PHENOMENAL COSMIC POWERS!!! by FromItalyWithFurore
YOU ARE THE REASON
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if i look back, i am lost
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PHENOMENAL COSMIC POWERS!!! by FromItalyWithFurore
Follow me on these other sites where I'll upload my works in the future: Twitter: twitter.com/bmichaelyates Tumblr: www.tumblr.com/frattocri9724 Newgrounds: chrion9724.newgrounds.com/ Pixiv: www.pixiv.net/en/users/4615413âŠ
The Owl House Bad Ending Scenario: "Lost In Language... Forever" A 3-page comic made by me which shows what would happen if Luz and Amity got stuck in the book during the event of the Wailing Star. One thing is for sure: this sends me chills over my spine! These are the dA links:
Shonen Jump Smash Bros. Lookalike Game Part 1
How is it going everyone? Youâre on Frattocriâs page and today Iâd like to present to you a videogame idea, indeed my very first videogame idea ever. Iâve got a question or two for you: do you like anime? Good. Do you like the Smash Bros. series? Good. Do you like crossover fighting games? Also good. And lastly, do you want to see a damn well made crossover fighting game thatâs not called Jump Force?! Very well, if youâve made this far, this might be the game idea for you, or at least those who like to see the concept of Smash Bros. platform fighting being applied to the Shonen Jump character roster. Yeah, I know the idea of seeing a Shonen Jump crossover game with the Smash Bros. formula may seem like a waste, but I think we should wait for the end of this project to give a definitive verdict. This is just the fun idea of both an anime/manga and Smash Bros. fan and the idea came from various sources like videos on You Tube, as well as many Smash movesets for multiple fictional characters here on dA, anime characters included. Among these inspirations, I wish to send the creator Tyrranux my thankings for inspiring me to give it a try for my first ever videogame idea. I decided to go far and wide for this game concept by talking about everything, such as: the characters roster, the assists, the usable items, the stages, the bosses, the game modes, the extras, etc. I obviously wonât fit all of this stuff in just one big ass document, so expect more parts of it to be made in the future. When the other parts are gonna come out depends on whether I manage to find enough good ideas to fit in this Shonen Jump Smash Bros. Lookalike Game.
But now, with this long introduction ouf of the way, I think itâs about time we start off with⊠the game modes.
GAME MODES:
(Or, more specifically, the many options in the menu)
SINGLE-PLAYER MODES:
-) Jump Arcade Ladder: The standard issue that every fighting game should be given at lunch. Who do you think we are? Street Fighter V at day 1?! Tsk, forget that! So yeah, you select a character from the roster, pick a color/costume, and then fight up to eight opponents before reaching the final boss, to which I want to add something that will make many passionate fighting game lovers drop their jaws: Unique Arcade Ladders! Based on what Smash Bros. Ultimate did (one of the good things it did imo) was giving each character unique themed opponents to fight in specific locations; like taking Ryu as an example, his Arcade Ladder had him face against characters resembling Street Fighter characters in a basic Battlefield stage with no Stage Hazards. Well, in this game the Arcade Ladder will work the same way for each character, which also means that every character will have a different final boss to fight (which btw are going to be eleven in total!). Depending on the character and the stage, some things may even change, like certain items will pop out more regulary or even just one item, etc. Completing the Arcade Ladder rewards the player with a certain amount of in-game currency, specifically Zenis and J-Points (the quantity obtained depends on the points accumulated and the chosen difficulty) and the winning characterâs own Smash Trophy â yes, I said Trophy! Itâs about damn time they return to the Smash franchise (even though this is just a fanmade Smash lookalike lol)
Difficulty Setting: Before starting the ladder, the player can choose to set the difficulty, from a minimum of 1 to a maximum of 10. The higher difficulties reward the highest Zenis and J-Points.
Stage Hazards ON/OFF: The player may even choose to play the Arcade Ladder with or without Stage Hazards. The choice wonât affect the Unique Arcade Ladder structure.
Bonus Stage: After the third and seventh match, thereâs a Bonus Stage where targets must be destroyed as quickly as possible. Depending on the success or less and the time remained, the player will be rewarded with a Zenis and J-Points bonus.
-) Shonen Jump Mode: The equivalent of the Spirit Mode in Smash Bros. Ultimate where the player can face different alternate versions of playable characters. These alternate versions of characters will be modified to represent other characters either from already existing franchises or other franchises with no playable representative characters; an example would be Goku Black, who is a colored swapped version of regular Goku but is faster, his attacks have a 50% attack range bonus, and at some point during the battle, he will enter a powered up state where his attacks have a harder knockback and moves much faster. Once the enemy is defeated, you will be rewarded with its Trophy â and yes, I said TROPHY! YOU HEAR ME, SAKURAI?!?!? However, this doesnât mean the Stickers wonât appear. In some cases, if the player does well enough, he will also be rewarded with a random Sticker as well.
