Turn 8: Try This((Stick to your own spoiler only please! Failure to do so is metagaming! Secrecy is very important to Stand-on-Stand tactics!))
Stubbornness(4, 3, 3 = 10)
You stumble along and quickly adopt a slow walk towards the nearest hospital... um, where is the hospital anyways?
Luck(2, 2, 6 = 10) + Perception(6, 3, 3 = 12) = (22)/2 = 11
You quickly find the Shrike Memorial Hospital in the area and stumble inside...
Luck(6, 1, 4 = 11)
You're quickly noticed and placed on a stretcher... brought to a room... given painkillers... but medical attention seems lacking after a doctor examines you.
Why?
Well, apparently there were these weird concrete and metal "soldiers" that attacked a load of people, needing them to get treated first due to their worse condition. Shocking!
Status:
Conscious, at least.
Ow. Ow. Ow. (1 negative damage resistance die)
Even more marked hunk of metal(at close range) get!
Another marked chunk of metal and concrete(similarly at close range) get!
Stand Info:
Handclap:
Handclap is a humanoid-type Stand. It bears the appearance of a man wearing a blue and white bodysuit, wearing a faceless half-and-half mask.
Handclap's Destructive Power is at B. While it possesses lower physical strength, its ability is highly destructive and versatile.
Handclap's Speed is at D. It focuses more on using its ability anyways.
Handclap's Range is at C. It can only go a short distance from its user.
Handclap's Durability is at C: average.
Handclap's Precision is at C: average. It's not the most precise at targeting specific targets but it has ways of aiming.
Handclap's Developmental Potential is at B. Its ability has many possible applications.
~~~
Handclap's special ability is to create an implosion by clapping its hands.
This implosion draws in basically everything in a wide area, sparing the user.
Notably, this implosion has a secondary effect: someone or something that reaches the heart of the implosion will be "marked".
Instead of generating its own implosion, Handclap's hand clap can cause a marked target to generate an implosion that does not directly harm them but can cause damage due to flying objects.
Naturally, this implosion can mark targets as well.
Which can be set off.
In short...
it's a roughly self-propagating implosion.
Handclap's secondary implosions are all the same moderate power level, but Handclap itself's implosions can be tuned to smaller or higher levels.
Yeah, nope. You've seen enough horror movies to know going into the deathtrap is a terrible idea. You manifest Sandstorm on your legs, jerk to your feet aaaand...
When you tried to dash away from the thread, you found that your legs, where they previously made contact with the tripwire, were stuck.
Shoot. The tripwire doesn't even more at all when you tug against it.
Finally you unsummon Sandstorm's legs and realize that the tripwire stuck to your armor, and unsummoning it freed you... you make a run for it.
Coordination(2, 6, 3 = 11)
As quickly as you reasonably can, you make a dash down the stairs, not resummoning your Stand so you don't go tripping down. Soon you reach the bottom.
Status:
Healthy
Joestar History Book get!
City Map get!
Candle get!
Stand Info:
Sandstorm:
Sandstorm is an artificial non-humanoid type Stand. It takes the form of a suit of form-fitting golden armor that can be summoned piece by piece or all at once.
Sandstorm's Destructive Power is at A. It actually has a low base damage, but its Speed massively multiplies its damage.
Sandstorm's Speed is at B to EX. This is due to Sandstorm's variable nature.
Sandstorm's Range is E. It can only be summoned on its user and cannot extend any further.
Sandstorm's Durability is at C. It does bolster, but not much, durability.
Sandstorm's Precision is at C: average.
Sandstorm's Developmental Potential is at D. There isn't much to develop with this Stand.
~~~
Sandstorm, as mentioned, has varying effects. To put it simply, it enhances the speed of its user depending on what pieces are summoned. Gloves would speed up hands, greaves would speed up legs... the chest plate would accelerate heart rate and breathing(and is basically required for the other pieces beyond the lowest level)
The catch is that the use of this Stand tires the user proportionally.
