurt the user. However, the queen is the actual stand, so destroying it will kill the user. Typically hides on the user’s back in battle. Incapable of defending itself, relies on summoning drones to protect it. It is able to create new drones to replace any that were destroyed or damaged.
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125Name: Cat’s Cradle
126Power: B
127Durability: B
128Speed: B
129Precision: D
130Range: B
131Potential: A
132Appearance: Feminine humanoid, wears a red and blue patterned biker outfit, covered in blue strings. Wears a red biker helmet with a black visor and pointed cat-like ears. Has a glowing red core in its’ chest.
133Ability: Heat Absorption- Cat’s Cradle can quickly absorb thermal energy from anything it touches, causing it to flash freeze. Frozen objects are fragile and can easily be shattered. The longer an object is touched, the more the freezing effect spreads able to freeze over an entire swimming pool in about 10 seconds. This ability is automatic and can’t be turned off by the user. While the stand is active the user will freeze the ground beneath their feet while walking. Literally every part of Cat’s Cradle’s body absorbs heat so the only safe way to attack it is with a stand or using ranged attacks.
134Heat Projection- Heat absorbed is stored in Cat’s Cradle’s body. When enough heat is built up, Cat’s Cradle can project it out of its’ chest as a single powerful, red-hot beam.
135
136Name: Frankenstein
137Power: B
138Durability: A
139Speed: C
140Precision: A
141Range: D
142Potential: E
143Appearance: Humanoid. Half of its’ body appears organic and is green and zombie-like, covered in stitches, the other half is red and robotic, with various screws and bolts sticking out haphazardly.
144Ability: Electricity Generation- Frankenstein is able to generate strong electrical currents from its’ hands. This electricity has mostly the same properties as normal electricity, able to damage objects and can be conducted through metal.
145Reanimation- Frankenstein’s secondary ability. When the stand uses its’ electricity on the corpse of an animal or person, that corpse will come to life as an electrified, zombie-like creature. This ability operates on the principle of electric muscle stimulation, so the corpse must have some flesh or muscle for the ability to work and can’t be a complete skeleton. These zombies will completely follow the will of the user and have no mind of their own. Thanks to the stimulation of their muscles, the zombies are several magnitudes stronger than when they were alive. They cannot feel pain, and even when damaged their individual limbs can still move. Because of the electric current charging their body, they can electrocute anything they touch. The zombies have one key weakness, if any part of them touches metal that is sticking out of the ground, the electricity in their body will become grounded and they will revert into a lifeless corpse.
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147Name: The Prestige
148Power: E
149Durability: D
150Speed: A
151Precision: A
152Range: E
153Potential: B
154Appearance: Stand appears as a dark blue cloak the user wears, that includes white gloves. The stand has half of a human-like face and half a top hat the appears over the user’s face like a mask.
155Ability: Sleight of Hand- Anything the user touches with The Prestige’s white glove will seemingly vanish. In actuality the stand can force objects to be unwound into string and be sucked up its’ sleeve, where it is stored inside the stand indefinitely. The stand is able to act so fast this ability is invisible to the naked eye, making it seem like something simply disappeared. There is no clear limit to how many objects The Prestige can collect and store, it can even steal people. Stored objects are kept in a sort of stasis. The user is able to instantly call any stored object to their hand where the strings will reform to their original state. This essentially give the user their own pocket dimension to store items and bring them out at will. Attempting to attack The Prestige directly is risky, since doing so can potentially damage anything or anyone that’s inside of it. When the user is defeated, any stored objects will be forcibly ejected out of The Prestige.
156Hiding- The user can even unwound themselves and hide inside of The Prestige’s cloak. The user is aware of everything happening outside. The cloak can be folded and hidden in tight spaces allowing the user to seemingly disappear and appear out of nowhere.
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161Name: Camelot
162Power: A
163Durability: A
164Speed: B
165Precision: A
166Range: D
167Potential: A
168Appearance: Humanoid. Grey skin, has a stone brick-like texture, Covered in cracks and wear. Has a tesseract-shaped emblem on its’ chest. Face consists of 3 sunken, black holes resembling eyes and a moaning mouth. Top of head has a crown-like structure resembling a castle’s parapet. When the stand acquires Excalibur, the sword can be seen sticking out of its’ back as if its’ been stabbed.
169Ability: Relative Distance Control- Camelot’s abilities revolve around spatial manipulation. Its’ main ability allows it to control the distance between its’ user and a specific target. It can lock a target a certain distance from its’ user so that no matter what it does, it can never get closer or farther away. It can also make it so that the user can get closer and approach a target while the target cannot run away. The target can still move and act to a certain degree, but can’t change it’s distance from the user outside what the user desires. For example, if you attempted to run away from Camelot and its’ user, your feet would still move as if you were running, but you wouldn’t actually get anywhere, but if the user got close enough you would still be able to attack them. Camelot also has a form of teleportation where it can erase or add distance to a target, instantly moving the user towards or away from it. Camelot can only target one object or person at a time and said target must be in the user’s line of sight.
170Excalibur- When Camelot acquires Excalibur, it transforms into Camelot EX. Camelot EX can draw the sword from its’ back and use it at will. When Excalibur is plunged into part of the environment such as the ground or a wall, Camelot EX gains full spatial manipulation over a certain area, able to bend, fold, fractal, and distort the environment at will to give itself an advantage, such as contracting the ground to bring a group of people closer, pushing 2 buildings together to crush someone, or distorting the inside of a building it resemble an MC Escher painting. Basically the mirror dimension from Doctor Strange. If Camelot EX manages to slice someone using Excalibur, their body will begin to fractal, breaking into smaller and smaller pieces until they spiral out of existence. The only way to stop this and save someone is to amputate the affected body part before the effect spreads.