Time-Limited Challenges: Some of the hardest characters will only be available for a limited amount of time before disappearing. They will then be available randomly from day to day.
Themed Events: With future updates of the game, a whole new ladder centered around a specific series will be available with no time limits, like for example a âJujutsu Kaisen Ladderâ or a âOne-Punch Man Ladderâ, and only characters from those specific series will be available. These themed billboards will also feature time-limited characters from time to time, so take the chance to face a mighty opponent and be rewarded with his trophy, description inlcuded!
All Fiction: Whenever you wish to change the billboard of the available alternate characters, you can use either Zenis or J-Points and ask for Misogi Kumagawa to use his powers to erase the current ones and create a whole new billboard from scratch. Pay attention because the necessary currency will increase every time you will ask Kumagawa to do the deed!
(This mode will only be available once the player either beats the Jump Arcade Ladder 20 times, or completes the Journey to the World of Jump! Adventure Mode)
-) Journey to the World of Jump!: The âAdventure Modeâ of the title where the many characters from the Shonen Jump universe and beyond face off against a threat which endangers every reality. Both heroes and villains will have to cooperate if they wish to have a chance against the terrifying Anti-Spiral and his quest for universal devastation!
This mode is the equivalent of the Subspace Emissary mode from Smash Bros. Brawl  where classic Smash Bros matches, boss fights, platform sections and exploration are all mashed together into whatâs like the ultimate crossover anime experience, and all enemies, from mobs to obstacles to mini-bosses are all taken from the multiple SJ series published so far, so no original characters â understood, Jump Force?!
Map: Just like in Brawlâs Subspace Emissary Mode, the player can freely choose to replay the already completed levels to find all the remaining collectables. The 100% completed levels will be marked with a small crown. Some levels may even lead to secret areas and stages. It is up to the player to find all of them!
Stickers: The player can utilize the Stickers collected both in and out of the Adventure Mode to better the charactersâ attributes like meele attack potency, special moves potency, jumping skills, and so on. The Stickers have no limits usage, though each Sticker has its âsizeâ which cannot surpass the limit available in the âSticker Selection Screenâ
Saved Sticker Set: The player can save a certain set of Stickers for easier access, sort of like the Spirit mechanic in Ultimate.
-) Challenges: A series of special modes where the players can test their skills to their limits. Among the modes available are:
Don Patch-Run Contest: The SJ edition of the Home-Run Contest, only with Don Patch as the sandbag to hit as much and as hard as you can before sending him flying as far as you can with Kaidoâs Hassaikai mace! The established record can be shared in the playerâs titular card during online matches.
Target Smash!: The player can freely replay the Bonus Stages from the Jump Arcade Ladder how many times they want with whatever character they want. Try to beat the hardest stages with all the characters and youâll be rewarded with plenty of Zenis and J-Points!
100-Men Slay: An intense brawl against 100 White Zetsus and some random playable characters popping every now and then. Once the mode is completed, the player will be rewarded with plenty of Zenis and J-Points, as well as the Final Smash Trophy of the character used â did I mention how Trophies should return in the Smash Bros. series? Yeah? Ok, Iâll stop for nowâŠ
Wrath of the Dragon: The hardcore mode for hardcore players. Six level 10 difficulty adversaries to beat in a certain amount of time. Once youâve emerged victorious, youâll be rewarded with tons of Zenis and J-Points, as well a slight chance to unlock a highly rare Trophy!
-) Achievements: The equivalent to Smash Bros. Events window, where you can unlock a special illustration to see in the Gallery section (See further down for details) after achieving a certain goal, like for example, beating Frieza with Goku in the Arcade Ladder with a Final Smash will reward you with an illustration of Gokuâs first transformation as a Super Saiyan in the Namek Saga, or more simply beating the Arcade Ladder with ten characters. Unlocking enough panels will give the player a certain reward, like a musical soundtrack, a new stage, a trophy, a sticker, and so on. There are four different Achievement windows with multiple unlockable panels, which are:
Online Window: All unlockable achievements through playing online modes.
Single-Player Window: All unlockable achievements through playing single player modes.
Journey to the World of Jump Window: All unlockable achievements through playing the gameâs âAdventure Modeâ.
Miscellanous Window: All unlockable achievements which donât fall under any of the previous categories.
Once every achievement windowâs panel is completed, a special illustration will be unlocked, as well as tons of Zenis and J-Points!
