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Anonymous commented at 2016-03-14 15:54:51 » #1915349

Shark Platinum!

A few ora oras and this may actually be interesting...

5 Points Flag
Anonymous commented at 2016-03-14 17:29:03 » #1915377

Name: Undyne Undine.
Stand: True Hero.
Power: A (can easily break the pavement with its bare fists, its "Spears of Justice" are unstoppable/unblockable if its target is not under the influence of "Green Soul")
Speed: B (if TH lifts Undyne, it can transport her from Waterfall to Snowdin in a matter of seconds; it can also throw dozens of "Spears" in a split second)
Range: D-A (TH can only manifest a short distance away from Undyne but its "Spears" and "Green Soul" abilities do not share this limitation)
Durability: B (aside from its armor granting it an inherently high durability, TH can also regenerate/reform itself with "But The Earth REFUSED To Die")
Precision: D-B (favors barrages of "Spears" that cover wide areas rather than pin-point attacks... however, once a target is under the influence of "Green Soul", TH's "Spears" gain homing properties)
Development Potential: C (should Undyne be able to unlock her true Determination, TH's potential will reach new heights as it evolves from True Hero into The Undying)

Abilities:
Spear of Justice: A spear made out of hundreds of litres of pressurized water; high speed projectile. It can cut through practically anything and is, for all intents and purposes, unblockable. Can be rapid-fired in order to cover a wide area to compensate for its poor accuracy.
Green Soul: Covers a target in a green light; makes the Spear of Justice seek out the target. However, the person under the effect of Green Soul also gains heightened resistance to Spear of Justice. (Undyne has been known to cast Green Soul on herself in order to block "Spears" that are redirected by enemies back at her, make her "Spears" come back towards her in order to hit an enemy in the back or to increase the "Spears" momentum before she flings them at her opponents.)
But The Earth REFUSED To Die: True Hero reforms/regenerates itself and Undyne with nothing but Undyne's own Determination. Though useful, this ability puts a lot of strain on Undyne and she seems unable to use it more than once a day. (BTERTD makes True Hero evolve into The Undying after Undyne has unlocked the true potential of her Determination.)

11 Points Flag
Anonymous commented at 2016-03-22 03:52:34 » #1919437

I now badly want a retelling of Undertale with JJBA's themes and powers incorporated into it.

Question is, what would Frisk's Stand be(Chara can't be it)?

5 Points Flag
Anonymous commented at 2016-03-22 18:59:54 » #1919730

^Nah, I rather think Chara would be to Frisk approximately what Diavolo was to Doppio.

Name: Frisk / Chara.
Stand: Red Determinator. (When Frisk uses it, the Stand assumes the form of a Red-glowing Heart. When Chara uses it, the Stand assumes the form of a Red-glowing Knife.)
Power: D-A (Red Determinator's power varies in accordance with how Determined its user is to cause harm. It usually has low power when Frisk uses it as Frisk has no desire to cause harm, though if s/he gains the will to fight, its power increases proportionately. It can only, and automatically does, reach its full power when Chara uses it, though.)
Speed: B (Is fast enough to allow Frisk/Chara to avoid even Undyne's fastest and densest "Spear" rains. They probably didn't really need the umbrella when they were walking with Monster Kid through Waterfall but only brought the umbrella along for the Kid's sake.)
Range: E-C (Red Determinator always remains close to Frisk, but Chara has proven able to throw "The Knife" a fair distance with startling accuracy.)
Durability: C-A ("The Heart" is outright fragile when Frisk uses it and may even easily break due to Frisk's sensitivity, but given its abilities, it can grow exponentially much more durable and is also nigh-impossible to permanently destroy. When Chara uses the Stand, they are remarkably resillient and are capable of shrugging off attacks that would kill a normal human.)
Precision: E-B (As with its Power, Red Determinator's ability to accurately hit its target is directly tied to its user's intent to actually hit. As Frisk typically does not want to cause harm, the Stand in turn more-or-less tries to avoid hitting its targets, though if s/he wants to hit hir's target, its accuracy increases proportionately. Chara, in particular, is very accurate with hir's attacks and has even been able to throw "The Knife" a fair distance with startling accuracy.)
Development Potential: B (By growing more Determined, Frisk can unlock hir's own abilities and achieve hir's true potential. Likewise, Chara can unlock hir's own abilities and achieve hir's own potential through "EXP and LOVE" by killing.)

Shared Abilities:
SAVE the World: Allows Frisk/Chara to, by focusing their Determination, place a "SAVE Point" in time, enabling them to "Reset" and return to that moment in time while retaining their knowledge about events from earlier timelines. Only one "SAVE Point" can exist at a time and they only last for as long as Frisk/Chara holds on to the Determination that created the "SAVE Point."
EXP and LOVE: It's said that your first kill is the hardest. It is said that it gets easier every time you do it. Through these principles, this ability makes Red Determination grow more Powerful and Durable the more its user causes harm and, subsequentially, becomes more willing to walk down the path of violence. Notably, Frisk rejects this power while Chara embraces it, making "The Heart" grow stronger at a much slower rate than "The Knife"; it even allows Chara to drain power from "The Heart" and take it for hir's own.