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177Name: Catcher in the Rye
178Power: E
179Durability: A
180Speed: E
181Precision: B
182Range: C
183Potential: D
184Appearance: Small, orange, humanoid. Sits motionless most of the time. Wears a rice farmer hat with 6 fishing hooks dangling from the brim.
185Ability: Damage Transference- CITR is able to launch the fishing hooks on its’ hat and guide them through the air, changing their trajectory if needed. Once a hook embeds itself into something, a line will connect the hook to the stand. After hooking something the stand and its’ user essentially become invincible. Any damage they receive will be transferred by the wire into the hooked object, damaging it instead. The hooks themselves don’t damage or hurt the target, allowing CITR to hook someone without them noticing. The hooks or wire can’t be removed or damaged without hurting what it is attached to. Each wire can only transfer a certain amount of damage before it is overloaded and snaps. To mitigate this, the stand can use multiple hooks at once to more evenly distribute the damage, in turn, each target will only receive a fraction of the damage CITR absorbs. The stand has one hidden weak spot, the wire transfers damage both ways, so if a hooked target is directly attacked, the damage will travel straight back to Catcher in the Rye and its’ user.
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187Name: Absolom! Absolom!
188Power: E
189Durability: C
190Speed: D
191Precision: E
192Range: Infinite
193Potential: C
194Appearance: Small, jellyfish-like creature with several tentacles, half of its’ body is red, the other half blue, has a translucent body with a visible nucleus, and several antennae-like feelers on its’ head. When active the users eyes and veins each glow their respective color of red and blue.
195Ability: Body Portal- The stand itself is too weak to fight so it grants its’ users a special power instead. Unique to most stands, Absolom! Absolom! Actually has 2 users who both share the stand. The stand is able to transform the users’ bodies into portals that are linked together. Anything that comes into contact with one users’ body will seeming phase through it and come out of the corresponding body part of the other user. For example, if one user was shot in the right shoulder, the bullet will fly out of the other users’ right shoulder. The users are essentially invulnerable while the ability is active, they can also use this ability to pass items to each other. This ability has a seemingly infinite range and can be used even when the users are on opposite sides of the planet. If one user is already in a desired location, people can use the other user as a portal to travel vast distances instantly. If the two user come into contact with each other while the ability is active, they will be pulled into each other and compacted into an infinite singularity, resulting in death. If a single user manages to be killed the stand no longer becomes usable.
196Sensory Share- While the ability is active, the two users share their senses of sight and sound, and are able to communicate telepathically.
197
198Name: The Stranger
199Power: C
200Durability: C
201Speed: B
202Precision: C
203Range: D
204Potential: C
205Appearance: Tall humanoid wearing a black cloak, wears a white, featureless mask, wears a large brimmed hat, cloak is covered in green question marks.
206Ability: Memory Proofing- The Stranger is able to render its’ user completely memory proof while active. This ability activates when someone looks at the user, upon looking at the user, the victim’s pupils turn pink and they lose the ability to retain memories about the user. As long as they are looking at the user, everything will seem normal but the moment the victim looks away, or the user leaves their line of sight, they will immediately forget about the users’ existence and presence, along with anything the user did. Even something as simple as blinking can trigger the effect. If a victim looks at the user again afterwards, all of their previous memories will return. This ability grants the user a high degree of stealth, since even after being caught all they have to do is hide and the victim will simply forget about them. This ability can potentially affect dozens of people at a time. Even looking at the user indirectly through a mirror or camera will activate the ability. A victim can potentially write themselves notes and reminders so they don’t forget. If someone became aware of the user’s presence through other means besides sight, such as hearing or feeling them, the ability won’t trigger.
207Stinger- The Stranger’s primary method of attacking. It can make its’ mask split open revealing a 2 meter-long, prehensile stinger instead of a face. This stinger contains a special venom that is fatal but somewhat slow acting, taking about 10 minutes to kill, but leaves behind no traces of poisoning afterwards. Stinging someone multiple time can make the venom act faster.
208Name: Time Machine
209Power: A
210Durability: A
211Speed: A
212Precision: C
213Range: D
214Potential: B
215Appearance: Orange, robotic humanoid with golden highlights, Covered in clocks, has white timeline tape hanging from its’ arms and back, Has a spinning disk on the back of its’ head.
216Ability: Time Warp- Time Machine has the ability to send anything it punches exactly one minute into the future. From an outside perspective, these objects will seemingly vanish only to suddenly reappear in the exact same spot and position one minute later. This ability can affect multiple objects and people at once. A person who has be affected by time warp will reappear in the future confused and disoriented, providing Time Machine and its’ user an opportunity to ambush and attack. If someone happened to be standing in the same spot as an object returning from a time warp, the 2 object will collide, and the stronger object will impale and damage the weaker one. Anything affected by the ability will still retain all of its’ properties and momentum upon appearing in the future as if no time at all has passed, a fired bullet will keep traveling in its’ path and a running car will keep going forward. The user can use the ability on themselves as a way to “hide” for one minute and appear out of nowhere. This seemingly bizarre and useless ability allows the user to set up multiple traps and ambush opponents. It is up to the user to keep track of where all of the time warped objects are, and how much longer until a minute has passed and they return, the user accomplishes this using multiple watches and a can of spray paint. If the user isn’t careful, their own traps can backfire.
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218Name: Lolita
219Power: C
220Durability: C
221Speed: A
222Precision: C
223Range: B
224Potential: A
225Appearance: Feminine, purple, humanoid, with a skirt, pointed, cones on its’ head, and sharp claws.