-) Training: The mode where you get to try the charactersâ moves and whatnot, with all the modifying option regarding the CPU, item drops, yada yada yada.
ONLINE MODES:
For the record, I donât wish to delve too much into the online modes. Letâs just say that all the standard options will be available in the game, like Ranked Matches, Friendly Matches, Matches with friends, team fights, 1V1, tournament mode, spectate, as well as all the settings that come with it, like rewatching replays, rules settings, yada yada yada. Sorry if you wanted a fully detailed section on the multiplayer modes, but as an old school videogame lover, online is not my thing really, and my main focus is on other stuff, such as characters, stages, the bosses etc.
KAMIâS LOOKOUT:
This gameâs equivalent of Smash Bros.âs Vault menu where all the collectables, artworks, music tracks etc. can be examined and purchased as well! Yeah, for some unexplained, Kisuke Uraharaâs shop has been brought all the way up to Kamiâs Lookout and using the ingame currency, it is possible to buy certain Trophies and Stickers as well. Just make sure youâve got enough money though, because stuffâs gonna cost a lot, but at the same time, no microtransactions or in-game purchases with real-life money are completely absent. If you want some stuff and want to have it right away, youâll have to play the game, because thatâs what games are meant for, am I right?!
Trophy Showcase: The crown jewel of any Smash Bros. game, and once again, I hope will come back for (hopefully) new installments. A humongous collection of 500+ trophies which includes fully fledged 3D and 2D models of characters, transformations, background characters, items and tools, and pretty much any kind of content you can imagine coming both from Shonen Jump series and beyond. All thropies will have their own descriptions, including the nameâs series and the year they first debuted:
Trophy Example:
Son Goku:
Series: Dragon Ball. First Appearence: April 3rd, 1995
Son Goku is one of the greatest warriors of all time and the strongest protector of Earth. Because of his Saiyan nature, Goku craves for strong opponents to surpass his limits and become stronger, but his friendly attitude managed to win the heart of many trusty allies, to the point of even reaching and befriending Gods who recognized his talent. When heâs not busy saving the universe from unimaginable threats, he enjoys only two things: eating and training. Despite the fact his wife Chichi wishes him to become more responsible, Goku always keeps being true to himself and uses his talents and powerful techniques to protect the Earth and his friends, sometimes even at the cost of his own lifeâŠ
Sticker Album: Same thing as for the Trophy Showcase, but with the Stickers. 600+ Stickers representing many characters, objects etc. from the Shonen Jump history. Whether or not these Stickers will have descriptions or not isnât up to me, but I expect some form of effort for this kind of game to be made!
Artwork Gallery: A collection of artworks and illustrations dedicated to the various Shonen Jump series. These images can be obtained throughout the game either completing the Classic Mode, or unlocking achievements on the windowsâ panels. Some images can also be obtained through the Adventure Mode by reaching secret areas.
Jukebox: This is probably one of the richest contents of the whole game. A big collection of many of the greatest soundtrack from Shonen Jump animes, inlcuding remixes of openings and endings as well. Each song can be picked and put in a personalized playlist to listen whenever you feel like, and each song comes with the authorâs name and year of publication. (Donât expect me to enlist all the songs this game will have, but think about Smash Ultimate numbers and youâll get what I mean)
OPTIONS:
Standard options that every game has. Moving onâŠ
To Be Continued âŠ
More Fanmade Stands for The Owl House! Go check them out!!
Monster Musume Character Poll! Who do you want see me drawing? by Frattocri
Edalith - The Ultimate Fusion Witch! https://www.deviantart.com/frattocri/art/Edalith-Witch-Fusion-Reborn-980739760
This is how Undyne's Stand Titanium looks like.
Fanmade Stand: Undyne (Undertale)
Stand Name: Titanium
Stand Origin: Titanium, by David Guetta
Appearence Classification: Wearable Stand
Stand Type: Integrated/Semi-Autonomous Stand Stand Appearence: The Stand takes different appearences depending on the situation Undyne uses it in combat:
In its basic form, Titanium resembles canonical Undyneâs metallic armor, with lime green lines running over the torso, arms and legs.
In its Attack Form, the Standâs amor disappears, leaving instead a shark-shaped helmet on Undyneâs head. A bright blue aura surrounds the Stand user.
In its Defense Form, Titanium retains its usual appearence, only this time the armor plates look thicker and denser, and the green lines disappear. A bright green aura now surrounds the Stand user.