Frisk's Abilities:
Hopes and Dreams: By holding on to hir's Hopes, Frisk can endure far more damage than s/he usually could, putting the durability of Frisk's Red Determinator on at least the same level as Chara's and, through Determination, s/he can even reject the course of the world and make hir's Dreams come true.
BUT I REFUSE: Red Determinator reforms/regenerates itself and Frisk with nothing but Frisk's own Determination. When Frisk has unlocked the true potential hir's DETERMINATION, s/he can even REFUSE Red Determinator's destruction, making it completely indestructible.

Chara's Abilities:
Mercy Killing: The more unwilling Chara's opponent is to hurt hir, the more they love Chara and the more inclined they are to forgive hir and/or show hir mercy, the more harmful Red Determinator becomes when it's used. This "ultimate sucker punch" allows Red Determinator to kill people with non-fatal attacks simply by getting them in their moment of weakness and hitting them where it hurts: Right where their trust and love can be found... This heartbreak is literal.
ERASE the World: Once Chara reaches hir's maximum LOVE and becomes a paragon of violence s/he gains the ability to use Red Determinator to attack things on a metaphysical level, up to and including attaking the medium s/he exists within itself. (Should lethal force be applied, it can even cause an in-universe discontinuity, putting a premature end to the story itself.) The ability auto-adjusts itself in accordance with the medium Chara appears in and only Chara hirself can undo the effects of "ERASE the World."

6 Points Flag
Anonymous commented at 2016-03-22 19:06:23 » #1919735

For funsies, the Stands of the other Human Children:
Orange Bravery: Assumes the form of a bandanna with abs drawn on it and a tough, pink, left hand lether glove with an Orange-glowing eye at the back of the hand; when the Child's hand is open, the eye, too, opens and when the Child's hand is closed, the eye closes, revealing an Orange-glowing Heart on the eyelid. The Orange Bravery makes the Child intangible as long as s/he unhestitatingly keeps moving into the path of danger.

Yellow Justice: Assumes the form of a Cowboy Hat, a Revolver with four bullet chambers and a Yellow-glowing Four-Leaf Clover. Its power is propotional to how precisely the Child hits his/her targets, meaning that even if s/he does score a hit, the bullets could potentially only inflict light wound if they didn't hit where the Child was aiming for. When the Yellow Justice scores a bullseye, however, its power goes way off the scales (of Justice).

Green Kindness: Assumes the form of an Apron and a Frying Pan. This Stand grants the Child using it heightened durability (enough to block Undyne's otherwise unblockable "Spears of Justice"), a slow regeneration factor and food prepared in the Frying Pan gains a green glow and increases the metabolism of the one eating it to nigh-instantaneous levels, allowing for very fast recovery. The pan is always hot, not only making it easy and convenient to prepare food on the fry *ba-dum-tssh* but also making it a very unpleasant weapon to be struck by.

Cyan Patience: Assumes the form of a red ribbon, a plastic knife and a Cyan-glowing bandaid. The power of this Stand makes the Child using it intangible while remaining still and though the knife is made out of plastic, it's as deadly as a real knife.

Blue Integrity: Assumes the form of a pink tutu and a pair of white ballet shoes. This Stand's power makes Blues music be heared from within a physical object and makes all those who hear it "fall" towards the object, as if it had a gravitational pull. Because the Stand's power is based on sound, it doesn't effect objects, deaf people (though covering one's ears isn't always enough to block out the sound), those outisde of its hearing range (though the Child can increase the volume of the music in order to give it a wider area of effect) or Shyren who is tone deaf... yes, she's literally immune to the powers of Blue Integrity thanks to a play on words. No-one had a worse reaction to that joke than the Child itself.

Purple Perserverence: Assumes the form of a notebook and a pair of glasses with Purple-glowing frames. The Purple Perserverence's first ability allows it to form empty text rows/lines along any surface, or even in mid-air between two surfaces. Any character who comes into contact with the rows is trapped and cannot leave the row unless they come into contact with another row. The Purple Perserverence's second ability is Karma; if the Child writes down a word in the notebook that is appliable to the target, the word will begin taking effect and become real. (E.g., if the Child writes "Death" and the target is guilty of having killed, they will begin dying.) This power can be used for both positive and negative words (e.g., if the Child writes "Calm" and the target has calmed down someone before, they will begin calming down) but is not irrevocable; if the word is erased before it has come true, Purple Perserverence's effect will grind to a halt and reverse itself. The same word (including its synonyms) can only be used a maximum of ten times for each person.

5 Points Flag