226Ability: Doll Transformation- Confers its’ ability to the user directly, can create cursed sewing needles. When the user manages to prick someone with its’ needle, either through directly stabbing someone, or by hiding the needle somewhere as a trap, the victim will slowly begin to transform into a doll. This will manifest as the victim not only shrinking in size, but also, their skin turning into plastic, with their movements becoming slower and more stiff as time goes on. This decrease in size and mobility also affects the victim’s stand, making it weaker and slower. The speed of this transformation is directly related to the victim’s proximity to the user, getting far away from the user can slow down, and even stop the effect. Once a victim has completely transformed into a doll, they are completely immobile and helpless, but will still retain consciousness. If the doll is damaged or destroyed, the damage will carry over if the victim is ever returned to normal. Lolita can instantly undo the effects at will. Inanimate objects can also be pricked with the needle, causing them to shrink and become plastic, the objects are only useless toys in this state but can be easily stored or carried in one’s pocket.
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228Name: Grapes of Wrath
229Power: A
230Durability: A
231Speed: B
232Precision: C
233Range: A
234Potential: E
235Appearance: Humanoid, scarecrow-like appearance, wears rusted, metal armor, wields a scythe.
236Ability: Post-humous activation- The user is long deceased and their petrified body has fused into a tree in the center of a park, despite this, Grapes of Wrath is still able to manifest and operate automatically.
237Plant empathy- Grapes of Wrath is able to sense the current state and well being of any plant life in its’ range. If any plant is damaged, it will appear and attack the person responsible, this ranges from carving a tree to picking flowers. It can track targets by sensing their movements walking across a field of grass.
238Vine creation- Grape of Wrath’s main ability. When Grapes of Wrath slices a person with its’ scythe, it will not do any physical damage, rather it will cause a vine to sprout out of the victim. This vine will begin to increase in length, snaking it’s way to the tree the user inhabits, once it reaches the tree, the vine will enter the tree and begin rapidly draining the victim’s life force to feed the tree, leaving the victim a dessicated corpse at the end. Attempting to damage or destroy this vine will simply transfer the damage to the host. The only way to stop the vine is to defeat Grapes of Wrath. Grapes of Wrath can also slice the ground to summon writhing, thorny vines, that react to movement and attack whoever gets near them.
239Persistence- Because its’ user is already dead, Grapes of Wrath can withstand an enormous amount of damage and still function, even having holes punched through it or having whole limbs destroyed will not slow it down, only complete and total destruction of the stand can defeat it.
240
241Name: Tell Tale Heart
242Power: C
243Durability: Infinite
244Speed: D
245Precision: C
246Range: Infinite
247Potential: E
248Appearance: Humanoid, purple, has heart-shaped pendulum hanging from neck, black sclera with red pupils, mask that covers half of the stand’s face.
249Ability: Avenging- Tell Tale Heart’s main ability, activates when the user is killed by someone. The stand will automatically manifest and will seek to kill the user’s killer. It follows the principle of eye for an eye and will attempt to kill its’ target in an identical manner in how its’ user was killed, for example, if its’ user was stabbed then it will attempt to kill it’s target by stabbing them. Because the user is already dead, Tell Tale Heart is 100% unbeatable and will simply phase through any attempt to attack it. It moves slowly and attempts to stalk and slowly wear down the target, it has an infinite range and can track and follow the target no matter where they hide or how far away they are. Tell Tale Heart is only visible to its’ target and not even other stand users are able to see it. Only after it kills its’ target will the stand finally disappear.
250Memory- Tell Tale Heart’s sole weakness. It is able to attach itself to its’ target’s memory. This allows it to inherently know its’ target’s location, and this allow it to feed off the target’s energy to power itself. If a target is able to erase the memory of the user somehow, then Tell Tale Heart will disappear.
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252Name: Huckleberry Finn
253Power: A
254Durability: C
255Speed: E
256Precision: B
257Range: D
258Potential: B
259Appearance: Large, resembles a pile of leaves with a gun barrel sticking out, has 3 mechanical legs.
260Ability: Universal Ammo- Stand essentially functions as a turret, able to fire a projectile with an immense amount of force. Any inorganic object Huckleberry Finn touches will become absorbed by the stand and drawn into its’ body. Even something as large as a car can be absorbed. These objects are shrunken down to the size and shape of a bullet and stored inside the stand. At will it can fire these objects as bullets with the force, range, and precision of an anti-tank turret. Upon colliding with a target, the “bullet” will immediately reform to its’ original size and form. The user is able to choose what specific objects get fired and when. This rapid expansion can cause large amounts of destruction. Even if a bullet hits a target in a non-fatal area, the reforming process can cause serious amounts of damage. Its’ projectile based ability, and lack of arms makes this stand almost completely useless in close-range combat.
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262Name: Catch-22
263Power: B
264Durability: A
265Speed: B
266Precision: A
267Range: C
268Potential: C
269Appearance: Robotic humanoid, blue with white highlights, Has number 22 on its’ chest. Entire body covered in puzzle piece-like texture, twin propellers on its’ back.
270Ability: Deconstruction/reformation- Catch 22’s main ability is to break apart its’ body into smaller pieces and reassemble itself at will. The stand is more or less completely immune to physical attacks, as any attempt to damage it will simply cause it to harmlessly break apart and reform, though other types of attacks such as fire, electricity, or hurting its’ user can still affect it. After breaking itself up, its’ individual pieces can still move and act individually. If pieces of its’ body become separated and lost, they will simply disappear and eventually make their way back to the main body.
271Finger Bullet- Catch-22 is able to fire its’ own fingers like bullets to pierce and damage distant targets. Fired fingers will eventually make their way back to Catch-22’s hands but there is still a wait period.
272
273Name: Dune
274Power: E (A with shell)
275Durability: E (A with shell)
276Speed: B
277Precision: B
278Range: A
279Potential: A
280Appearance: Naturally looks like a small, foot-long, orange, maggot or caterpillar-like creature. Has pink compound eyes, a horn on its’ head, and long, whisker-like appendages at its’ sides. Surrounds itself in minerals to look like a massive, rocky, serpent or worm with pink glowing eyes along its’ sides.