Stats:
(Attack Mode/Defense Mode)
Destructive Power: A/D Speed: B/E Range: B/E
Durability: E/A Precision: B/C Development Potential: C/C
Stand Abilities: Once activated, Titanium encases Undyne in a highly durable metal armor which also increases her already developed strenght. The real power of the Stand however lies in the two different âmodesâ the Stand takes whenever it decides to attack or defend. Each mode posseses its strenghts and weaknesses, which Undyne needs to use wisely, otherwise she might get herself and those she wishes to protect in trouble!
âFire Away!â: The âAttack Modeâ of Titanium. Once activated, Undyne loses most of her armor which in turn âtransformsâ into energy-made spears the user can utilize to attack both at close range as melee weapons and from afar as throwing projectiles. As the name suggests, Fire Away!âs purpose is to maximize Undyneâs offensive potential at the expense of defense. The energy spears attack the opponentâs soul directly, thus bypassing conventional durability, and once thrown, the spears can cause massive damages to the environment, so much so they create craters when touching the ground. Although not infinite, Undyne can summon a large quantity of spears at once before having to recharge with her defense mode. Because of the fact Undyne essentially becomes a glass cannon in this mode, even the weakest attacks can be dangerous for Titanium â even so, the opponent still has to face the fact that Undyne herself is anyhting but frail!
âIâm Bulletproof!â The âDefense Modeâ of Titanium. Once activated, Titaniumâs armor plates become thicker and more durable, and Undyne doesnât wear a helmet anymore. The main purpose of Iâm Bulletproof! is to maximize Undyneâs defense at the expense of attack potency. When in this mode, Titanium generates a powerful green heart-shaped shield which protects the user from any sort of physical and magical attack, so much so the attacks thrown at Undyne bounce off of her. As the polar opposite of Fire Away!, once using Iâm Bulletproof! Mode, Undyne cannot cause much damage with her own Stand; in addition, another fuction of Iâm Bulletproof! is to recharge Undyneâs usage of the energy spears she uses in her Fire Away! Mode. In order for the recharge to work, the user must perform as little movement as possible; when Undyne stays completely still, the recharge process is faster â however, considering Undyneâs hot-headedness, itâs a very rare chance she gets to stay completely still in a heated fight.
The Titanium Phoenix
Appearence Classification: Humanoid Stand
Stand Type: Semi-Autonomous Stand Stand Appearence: The Titanium Phoenix resembles the appearence of Undyne the Undying, the form she takes in the Genocide Run once the protagonist kills her, only more feral and with no reasoning left. Only one thing is left within it: hatred for its userâs killerâŠ
Stats
Destructive Power: A Speed: A Range: A
Durability: E Precision: B Development Potential: Null
Story/Stand Abilities: The Titanium Phoenix is a potential last form that Titanium takes in a different reality where instead of befriending the human protagonist, he kills her in an attempt to protect Monster Kid. It is revealed that, in its userâs dying moment, Titanium reveals an unexpected and unmatched power that even the King of the Underworld, Asgore Dreemurr, would be inferior to. Probably as a byproduct of Undyneâs undying resolve, the Stand âresurrectsâ and as her body fails, Titaniumâs armor activates and black ooze erupts from within which holds the armor parts together. When it transforms into The Titanium Phoenix, the Stand becomes semi-autonomous as it is driven by a single desire: to kill and destroy the human who annhilated the dreams of the Underworldâs inhabitants. Now as an autonomous Stand, it doesnât receive damage once hit, no matter how powerful the attack utilized is. The attack potency and the speed of the Stand increase exponentially, and the number of the spears summoned at once increases tenfolds. Thanks to the ooze holding the armor together, The Titanium Phoenix can even extend its limbs to suprise attack the opponent when he least expects.
Despite its immense strenght, The Titanium Phoenix is only a temporary form which lasts as long as Undyneâs fighting resolve lasts before her last breath. At the end of the day, this form is just Titaniumâs last desperate attempt to put up a fight against a mighty opponent, and thus it cannot last very long and will eventually fade away. Also, even during the fight, despite the fact the semi-autonomous Stand doesnât feel any pain when taking damage, the ooze can still be damaged and dispersed, and when removed away from the armor, it quickly dissolves.
Stand Name: Live Nâ Runninâ
Stand Origin:Â Live and Learn, by Crush 40/Runninâ, by Adam Lambert
Appearence Classification:Â Natural Non-Humanoid Stand Type:Â Close-Range/Integrated Stand Appearence:Â Live Nâ Runninâ takes the appearence of a small cute real life hedgehog with blue quills, deep black eyes and a white belly. When summoned, it rests on Sonicâs hair and when supercharged, the hedgehog emits a blue electric aura and his eyes color change accordingly.
