Turn 4: The Art Of War((Stick to your own spoiler only please! Failure to do so is metagaming! Secrecy is very important to Stand-on-Stand tactics!))
Your Stand's destructiveness only grows, you realize. The more implosions you make, the more you can set off...
For now you have two. Soon you will have more.
As the surviving concrete and metal soldiers close in, you generate another implosion, if a weaker one.
Precision(1, 3 = 4) vs. Evasion(5, 5 = 10)
Blast it all. His anchoring protected him once more... and he's making more soldiers.
Destructive Power(2, 5, 1 = 8.)
On the other hand, you got 5 of the soldiers that ventured too close into the metal chunk.
Then your Stand claps itself.
Precision(5, 3, 6 = 14) vs. Evasion(6, 2 = 8.)
The secondary implosion, much more powerful, successfully breaks his anchoring. It doesn't last long enough for the Stand User to be hit, but he's dragged along the ground.
Destructive Power(6, 3, 2, 1 = 12)
It did deal with the rest of the soldiers, though...
...
You need to deal with the user dangit, he'll just make more!
He speaks! "Pfft punk. Is that all you can do? In that case..."
His Stand appears once more, drives its sword into the ground, and soldiers of asphalt and concrete begin to emerge.
Soon you're overtaken by two dozen men of rock, relentless and enduring.
Evasion(5, 4, 3 = 12) vs. Concrete Soldier Rush(2, 3, 6 = 11)
While your Stand is hardly a physical battle one you hold them back regardless. For now.
Status:
Healthy
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.
You set off to tour the mansion.
You sweat a little in the day's sun but in the end you reach it. It's old, seemingly abandoned, and there's no tourist plaques in sight. Well there you are...
It's not like there's any signs saying to keep away either.
Status:
Healthy
Joestar History Book get!
City Map 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.
You head into the business district, uninterrupted by the soldiers who seem to have found a target in the blue and white Stand-wielder. Excellent.
As business-like as you look right now, you have no problems getting up a nearby skyscraper, riding the elevator, and emerging at a middle floor.
Stealth(2, 5, 6, 3 = 16)
You're pretty sure that your maneuver would have concealed the true origin of the arrow from any Stand User in the room. And pinned it on another guy.
Pretty sure. Yeah.
Taking advantage of the fact that the pane of glass permits light through, your arrow flies out and flies in an orbit above the fight. You get a good look at what's going on.
Hm.
Looks like the blue and white Stand's ability to generate implosions also has some way of projecting it. You think you saw another implosion come from a large crumpled chunk of steel and concrete.
Meanwhile, it's fairly clear that the soldier-maker Stand is absurdly good at replenishing its ranks. Another two dozen soldiers from the asphalt replaced the easily destroyed soldiers that now make up another separate metal and concrete chunk.
Status:
Healthy
Skill: Increased Stealth Single Arrow
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.
You begin to get to work on making tripwires using In The Flame. You figure you could make it so that hitting a tripwire will bring down parts of the mansion on the interloper... then you realize that touching In The Flame would lock the Stand thread in place for whoever hit it. So the thread wouldn't be able to pull anything else. On the other hand, the interloper would stick to the thread and have to move along it in order to escape.
Intelligence(5, 6, 6 = 17)
And then your brain explodes with possibilities to exploit this. Just because someone gets stuck to a thread doesn't mean they stop moving completely, only that one part of them does. And then... you wonder...
Developmental Potential(4, 2, 6, 5, 6 = 23)
Experimentally, you hold a bit of In The Flame and command it to bond to a bit of wall. It does so. You command it to unbond. It does so.
... MWAHAHAHAHAHAHA!
You begin setting up even more devious traps. Threads that attach to supports and can be pulled to damage them. Tripwires to send someone over the edge of a bannister. Tripwires to send someone tripping into another tripwire. Chandelier... You know! Through complex anchoring techniques, you replace several chains holding up chandeliers with threads. Since the threads are attached to the chandeliers, they cannot be broken by the chandeliers' gravity... but if you order them to unattach... MWAHAHA! The downside being that all of those traps have to be triggered manually... you couldn't work out a way to... hm.
Regardless...
You couldn't get everything in one turn... but there's so much more you can do! Swinging weights? Threads hanging from the ceiling or from the top of a stairway that can attach to someone's head so you can reel them up? Your brain's explosion continues...
Status:
Healthy
Lantern 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.
Evasion(5, 5 = 10) vs. Precision(1, 3 = 4)
Taking you by surprise, the man's blue and white Stand claps its hands again and summons an implosion from a different location: the large hunk of metal and concrete formed by the crunch of the first soldiers. Your anchoring stands firm.
Destructive Power(2, 5, 1 = 8.)
Then the implosion sucks in 5 of your incoming soldiers. Tch.
Then he claps again... is there anything actually stopping him from rapidly clapping its hands and basically causing mass destruction? You don't think so. That's not a pleasant prospect. It's very good for dealing with your soldiers, evidently.
Evasion(6, 2 = 8.) vs. Precision(5, 3, 6 = 14)
A second implosion, stronger and generated directly from the enemy Stand, successfully dislodges your Stand's sword from the ground and sucks you in. It's not strong enough to carry you all the way, however, so you just roll along the ground.
Destructive Power(6, 3, 2, 1 = 12)
And then the rush of your surviving soldiers get crammed into a ball of metal and concrete courtesy of that second clap.
Bollocks.
Yeah, this guy's going down.
"Pfft punk. Is that all you can do? In that case..."
While there are no survivors, you still have Fight to Change the World jab his sword into the ground and extract soldiers of asphalt and concrete. You quickly accrue another two dozen...
Concrete Soldier Rush(2, 3, 6 = 11) vs. Evasion(5, 4, 3 = 12)
While it's fairly obvious his Stand isn't a physical battle Stand, it's still strong enough to aid him in keeping your soldiers back. For now.
Status:
Healthy
~24 concrete soldiers from the ground, close range
Stand Info:
Fight to Change the World:
Fight to Change the World(henceforth FCW) is a natural humanoid-type Stand. It takes the form of an eight-foot tall giant of a man in red and brown armor, with a great beard and ruby-inlaid gauntlets. It wields a massive longsword.
FCW's Destructive Power is B. It's dang strong but not extremely so.
FCW's Speed is B. It can move quickly but not overwhelmingly so.
FCW's Range is C/A. While the Stand itself can only get a short radius from its user... it has a very potent long-ranged ability that can extend miles from the user.
FCW's Durability is A. It can tank an astounding level of force due to its armor.
FCW's Precision is C. It could be worse but it's hardly a specialty.
FCW's Developmental Potential is D. It's mostly focused on physical power and its special ability doesn't have much to develop.
~~~
Fight to Change the World, while powerful on its own, also has the ability to generate "soldiers". By stabbing something non-living with its sword, it can create a "soldier" out of that something using the material. There is no limit on the number of soldiers, and they can act independently on FCW's orders to fight. The soldiers can go within a few miles of the user, unlike FCW itself. The flip side is that the user of FCW cannot sense through the soldiers.