281Ability: Geokinesis- In its’ default form, Dune is a very small and physically weak stand. The stand is automatic and has a very long range, allowing it to track a target for miles. When placed on the ground, Dune is capable of swimming through the earth at high speeds, it can use its’ whiskers to sense vibrations above ground to track a target’s location. As it moves through the ground, it collects dirt, sand, and rocks to form a shell around its’ body. This shell resembles a massive worm-like creature made of rock, hiding Dune’s true form and acting as a protective shield. Damaging this outer disguise won’t hurt Dune or the user. It can manipulate and move this shell to attack an opponent, either by jumping out of the ground and running over/crushing someone, or by swallowing someone and shredding them apart with it’s razor sharp teeth-like rocks. It can also fire chunks of rock and debris off of its’ body as a projectile. It senses exclusively by feeling vibrations so if one could avoid touching the ground, stand still, or created a diversion by throwing something, they can avoid Dune. If its’ rock form is destroyed it becomes defenseless.
282
283Name: Wonka
284Power: C
285Durability: A
286Speed: C
287Precision: D
288Range: C
289Potential: A
290Appearance: White and blue in color, resembles a round capsule or gumball machine with a grinning mouth where its’ coin slot would be, has four, organic looking tentacles that each end in a 3-pronged claw.
291Ability: Capsule Dispensing- This ability activates when the user feeds Wonka money or something of monetary value, this includes coins, bills, checks, jewelry, toys, electronics, and more. After eating something, Wonka will dispense a single, opaque, baseball-sized, plastic capsule from its’ bottom. Other people besides the user can also feed Wonka money and receive a capsule. Each capsule is entirely random and contains some kind of item or effect, each capsule is unique and once a capsule with a certain item has been drawn, Wonka can never dispense it again. These capsule can be useful, useless, or even detrimental to the user. How useful a capsule is, is primarily based on 2 factors, how much money the user feeds Wonka, with more money increasing the chance of a good capsule, or how stressed or in danger the user is. Despite this, the chance of a good capsule will never exceed 99%. Some possible capsules include, capsule containing hand grenade, capsule containing angry hornets, capsule containing $100, capsule containing a miniature storm cloud, capsule containing a key, capsule containing acid, capsule containing a single-use stand arrow, capsule containing a seed that can instantly grow into a tree, capsule containing smoke, capsule containing sleeping pills, and many more. Wonka can seemingly dispense a certain number of capsules a day before it runs out.
292Tentacles- Despite its’ appearance, Wonka is surprisingly adept for combat, able to use its’ tentacle to constrict and pierce a target.
293
294Name: Fear and Loathing
295Power: E
296Durability: D
297Speed: E
298Precision: E
299Range: E (Mist range A)
300Potential: C
301Appearance: Dark green, emaciated humanoid, no legs, has sunken eyes, sharp teeth, Tube-like tendrils on its’ back, and clings onto its’ user.
302Ability: Hallucinagenic Mist- Fear and Loathing has the ability to expel a special mist from its’ mouth. This ability has a surprisingly large range, able to cover a small town. Anyone who inhales this mist will get high off of it and begin suffering from incredibly vivid hallucinations. The hallucinations operate under the placebo effect, so if someone hallucinates something that’s dangerous and it attacks them, then they will actually feel like they’ve been injured. For example, if a hallucination cuts off someone’s arm then they will actually feel the pain and be unable to use their arm when in actuality their arm is completely fine. However, if a victim is killed by an hallucination, then their body will completely shut down, killing them. Victims don’t share hallucinations, so a hallucination seen by one person won’t affect or be seen by another unless prompted. Victims are in a highly suggestive state and will create new hallucinations based on things they see or hear, for example, someone who just saw a zombie movie will begin hallucinating zombies, or if the user tells someone they are covered in spiders, they will begin seeing themselves covered in spiders. These hallucinations operate under whatever rules a victim assigns to it, so a zombie hallucination can’t go through wall but a ghost can. These hallucinations can be destroyed if someone did something they believe would kill it. For example, a zombie hallucination will “die” if someone shoots it in the head, because they believe head shots kill zombies. If someone manages to escape the mist for even a few minutes, either through leaving the area the mist is covering, or finding a sealed source of oxygen to breath, the effect will quickly wear off and any injuries sustained under the mist will disappear. This ability does not distinguish between friend and foe and affects everyone in its’ range with the exception of the user.
303
304
305
306Name: Something Wicked
307Power: B
308Durability: C
309Speed: B
310Precision: A
311Range: C
312Potential: B
313Appearance: Large, red, grotesque, humanoid head, has ugly, mischievous face, a shock of purple hair on its’ head, and devil horns. Walks around on 2, small, imp-like legs with pointed shoes. Has a mischievous, mean-spirited personality.
314Ability: Flame Creation- Doesn’t typically attack directly but instead confers its’ ability onto its’ user. Similar to striking a match, whenever part of the user’s body scrapes or rubs against an object, fire is created. This includes external objects such as scraping their feet on the ground a rubbing something, to even their own body parts such as rubbing their hands together or snapping their fingers to create fire. Snapping fingers in particular can create a mid-range, powerful fire ball. The amount of fire created, and the force its’ launched with, is directly related to how much force the user scrapes something with. While this ability is active the user can potential accidentally rub against something and create fire so care must be taken. The user has some degree of fire resistance while the ability is active.
315Alcohol Spit- Something Wicked’s secondary ability. Something Wicked has an alcoholic personality and will constantly seek out liquor and booze, even when the user is in the middle of combat. Something Wicked will drink any alcohol it finds which is then stored in its’ body. Later, the stand can regurgitate and spit out any alcohol in its’ body to soak opponents and targets. This combined with the user using their ability to created fire and ignite the alcohol make for a dangerous combination.
316
317Name: Mockingbird
318Power: C
319Durability: B
320Speed: B
321Precision: A
322Range: B
323Potential: D
324Appearance: Black, humanoid, with a bird-like head with beak. Wears a colorful poncho made of feathers, arms are covered in red feathers, has a red bandana with eye holes on its’ head.