Stats:
Destructive Power: C/A (When enough enery is built up) Speed: A Range: E Durability: B Precision: C Development Potential: C
Stand Abilities:
    · Speed OâSound Sonic: The primary ability of Live Nâ Runninâ allows its user Sonic to move at incredibile speeds, so much so the world around Sonic looks frozen in time. The ability is linked to the blue electric aura emitted by the Stand which only activates when Sonic starts running. The power works like a dynamo: the more and the faster Sonic runs, the higher the power output of the Stand becomes. Once reached a certain amount of power, the user can decide to unleash the energy into a radial blast which diameter can extend from a minimum of five meters from his current position to cover a whole city. This radial blast overcharges and disrupts all electronic devices in its range. The blue aura also protects both the user and the surrounding environment from collateral damages, allowing Sonic to fight at high speeds without destroying whatever he runs into. It appears the maximum speed limit the Stand allowed to reach is the speed of light, at which point Live Nâ Runninâs energy output, if unleashed, would have the potential to bring down the entire planetâs technology in one go. Fortunately, this didn't happen yet as Sonic would never use his power so recklessly. However, all of this is possible only if Sonic keeps running to keep building up his energy to use; without any motion, the user cannot supercharge Live Nâ Runninâ. Also, considering Sonicâs young age, he still has troubles controlling the blue aura and thus ends up causing collateral damages anyway every now and then.
    · Speed Steal: Live Nâ Runninâs second ability grants the user Sonic to âstealâ the speed of moving objects or even his opponents, causing them to âloseâ all their speed, thus turning into statues of sort. The ability works so long as theyâre near Live Nâ Runninâs range; when it moves too far away, the object/person which speed was stolen can move freely once again.
Live N Runninâ Requiem
Stand Type: Requiem Stand Stand Appearence: Once struck by the Stand Arrow, Live Nâ Runninâ evolves into Live Nâ Runninâ Requiem. The hedgehogâs body âshedsâ as it opens up to reveal a golden fluid which envelopses Sonicâs body. The fluid then solidifies and transforms into a sort of golden medieval armor, with the userâs now crimson eyes visible from the helmetâs visor. The aura surrounding Sonic turns golden as well.
Stats:
Destructive Power: Unknown Speed: A Range: A Durability: Unknown Precision: A Development Potential: E
Stand Abilities: Once evolved into its Requiem form thanks to Sonicâs will to protect his loved ones and friends, Live Nâ Runninâs stats skyrocket to god-like levels. The Stand receives a massive increase in its pure power, to the point where Dr. Eggman considers him âa threat for the entire planet, and possibly, the entire galaxyâ, the ability to fly, move at speeds far higher than whatâs physically possible, allowing Sonic to fly at speeds massively faster than light, and total invincibility to any possible form of damage. The only limit is that the Requiem transformation doesnât last very long and the Stand will revert back to its original form very quickly.Power Over Reality: Aside from the monstrous increase in power, Live & Runninâ Requiem displayed  a limited form of âreality warpingâ which allows the user to essentially play God and change different things, from the laws of physics â which may explain his ability to fly or his invulnerability -  or even summoning whatever he wants to his will, like for example an infinite supply of his favorite food, chili dogs. The exact limits of such abilities arenât exactly known, and the reality-warping effects disappear the moment the Requiem transformation ceases.
dA: https://www.deviantart.com/frattocri Twitter: https://twitter.com/Fratto_Chri97
Stand Name: The Real World
Stand Origin:Â The Real World, by Owl City.
Appearance Classification:Â Other/Natural Humanoid
Stand Type:Â Evolving
Stand Appearance: The Real World has three Acts.
Shared Abilities:Â Although each Act has its own set of abilities, they all share the common ability to generate magic in several different forms, its complexity evolving with the Standâs own development. The Stand can also evolve and de-evolve through the first two Acts willingly, although the third can be aquired only through a unique condition for only once, after which the Stand is lost forever.
ACT1:
Appearance:Â The Real World ACT1 takes the form of a small wooden owl, similar to Edaâs Owlbert. The difference is that the Stand has a small purple wizard hat on its head, big green eyes, golden feathers on its wings and an âopeningâ on the Standâs back where sheets of parchment come out of it.