Summoning Sandstorm's full set would turn the user into a force of speed so great the Flash would be challenged, but it would exhaust the user so quickly, even with the accelerated heartbeat of the chestplate, that they could only last a few seconds.
Summoning partial pieces of the armor to boost the speed of specific body parts would be more efficient, if less powerful.
Stealth(6, 4, 5, 5 = 20)
With your disgustingly good luck and skill you conjure a stealth arrow in a stealthy maneuver that would surely obfuscate where the arrow came from... right?
You send it flying through the mall.
Perception(4, 2, 4 = 10)
You don't notice any Stand activity other than your own, but you could have missed it... you also have a good mental map of the mall.
You then send your arrow flying out a window.
Perception(5, 2, 2 = 9)
Range(3, 1, 4, 3 = 11)
You get a good view of the area surrounding the mall and don't see any Stand activity other than your own... well, that and what looks like a broken statue, fallen to pieces. A roaming soldier made by the enemy Stand User... now destroyed by its commander's death.
Status:
Healthy
Skill: Increased Stealth Single Arrow
Skill: Lesser Guided Scattershot
Stand Info:
Lifelight:
Lifelight is a phenomenon-type Stand. It manifests as one or more arrows apparently made of solid light.
Lifelight's Destructive Power is EX. You do not want to get into a straight fight with Lifelight due to its immense destructive capabilities.
Lifelight's Speed is A. Those arrows move fast.
Lifelight's Range is B. The arrows can go a fair distance from the user but aren't good for very long-ranged attacks.
Lifelight's Durability is N/A as it is a phenomenon-type Stand.
Lifelight's Precision is B. The arrows can hit small but not microscopic targets with relative ease and focusing.
Lifelight's Developmental Potential is C. You may be able to learn a few tricks and train, but it's not hyper-versatile.
~~~
Lifelight manifests as arrows of light that have differing capabilities depending on how many are summoned.
At maximum numbers, Lifelight basically turns into a gating storm of inaccurate light arrows that deal low but still notable damage.
As you reduce the number of arrows you fire at once, control, precision, and power all go up. A few arrows could for example curve to hit their target and pierce through steel...
But a single arrow with Lifelight detonates with an immensely powerful focused explosion and can home in on targets, and even let you see through it.
Luck(3, 2, 6 = 11)
You find a heavy candlestick and tie a thread around it...
... what? The enemy is no longer attached to your tripwire? How can this be? The tripwire itself is intact...
Status:
Healthy
Lantern get!
Thread candlestick get!
Second floor thoroughly but not completely booby-trapped(tripwires galore, weakened supports that can be broken by tugging a nearby thread, remote dropping chandeliers)
Stand Info:
In The Flame:
In The Flame is an artificial non-humanoid type Stand. It is also a Bound Stand, being bound to a spool of red thread..
In The Flame's Destructive Power is at N/A. It possesses no destructive ability.
In The Flame's Speed is at N/A due to being a Bound Stand.
In The Flame's Range is A. While not infinite, the thread it leaves functions up to several miles away from the user.
In The Flame's Durability is E. It can be cut as easy as normal thread... but this is something mitigated by its ability.
In The Flame's Precision is at A due to affecting others so precisely.
In The Flame's Developmental Potential is at A due to many different potential abilities.
~~~
In The Flame's string has an interesting effect. When it touches someone other than the User, it melds with their flesh.
Once it melds, it restricts the victim's movement. To put it simply, they have to follow the thread. If they try moving away from the thread, the thread will lock in place, blocking their movement. If they follow the thread with their movements, the thread will be absorbed into their body as they move.
Furthermore, someone trapped by In The Flame cannot cut the thread themselves, or by using their Stand.
Only the User of In The Flame can touch their Stand's thread without melding with it. They can move the thread around and freely cut it.
This has immense potential for traps and manipulations.