325Ability: Feather Bullets- Mockingbird has the ability to fire the feathers in its’ arms like bullets. These feathers pierce and attach themselves to whatever they hit. Once a feather is attached to something, the stand is able to remotely control the feathers and make them flap. When more than one feather is attached to something, the stand can make that object take flight and fly through the air at high speed, while directing it’s movement with high precision. Mockingbird can control over a dozen objects at once. It can use this ability to redirect projectiles to hit opponents, retrieve distant items by making them fly to the user, making objects levitate for the user to use as a platform, and more. The stand can shoot its’ feathers at people to make them fly, although the person its’ being used on can’t control their own flight and are at the whims of the user. Mockingbird can also tear objects apart by attaching multiple feathers and making them flap in opposite direction. The heavier an object is, the more feathers are needed to make it fly. Feathers that are attached to something can be pulled out with enough force. If Mockingbird uses too many feathers at once it will run out and must wait a short period for them to regenerate.
326
327Name: Copperfield
328Power: A
329Durability: A
330Speed: D
331Precision: D
332Range: D
333Potential: C
334Appearance: Humanoid, soldier fatigues, copper skin, spiked german helmet, round bumps covering body
335Ability: Bubble Bombs- By forming its’ fingers into a circle shape and blowing into it, Copperfield has the ability to create bubble bombs. At first these bombs resemble and behave like ordinary bubbles floating through the air, they are even visible to non-stand users. However, when these bubbles come into contact with a solid object and pop, they explode with the force of a hand grenade. Copperfield can create dozens of these bombs at once, and their power makes them exceedingly dangerous. The main caveat is that upon blowing them, Copperfield has little control over the bubble movement and relies on outside forces such as the wind to direct them to a target. This is remedied when Copperfield teams up with Mockingbird, with Mockingbird attaching feathers to the bubble to fly them into a target like a remote missile.
336Blast Immunity- Copperfield and its’ user are immune to the explosions created by the bubbles, allowing the user to manually pop the bubbles at point blank range to take out a target without suffering damage, and to prevent the bubble from being used against him. While the user is immune to the bubble’s explosion, explosions from other sources can still hurt him, and while the force of the blast itself is no problem, shrapnel created from the blast can still potentially harm him.
337
338Name: Wrinkle in Time
339Power: C
340Durability: C
341Speed: B
342Precision: D
343Range: A
344Potential: E
345Appearance: The stand is bound to an old polaroid camera. Feminine humanoid, wears dark purple peacoat, black boots, brown gloves, has a metal, grill-like mask.
346Ability: Time Stop- The stand is bound to an old polaroid camera, with the camera being the source of its’ power and technically its’ true user. Wrinkle in Time activates when someone takes a photo with the camera. After a photo is taken, anything caught within the boundary of the picture will be completely frozen in time. This ability has an enormous range, and from the right vantage point can freeze an entire city. Frozen objects can be manipulated and interacted with by non-frozen entities. The effect can last indefinitely, however there are several drawbacks to this seemingly unstoppable power. Only one picture can be taken at a time, if the user tries to take a new photo, the effects of the last photo will be undone and everything in it will begin moving again. Additionally, destroying, or tearing the current photo will also undo the effects. The ability can also only freeze things that are visible in the picture, if someone is hiding inside a building that was frozen and they aren’t visible then they will remain unaffected. If someone is partially in a photo, with another part of them being out of frame, then only the photographed part will be frozen. The camera is subject to the limitations of a normal camera and requires film in order to use it. The camera can be stolen and used by other people. If the camera is damaged or destroyed, then the stand itself will be affected.
347
348Name: 3 Musketeers
349Power: C
350Durability: C
351Speed: A
352Precision: A
353Range: C
354Potential: B
355Appearance: Light blue humanoid, wears stereotypical musketeer outfit including feathered hat, has numerous holes all over its’ body, wields a rapier with a valve on the hand guard.
356
357Ability: Liquid Creation- By stabbing a solid object with its’ rapier, 3 musketeers is able to make various liquids pour out of the holes that it has created, the holes act like a portal for the liquid and don’t seem to hurt or damage whatever has been stabbed. 3 Musketeers can use this ability to bring forth seemingly any liquid the user needs including water, acid, poison, blood, oil, grape juice, lava, liquid nitrogen, melted gold, coffee, invisible ink, and more. These liquids are seemingly generated from thin air, but need to be something that actually exists. 3 Musketeers can create multiple holes at once to flood an area with hazardous liquids. After enough time is passed these holes will eventually run out of liquid and become sealed up. The deeper the rapier is stabbed into something, the higher the liquid pressure is, a shallow stab will make the liquid leak out, while a deep stab will make it gush all over the place. 3 Musketeers can turn this ability off and use its’ rapier as a regular sword.
358
359Name: Don Quixote
360Power: E
361Durability: E
362Speed: C
363Precision: A
364Range: A
365Potential: D
366Appearance: Consists of several dozen, small, humanoid beings made out of paper known as directors. These directors come in various shapes and sizes.
367Ability: Story Recreation- The user is able to cast the effect of Don Quixote onto any book, with the directors hiding inside of the book as pages, when a victim touches the book, the directors will come out and the effect of the stand activate. The victim will instantly lose control of all of their motor functions and become possessed by the stand, where they will then be forced to reenact the story of the book, with them taking the role of the main character. The victim is still conscious while under the effect but can’t control their body or use their stand. The directors will follow the victim, directing their movement and setting up the environment around them to better match the story, this includes stealing objects to use as props and possessing other nearby people to use as a supporting cast. If someone tries to prevent the victim from proceeding with the story, the directors will force the victim to attack them. If some of the directors are damaged, then the remaining ones will create new ones out of nearby pieces of paper. If the story the victim is forced to live out involves the main character being injured or dying, then the stand can prove to be very dangerous. The original book that triggered the stand can be written in and edited to change the outcome of the story. Since Don Quixote is an automatic stand it’s main priority is reenacting the story, going as far as attacking its’ own user if the story demands it. Once a story has been completed, the effects of the stand will disappear and the directors will turn back into lifeless pieces of paper.