Stats:
Destructive Power:Â D Speed:Â B Range:Â A Durability:Â C Precision:Â C Development Potential:Â A
Stand Abilities:
Glyph Magic:Â The Real World ACT1 grants the user the ability to cast elemental spells through the usage of âglyph symbolsâ drawn upon sheets of parchment the Stand itself creates itself and âprintsâ out of the opening on its back. The user has access to four different glyph symbols to use in combat; each symbol is linked to a different element, each one with their own uses and effects. In order to function, the glyphs must be activated through physical contact with the parchment theyâre drawn upon, which can be done by anyone, including the userâs opponents. The effects of the glyphs vary according to the userâs will (see examples of said effects in the lower section).The Stand does have a limit of up to ten glyphs that can be printed at once and itâs up to the user to decide which one to utilize, which usually takes some seconds to compute. Plus, once generated, if theyâre not activated, the sheeths will disappear on their own after a certain amount of time. If used carelessly, the glyph spells can end up damaging both the user itself and the allies. The glyph symbols are:
Light:Â The weakest of the glyphs in terms of damage output. It creates bright flashes of light that can illuminate dark areas or blind opponents. Through tests on the battlefield, the user discovered another effect of the Light glyph which is to break mental alterations like possession, confusion or hypnotism from her allies.
Fire:Â The most damaging of the four glyphs. It allows the user to cast powerful flames in many shapes like fireballs, walls of flames, flame whips and even flamethrowers. The flames are hot enough to melt metal in brief seconds.
Ice:Â The second strongest of the four glyphs. Through activation, the user can generate multiple ice constructions, from ice pillars, platforms, icicles and rudimentary weapons like clubs and swords. When used as a set-up trap, it can even encase the opponent in a solid block of ice.
Flora:Â The most utilitarian of the four glyphs. It allows the user to generate vines and tangles which are mainly useful for entrapping and debilitating opponents, but they can also be used as a way to swing and climb through the environment. The vines themselves arenât that strong however and can be easely cut.
ACT2: Appearance: The Real World ACT2 resembles the form of Luzâs Palisman, Stringbean, only though as an amalgamation of the many forms the Palisman shape-shifts into. The result is a scorpion-dragon-bat-snake chimera.
Stats:
Destructive Power:Â C Speed:Â B Range:Â B Durability:Â B Precision:Â D Development Potential:Â C
Stand Abilities:
Everything At Once: Once evolving into ACT2, The Real World upgrades the usage of glyph symbols through sheets of parchment. Now the Stand is capable of generating new kinds of glyphs which are actually combinations of the four fundamental glyphs. Luz discovered this new ability when she and TRW experimented with the four basic glyphs and once they did so, the Stand evolved into its second Act. By combining the four elemental glyphs within certain patterns, a whole new glyph will be created and memorized into the Standâs memory. The Stand is then capable of printing the newly discovered glyph to use in combat, and thanks to the Standâs new evolved form, the four elementary glyphsâs basic power is increased as well. At her current degree of experience, Luz had already discovered numerous glyphs combinations which effects are, although not limited to: turn objects and people invisible so long as theyâre able to hold their breath; soften peopleâs falls through levitating them; casting petrification; generating smoke; and a limited demonic summoning. Despite this, because of the numerous combinations immaginable, the Standâs potential is seemingly endless. At the price of a higher potency and versatility, once evolved into ACT2, TRWâs glyphs take more time to be made and the amount of available glyphs is limited to five at a time.
ACT3: Activation Requirement: Once experiencing death and crossing the âSpace In-Betweenâ, Luz receives the Boiling Isleâs Titanâs blessing and her Stand evolves into ACT3.
Appearance: The Real World ACT3 resembles Titan Luz form, only more animalistic, with longer claws on both hands and feet, and longer dark hair. The Stand can also summon a broom which leaves a dark purple dash behind.
Stats:
Destructive Power:Â A Speed:Â A Range:Â A Durability:Â C Precision:Â B Development Potential:Â E
Stand Abilities:
    · Titan Magic Mastery: The Real World ACT3 is the ultimate evolution of TRW and besides receiving a tremendous boost in pure power, speed, agility and the ability to fly, it posseses the ability to cast powerful spells on its own without the usage of paper glyphs. Said spells are so powerful theyâre able to damage Emperor Belos once he starts taking over the carcass of the Titan of the Boiling Isles. Not only that but TRW ACT3 protects the user and its allies with an impenetrabile magical forcefield which redirects any attack thrown at it. TRW ACT3âs final ability is to âseparate an individualâs being into its individual componentsâ. In essence, the Stand is able to literally extract a personâs inner components and forecefully remove and even destroy them if it wishes to. For example, the Stand can separate a person from their Ego or their Es, thus removing said components and leaving them "incomplete", and thus broken. In Belosâs case, Luz orders TRW ACT3 to separate the demonic emperor from the Titanâs carcass, thus saving the Boiling Isles. One of the Standâs weaknesses is that the surge of power flowing through the Stand causes Luz to become more reckless and impulsive, as if she craves for the enemyâs destruction (which considering itâs Belos weâre talking about, is totally understandable!). Secondly, once the time activation reaches its limit, not only the form disappeares, but Luz loses access to her Stand once and for all. The Standâs disappearence doesnât affect Luz herself who still lives on, only without a Stand anymore⊠unless until King will finally take his papaâs place. In which case, perhaps a new Stand will be bornâŠ
dA: https://www.deviantart.com/frattocri Twitter: https://twitter.com/Fratto_Chri97
Stand Name: Jump Up! Super Star!