368
369
370Name: Ender’s Game
371Power: E
372Durability: A
373Speed: E
374Precision: E
375Range: C
376Potential: B
377Appearance: Resembles a small table with a game board on top. The board has a plastic dome containing dice in the center and is covered in various colorful spaces. Also has several game pieces on top.
378Ability: Punishment Game- Ender’s Game activates when the user manages to shake hands with an opponent. After shaking hands the game will start, the stand will appear, and invincible forcefield will appear around the user and the victim, preventing the victim from escaping or other people from interfering. The game only has 2 players, the user and the opponent, both players have a game piece that starts at one end of the board, with the goal being to get one’s piece to the finish line first. Each round a card will materialize in each players hand. These cards contain a variety of embarrassing, painful, disgusting, and dangerous challenges, along with several seemingly mundane ones. For challenges that require certain outside items or tools to perform, Ender’s Game will simply materialize these items out of thin air. Both players must attempt to complete their respective challenge within a certain time limit. Upon completion of the challenge, the player is able to push down on the dome in the middle of Ender’s Game to roll the dice, with the dice roll determining how many spaces the player’s game piece can move forward. If a player fails or refuses to do a challenge then they will be unable to roll and lose their turn. If a player has a particularly nasty challenge card, they can dare their opponent to take it instead, the opponent can turn down the dare but if they take and complete it then they will be able to move forward twice the amount of their dice role and the opponent who originally dared it will lose their turn. Ender’s Game is an automatic stand so it will treat both players fairly instead of giving its’ user an advantage. If the opponent has a stand they are allowed to use it to complete the challenges. Ender’s Game protects the players from directly attacking each other, any attempts to do so will simply phase through them. Whoever make. it to the finish line first gets to issue a single command to the other player. Ender’s Game will possess the user an they will have no choice but to follow any command the victim gives them as long as its’ something they are plausibly capable of doing, even going as far as being ordered to commit suicide.
379
380
381
382
383
384Name: For Whom the Bell Tolls
385Power: C
386Durability: E
387Speed: C
388Precision: B
389Range: A
390Potential: C
391Appearance: Resembles 5, humanoids with grey, bumpy, skin, and who wear butler outfits. Each one only has 1 facial feature, one has a mouth with sharp teeth, another has pointed ears, another has a long, crooked nose, another has red eyes, and the fifth one has no facial features at all.
392Ability: Obedience- For Whom the Bell Tolls has seemingly no personality and will follow any order their user gives them. They are capable of performing nearly any task a normal human can along with having the benefits of being a stand. They have a long range allowing them to perform tasks miles away from the user.
393Smoke Bound- For Whom the Bell Tolls is bound to the user’s cigarette smoke. While they have very low durability, destroying FWTBT does not damage or affect the user, and the user can create new ones to replace them by smoking. FWTBT can each selectively revert parts of their body back into smoke and solidify at will. They can use this ability to simply phase through attacks and travel through vents and grates. They can attack an opponent by turning into smoke, entering their respiratory system, and resolidifying in order to asphyxiate them.
394
395Name: Heart of Darkness
396Power: A
397Durability: A
398Speed: C
399Precision: B
400Range: D
401Potential: A
402Appearance: Large muscular, humanoid. Has red body with black leather belt and gloves with studs, wears a black hood with spikes, has a large crack running across its’ chest with a black, heart shaped hole in the middle.
403Ability: Barrier Creation- Heart of Darkness has the power to make invisible barriers on the ground. It creates these barriers by drawing a line in the ground with its’ index finger. These barriers act as portals, anyone who attempts to walk over a barrier will suddenly be transported out of another nearby barrier. The victim will be completely unaware that they have moved positions and believe they are moving in their intended path until they see some kind of landmark that proves otherwise. Heart of Darkness can create multiple barriers over a fairly large range. Typically, when someone triggers a barrier they will simply be sent to a random nearby barrier, but Heart of Darkness can also specify a target to be sent to a specific one. Heart of Darkness mainly uses this ability to trap its’ targets in a specific location, or guide them to somewhere it wants someone to go, able to loop a target around a location and make them walk in circles. Its’ ability is highly disorienting, and is good for confusing and separating its’ targets and ambushing them. In a pinch, Heart of Darkness can draw a barrier around itself and its’ user to prevent an opponent from reaching them. While normally, HOD and its’ user can pass over their own barriers without activating them, they are able to use them at will to teleport around. The barriers can only affect both living things and objects. Normally, the barriers are invisible but one can detect them by throwing something at where they thinks a barrier is and seeing if it disappears. The barriers only activate when something goes over it, if one were able to travel underneath them somehow the barriers wouldn’t have an effect. Upon defeating Heart of Darkness, all active barriers will disappear.
404
405Name: Animal Farm
406Power: E
407Durability: D
408Speed: C
409Precision: E
410Range: A
411Potential: C
412Appearance: Appears as a small, rodent-like creature, representing a rat or gerbal. It has orange fur, long, striped tail, pointed ears, and antennae-like whiskers.
413Ability: Life Giving- While active, any inanimate object that bares the appearance of an animal within Animal Farm’s range will suddenly come to life. This includes plush toys, plastic figures, lawn decorations, drawings, museum displays, statues, origami, and more. This ability even works on extinct animals such as dinosaur toys and statues. These animals will behave as if they were actually alive, aggressive animals such as lions and crocodiles will attack people, and predator animals will attempt to hunt and attack prey animals. When alive the animals will be made out of the same material, so a living statue will still be made of stone. The animals will have all of the same abilities as their real counterparts, a metal bird statue will be able to fly and a rubber toy snake will have venomous fangs. The animals will have the same strength relative to their size. The user is able to issue commands to and control nearby animals. Animal Farm has low precision meaning every piece of animal imagery in its’ range is brought to life. This ability can easily cause a massive amount of chaos.
414
415
416Name: Tempest
417Power: A
418Durability: C
419Speed: C
420Precision: A (Rain precision E)
421Range: C (Rain range A)
422Potential: E
423Appearance: Tall, slender, bird humanoid. Has bird legs with talons and a bird head. Human-like arms, dark blue skin, bright yellow rain coat with a hood. Wields a yellow umbrella.
424Ability: Acid Rain- Tempest’s primary ability. Tempest is able to launch a water drop-shaped seed into the sky using its’ umbrella. The process takes several hours but the seed will begin gathering condensation in the sky to form clouds until eventually gathering enough to start raining. It can easily create a storm large enough to cover an entire city. This rain is composed of a special acid that selectively breaks down and destroys any unnatural, man-made objects that it touches. This includes electronics, buildings, clothes, vehicles, plastic, glass, and more. This rain doesn’t directly affect natural things such as humans, animals, and plants, but it can easily result in a massive amount of chaos and destruction through dissolving infrastructure and making buildings collapse, giving it the potential to destroy entire cities.
425Laser Shot- Tempest’s main method of direct attack. Tempest is able to shoot a thin, blue, laser from the tip of its’ umbrella. This laser is strong enough to pierce and slice through an opponent. If its’ acid rain ability is currently active, Tempest is able to bounce and reflect the laser off of its’ raindrops with a high amount of precision to shoot behind objects and hit an opponent in a weak spot.
426
427Name: Faust
428Power: E
429Durability: E
430Speed: A
431Precision: A
432Range: E
433Potential: D
434Appearance: Appears as a 2d, stylized devil, purple in color with horns and tail, holds an axe in each hand. Bound to the user’s skin like a tattoo.
435Ability: Probability Manipulation- Faust’s main ability is to alter probability around itself to favor and benefit its’ user. This essentially means making the user luckier and increasing their fortune, such as finding a discarded winning lottery ticket on the ground or helping them win over their crush. In combat it can lower the luck of the users’ opponents to give its’ user an advantage. Such as making an enemy slip and fall or making a gun jam. When it reveals its’ true colors, Faust can use this ability to improve its’ own luck.
436Parasitism- Faust is bound to the users’ skin like a tattoo. Faust has a personality and a will of its’ own, it will attempt to charm its’ current user into thinking it only wants to help but in reality only cares about its’ own self preservation and feeding. While attached to a user, Faust will slowly siphon off the users’ life force, making them more sluggish and weaker. Eventually, it will completely drain its’ user, killing them. Faust is still able to survive when its’ user dies and can wait on its’ previous users’ corpse for a new victim to touch it. Faust has the ability to change its’ size and move across its’ users’ skin at high speeds. When it is finished with one user, Faust can transfer itself to another user when someone makes direct skin on skin contact with the current user by moving itself across their skin. After Faust attaches to someone, it is nearly impossible to attack it without damaging one’s self. The only way to get rid of Faust is to find someone else to transfer it to, or to amputate the part of the body it is attached to, but this can be difficult due to its’ high speed. If Faust goes too long without feeding it will die and disappear.
437
438Name: Crime and Punishment
439Power: A
440Durability: A
441Speed: B
442Precision: C
443Range: A
444Potential: E
445Appearance: Mechanical humanoid. Blue with white highlights. Has police written across its’ chest. Has a police siren on its’ head.
446Ability: Binding Chain- Crime and Punishment is the stand of a deceased police officer that still persists after its’ users’ death. The stand activates when someone commits a crime within the town it lives in. It will relentlessly chase down the guilty party at high speed. If it manages to catch its target it will attach a spectral ball and chain to their leg. This chain prevents the target from leaving the town, if someone attempted to leave town then the chain’s weight will increase until they are no longer able to move. The chain is essentially indestructible, if someone finds a way to remove the chain it will simply reattach itself to them. The only way to get rid of the chain s to somehow pay back or make up for whatever crime was committed. This includes returning and paying for stolen items, picking up trash that was littered, etc. If one commits an unforgivable crime such as murder or rape, then Crime and Punishment will attempt to attack and kill them. The only way to escape Crime and Punishment is to leave the boundaries of the town it is bound to.
447
448Name: War of the Worlds
449Power: B
450Durability: B
451Speed: A
452Precision: B
453Range: A
454Potential: B
455Appearance: 3 small, frisbee-sized, flying saucers. Purple, with silver highlights and a green dome on top.
456Ability: Heat Ray- Each of the 3 saucers that make up War of the Worlds has a powerful, built-in heat beam. This laser draws red lines into whatever it hits causing the target to rapidly heat up and explode. If a sauce uses its’ beam too much it will overheat and must wait for it to cool down.
457Gravity Beam- The saucers also come equipped with a green tractor beam, this beam cause anything it shines on to levitate, and allows the saucers to pick up and move multiple large objects.
458
459Name: Casino Royale
460Power: A
461Durability: A
462Speed: C
463Precision: D
464Range: D
465Potential: C
466Appearance: Yellow humanoid with pink highlights. Robotic face, has round pink bumpers on its’ head. Body covered in spring pattern. Has a pink ball fixed to the palm of each hand.