Stand Origin: Jump Up! Super Star! â basically the theme song sang by Pauline in Super Mario Odyssey.
Appearence Classification:Â Object/Automatic Stand
Stand Type:Â Bound
Stand Appearence:Â The Stand takes the form of Marioâs iconic red hat with a big âMâ on it. A distinct feature of the Stand are the cartoonish videogame jingles that can be heard whenever Mario uses his Standâs abilities, as well as a pair of big eyes popping out of the hat.
Stats:
Destructive Power: E Speed: E Range: E Durability: A Precision: E Development Potential: D
Stand Abilities:
-Â Hammer-Space from the Mushroom Kingdom: Jump Up! Super Star! grants its user Mario access to a pocket dimension which contains an untold amount of different âPower-Upsâ and tools originating in the so-called âMushroom Kingdomâ which nobody knows whether it exists or itâs a fantasy of the user. Regardless, whenever he needs to fight, the user can pull out and consume a Power-Up, each one granting him numerous abilities different from each other. Among the various abilities are, but are not limited to: fire projection, ice projection, increase in size with consequent strength and durability augmentation, flight through wings sprouting from the userâs hat, the ability to turn into a nigh-unbreakable stone statue, cover the userâs body with metal, spawning a heavy hammer, and so on. Depending on the fightâs dynamic, each Power-Up grants the user numerous advantages which can make it highly unpredictable, although not unbeatable. For starters, the user needs to actively use his hands to access the pocket dimention, and each Power-Up has a limited time limit â around 1 minute each â after which the user loses access to said Power-Up for a certain amount of time. Any damage suffered in combat will also decrease the time limit of each Power-Up faster, and if the user receives too much damage at once, they will lose access to the Power-Up almost immediately. The cartoon jingles produced by the Stand itself also make it very unhelpful for eventual sneak attacks.
    o Super Star!: Among the multiple Power-Ups Mario can choose from to use in combat, the most powerful and effective of all is an item called the âStarmanâ. Once itâs utilized, the Starman Powe-Up grants the user unmatched super strenght, speed, and total invulnerability to all kinds of attacks and damages, from physical and elemental attacks, to indirect forms of attack, like mind manipulation and gravity alteration. The Starman Power-Up however has the shortest time limit of all JU!SS!âs Power-Ups with barely 10 seconds of activity. Also because of its ârarityâ and difficult availability, the Starman is Marioâs trump card against unbeatable odds and must be used only under the most difficult cirumstances. - Jump Up!: A sub-ability of JU!SS! which defies human bodyâs physical limitations and grants the user unnatural levels of speed, agility and mobility, regardless of their current physical condition and level of training, allowing even the pudgy Mario to perform all sorts of acrobatics and maneauvers, from triple jumps to wall jumps and aerial acrobatics. dA: https://www.deviantart.com/frattocri Twitter: https://twitter.com/Fratto_Chri97
Hi everyone!
Nice to meet all of you! Despite the fact that I've been a user of Tumblr for six years, I only ever used the platform as a specator. I used to follow incessantly the news of both Steven Universe and The Owl House back in the days of the hiatuses (man, that was so long ago)... but I've decided to come out of my shell and share my creativity wherever I can! This is why I'll try to upload my personal artistic creations here as well! I primary use DeviantArt as my "operation base" and occasionally used Twitter/X as a way to spread my works, but I want to try and do it here as well. The link to my dA profile is the following: https://www.deviantart.com/frattocri My works range from many types. I mainly draw manually on paper and the subjects I do are, well, whatever it comes to my mind. Among these works are my personal fanmade Stands! As a big JoJo fan, I'm also a big fan of fanmade Stands given to random fictional characters. I've been following many pages here on Tumblr too as I got the idea from them. Whenever I can, I'll make sure to send them my thankings! Anyway, as a way to start spreading my audience range, I'll upload my first fanmade Stands which come from none other than... The Owl House! Hope you will enjoy!
Ă il mio 6 anniversario su Tumblr đ„ł
Stand Name: The Great Pretender
Stand Origin: The Great Pretender, by Foo Fighters.
Appearence Classification: Animalistic Stand/Integrated Stand
Stand Type: Mid-Range Stand. Stand Appearence: The Great Pretender (TGP for short) resembles Veeâs original Basilisk appearence, only slightly shorter and with metallic features over its body: a metal muzzle on its face, metallic clawed gloves and shackles around the waist and arms. The entire body is covered in scars and bruises, and the yellow eyeballs have multiple concentric circles (think about the Rinnegan from Naruto).
Stats:
Destructive Power: Dâ> Variable (Depending on life energy absorbed) Speed: C Range: B (Range of energy absorption) Durability: D Precision: D Development Potential: A â> C
Stand Abilities:
Energy Absorption: The Great Pretenderâs main ability is to absorb the life force of living organisms. The Stand does so by opening the metallic muzzle to reveal its reptilian mouth: it opens it and starts sapping away the life energy to recharge its own by generating a visible vortex of blue light. This ability is vital for the Standâs empowering process, as every time the Stand engages in combat, its offensive capabilities are very low, probably around averege human strenght. Because TGP absorbs the opponentâs life force, this also causes their Stand to get weaker as well, as Stands and their users are usually connected, making TGP ideal for support. The ability however has several limitations. For starters, the life absorption process is very slow as it can take full minutes for TGP to fully drain the targetâs life energy. Also the ability requires the user to stay still and focus, so faster and quicker targets may be difficult to absorb life energy from. Also, if hit, TGP may even lose the life energy it absorbed; said energy will be dispersed and impossible to recollect. Also, the efficiency of the said ability depends on the combative will of the user, and considering Veeâs pacifism, this may cause an hindrance in TGPâs main ability, Finally, against Automatic Stands, this will only weaken the Stand alone, not the user.
Variable Strenght Augmentation: As previously mentioned, the ability to absorb living organismsâ life energy is vital for TGPâs empowering process. At its base, the Stand itself isnât that strong, probably having the same strenght of an averege grown up human. Despite the fact of having metallic clawed gloves, they donât actually cause much damage on normal circumstances, as even when used against a powerless human being, the effectiveness is not very dissimilar from the scratches caused by a house cat. When enough energy is absorbed, TGPâs strenght increases accordingly to the amount and also the âqualityâ of life energy acquired. In fact, when life energy is taken from say, random wild animals, TGPâs strenght will not increase that much. However, when life energy from a Stand is taken, then the empowering effect is substantially larger. One time for example, Vee ordered TGP to absorb the life energy of an Emperorâs Coven guard who happened to have a Stand â granted, it was a very weak Stand - and TGP became strong enough to break the chains, thus helping her prinson mates to escape.
Limited Shape-Shifting: Over time, once becoming more accustomed to her Stand powers thanks to her new friendsâ and surrogate mother Camilaâs support, Vee managed to perfect a latent ability she didnât have much control over before when she was subjected to the experiments with the Stand Arrow. Once having absorbed enough life energy, TGP can then decide to use this energy to allow its user Veeâs appearence to change to her liking, allowing her to reshape her physical look either relying on appearences of those Vee knows or making up new looks on the fly. Despite not giving either Vee or TGP any additional combat benefits, the ability can still be used effectively as a way of distraction or deceiving, like taking over another personâs appearence to lure the adversary into a trap, and so on. The shape-shiftingâs limitation is that its effectiveness lasts so long as Vee focuses on the transformation and has enough absorbed life energy in reserves. Also, Vee cannot command TGP to absorb further energy when she shape-shifts, so Vee needs to abandon her disguise to use TGPâs main ability.
Remember to visit my dA profile and send me messages, questions and whatnot there! DeviantArt: https://www.deviantart.com/frattocri Twitter: https://twitter.com/Fratto_Chri97
Hi everyone!
Nice to meet all of you! Despite the fact that I've been a user of Tumblr for six years, I only ever used the platform as a specator. I used to follow incessantly the news of both Steven Universe and The Owl House back in the days of the hiatuses (man, that was so long ago)... but I've decided to come out of my shell and share my creativity wherever I can! This is why I'll try to upload my personal artistic creations here as well! I primary use DeviantArt as my "operation base" and occasionally used Twitter/X as a way to spread my works, but I want to try and do it here as well. The link to my dA profile is the following: https://www.deviantart.com/frattocri My works range from many types. I mainly draw manually on paper and the subjects I do are, well, whatever it comes to my mind. Among these works are my personal fanmade Stands! As a big JoJo fan, I'm also a big fan of fanmade Stands given to random fictional characters. I've been following many pages here on Tumblr too as I got the idea from them. Whenever I can, I'll make sure to send them my thankings! Anyway, as a way to start spreading my audience range, I'll upload my first fanmade Stands which come from none other than... The Owl House! Hope you will enjoy!
Hhmm...
Excuse me.. WHAAAAAAAAAAAAAAA?!?!?!