467Ability: Super Ball- Casino Royale holds a pink, blue striped, tennis ball-sized ball in each hand. Upon throwing one of these balls, it will behave like a normal rubber ball and bounce off the surface it hits with little effect. These balls have the ability to invert the law of thermodynamics and will double its’ speed and force with each consecutive bounce, at first harmless, its’ momentum will exponentially increase with each bounce until it becomes an unpredictable, fast, and deadly projectile capable of destroying organs, shattering bone, and smashing through concrete. It can release and use both balls at once. The balls have a maximum momentum where it will no longer increase in speed. Casino Royale has almost no control of the ball’s movement after the initial bounce and relies on the environment around it to direct it, meaning the balls will bounce and cause damage indiscriminately. Due to this, Casino Royale’s ability is most effective when used in an indoors, confined space. Casino Royale is able to cancel this ability at will by stopping a ball’s momentum, and recalling it back to its’ hand. Casino Royale will automatically defend its’ user from the balls while its’ ability is active.
468
469Name: 20,000 Leagues
470Power: B
471Durability: A
472Speed: B
473Precision: C
474Range: E
475Potential: C
476Appearance: Stand is bound to a shoe-sized, orange, toy submarine. The sub has turbines and a periscope on top along with the number 20,000 printed on the side.
477Ability: Submarine- The stand is bound to a physical, toy submarine. Despite being a plastic toy, the sub has a high degree of durability, comparable to a real sub, preventing it from being accidentally destroyed or smashed. The stand has many of the same abilities as a real stand but cant be controlled remotely by the user. At will, the user is able to shrink down, and enter the inside of the submarine, along with bringing anyone they want with them. They will be transported inside the sub’s control room, which has several seats and a large control panel and captain’s chair for the user. The sub can freely fly through the air and comes equipped with a seemingly limitless supply of torpedos that it can fire at targets, and which carry a surprising amount of destructive source for its’ size, along with a built in radar that detects the location of nearby moving objects. The user is required to enter the sub and manually pilot it, since on its’ own it is incapable of action. The sub has an unlimited air supply and can even travel underwater. The sub has multiple other rooms including a library, gallery, kitchen, bedroom, bathroom, and entertainment lounge. The sub has built in running water and an indefinite supply of food rations and electricity. If the user wanted to, they can feasibly hide in the sub and live in it indefinitely. Anyone inside can leave the sub at will and be returned to normal size upon leaving.
478Stealth Mode- Because the stand is bound to a physical toy it can be seen by non stand users. By hitting a switch on the control panel, the user can enter stealth mode. In stealth mode, the sub is invisible to normal people but can still be seen by stand users. More usefully, the sub becomes intangible like a stand and can fly inside of, and through solid objects.
479Size Shifting- By twisting a dial, the user can change the size of the sub at will, ranging from the default toy size, all the way to being microscopic.
480Naval Mines- The sub can also deploy mines that float in the air and explode immediately upon contact with a physical object.
481
482
483Name: Ulysses
484Power: B
485Durability: A
486Speed: C
487Precision: A
488Range: D
489Potential: Infinite
490Appearance: By default, resemble a robotic humanoid that is almost completely white and devoid of features. Gains new features and design elements as the stand evolves.
491Ability: Injury Adaptation- Upon awakening this stand, Ulysses is very basic in terms of both design and ability, having seemingly no special abilities. Ulysses main feature is that it possesses seemingly unlimited developmental potential, and is able to develop and evolve a seemingly endless number of new powers and abilities based on its’ users’ previous injuries. Whenever the user is injured or hurt in any conventional way, Ulysses gains a new ability based on that injury in a corresponding location on its’ body. For example, if the user is cut in the arm with a knife, Ulysses will gain the ability of a retractable blade on its’ arm. This only applies to injuries that the user obtains after awakening the stand. The strength of each ability is proportional to the severity of the injury, so a splinter or paper cut would yield an extremely small and weak ability. Ulysses can only develop abilities based on conventional injuries such as being stabbed, ignited, shot, or electrocuted. It cannot develop abilities based on supernatural injuries the user acquired from an enemy stand. The user must be hurt directly, attacking Ulysses wont trigger this ability. Ulysses doesn’t increase its’ users’ durability or regeneration so the user still needs to seek medical attention and can potentially die from an injury.
492Blades- Gains this ability when the user is cut or stabbed, grants Ulysses a razor sharp, retractable blade on its’ body, can summon this blade from anywhere the user was previously cut but typically rests on its’ left forearm.
493Bullet-Gains this ability when the user is shot. Cause a permanent hole to appear on the corresponding part of Ulysses’ body that it can fire a bullet out of. After using the bullet, the user must wait a short period for it to recharge, the more times the user is shot, the more ammo they have.
494Fracture- Gains this ability when the users’ bone is shattered, causes glowing cracks to appear on Ulysses’ body. This fractured limb is able to generate a powerful shockwave inside anything Ulysses hits, shattering it.
495Strangle- Gains this ability when the user is choked or hung. Ulyssess grow a pair of tentacles out of its’ neck. The tentacles can stretch in length and are prehensile. Ulysses can use them to wrap around objects and constrict opponents.
496Immolation- Gains this ability when the user is burned or set on fire. Causes flame patterns to appear on Ulysses’ torso. Allows Ulysses to surround itself in a flaming aura, burning anything it touches.
497Pin- Gains this ability when the user is stabbed or impaled on multiple sharp objects. Makes metal studs appear over Ulysses’ body. Ulysses can turn these studs into long, sharp metal spikes that pierce anything they touch.
498Electric- Gains this ability when the user is electrocuted. Allows Ulysses to surround itself in an electrical aura that shocks everything it touches.
499Drown- Gains this ability when the user drowns. Surrounds its’ user in a water-like aura that allows them to “fly” by swimming through the air like water.
500Phantom Limb- If one or more of the users’ limbs are completely cut off or destroyed, Ulysses has the ability to replace it with a phantom limb. This phantom limb has the same properties as a stand, allowing the user to interact with solid objects, invisible to non-stand users, can only be damaged by a stand, and can phase through solid objects. This phantom limb is several magnitudes stronger than the original.
501
502Name: Road Less Traveled
503Power: A
504Durability: C
505Speed: A
506Precision: C
507Range: E
508Potential: E
509Appearance:
510Ability: