Post by PSIchotic on May 11, 2018 21:56:22 GMT
Name: Chris Shiflett
Gender: Male
Age: 45
Country of Birth: America
Personality: Chris has a very quiet personality, nothing stands out about him except for the fact that nothing stands out about him. He rarely speaks, not out of lack of desire to, but because of his anemia. He is intelligent, and shows unspoken kindness to those he holds dear. He is no coward, however, as he will lay down his life for what he believes in.
History: Chris was born into a Hamon-practicing family that lived in a monastery. Chris himself used to practice Hamon until the age of 14 when he began to develop anemia. Being unable to breathe effectively, he could no longer use Hamon for more than 30 seconds without passing out. Despite this, he has kept up with basic exercises in hopes he finds a form of treatment. To solve his problem, he went to college to become a chemist to see if he could permanently cure his anemia in some chemical fashion. During his studies, his stand “Dirty Water” developed.
Current Life: Chris is currently residing alone in Fallbrook to investigate the bizarre happenings.
Skills: Hamon (During ACT 3), extensive chemical knowledge, tactical prowess.
Weaknesses: Cannot fight for long periods of time (Except with ACT 3). Little knowledge of current events or non-chemical subjects. Cannot multitask or handle more than one opponent or situation. Easily accumulates stress.
Appearance: 5’10”, average build. Incredibly short blonde hair. Wears a tucked in white button up shirt with a left breast pocket, beige dress pants with a brown leather belt, and black dress shoes. All clothing contains traces of rubber.
Other Details: Missing left pinky nail.
Stand Profile:
Stand Name: Dirty Water ACT 1
Ability: Dirty Water can change the percentage of chemical compounds in any nonliving matter within 10 meters of the stand itself. Cannot concert chemical compounds into others, only their concentration in relation to other chemicals in a compound.
Stand Type: Long-Range
Power: E
Speed: D
Range: A
Durability: E
Precision: E
Learning: A
Appearance: Dirty Water is a floating head wearing a white plague doctor mask and a cloaked black hood, the cloak of which hangs approximately 3 feet.
Example of power: To avoid being electrocuted, Dirty Water increases the concentration of rubber in Chris’s boots to 99% as he crossed an electrified puddle. Dirty Water increases the concentration of carbon dioxide in the air around it to 70%, poisoning all, including Chris, who breathe it in.
Stand Name: Dirty Water ACT 2 (not acquired)
Ability: In addition to ACT 1’s ability, Dirty Water ACT 2 can alter the chemical composition of any nonliving matter within 10 meters that it first touches. If it touches a shirt, the entire shirt can be altered, but for things covering more than 10 meters, a 10 meter bubble will only be altered. Cannot affect living things. Solids can be changed to liquids, and vice versa, but gases cannot be made to change states.
Stand Type: Long Range
Power: E
Speed: A
Range: B
Durability: D
Precision: D
Learning: A
Appearance: Dirty Water retains its mask and cloaked hood, only it has a full body this time. The body is covered in robes as a plague doctor would be, though the upper torso is skintight, revealing the thin, skeletal torso of Dirty Water ACT 2. ACT 2 is the size of its user, and the cloak is long enough to cover the entirety of the stand.
Example of Ability: To guard against an attack, Dirty Water ACT 2 changes the entirety of Chris’s clothes to pure iron. Chris, of course, cannot move until Dirty Water returns the clothes to their original composition.
Stand Name: Dirty Water ACT 3 (not acquired)
Ability: Dirty Water ACT 3 can now apply the past two abilities to living things within its range, three meters, needing to touch the specific area of a living target except the user. Chris uses this to increase the concentration of iron in his blood to effectively cure his anemia while ACT 3 is the used ACT.
Stand Type: Close range
Power: A
Speed: A
Range: E
Durability: A
Precision: D
Learning: E
Appearance: Essentially identical to ACT 2, outside of the build. Instead of looking malnourished like ACT 2, ACT 3 is well built.
Example of Ability: Dirty Water ACT 3 changes the chemical composition of water pouring over a wound to that of the wounded’s body, effectively treating the wound. Dirty Water ACT 3, after punching someone, turns the area of skin hit to acid, causing it to melt away. This portion is only the size of the fiat itself, and the skin will immediately change back if the three-meter radius is exited. However, if the compound moves enough before it is changed back, it will not be undone. For example, if Dirty Water punches a fingernail and it turns to water, and flows off onto the ground. When returned, the nail will be in pieces and not on the finger. To be exactly restored, the original material must be within about a foot.
Gender: Male
Age: 45
Country of Birth: America
Personality: Chris has a very quiet personality, nothing stands out about him except for the fact that nothing stands out about him. He rarely speaks, not out of lack of desire to, but because of his anemia. He is intelligent, and shows unspoken kindness to those he holds dear. He is no coward, however, as he will lay down his life for what he believes in.
History: Chris was born into a Hamon-practicing family that lived in a monastery. Chris himself used to practice Hamon until the age of 14 when he began to develop anemia. Being unable to breathe effectively, he could no longer use Hamon for more than 30 seconds without passing out. Despite this, he has kept up with basic exercises in hopes he finds a form of treatment. To solve his problem, he went to college to become a chemist to see if he could permanently cure his anemia in some chemical fashion. During his studies, his stand “Dirty Water” developed.
Current Life: Chris is currently residing alone in Fallbrook to investigate the bizarre happenings.
Skills: Hamon (During ACT 3), extensive chemical knowledge, tactical prowess.
Weaknesses: Cannot fight for long periods of time (Except with ACT 3). Little knowledge of current events or non-chemical subjects. Cannot multitask or handle more than one opponent or situation. Easily accumulates stress.
Appearance: 5’10”, average build. Incredibly short blonde hair. Wears a tucked in white button up shirt with a left breast pocket, beige dress pants with a brown leather belt, and black dress shoes. All clothing contains traces of rubber.
Other Details: Missing left pinky nail.
Stand Profile:
Stand Name: Dirty Water ACT 1
Ability: Dirty Water can change the percentage of chemical compounds in any nonliving matter within 10 meters of the stand itself. Cannot concert chemical compounds into others, only their concentration in relation to other chemicals in a compound.
Stand Type: Long-Range
Power: E
Speed: D
Range: A
Durability: E
Precision: E
Learning: A
Appearance: Dirty Water is a floating head wearing a white plague doctor mask and a cloaked black hood, the cloak of which hangs approximately 3 feet.
Example of power: To avoid being electrocuted, Dirty Water increases the concentration of rubber in Chris’s boots to 99% as he crossed an electrified puddle. Dirty Water increases the concentration of carbon dioxide in the air around it to 70%, poisoning all, including Chris, who breathe it in.
Stand Name: Dirty Water ACT 2 (not acquired)
Ability: In addition to ACT 1’s ability, Dirty Water ACT 2 can alter the chemical composition of any nonliving matter within 10 meters that it first touches. If it touches a shirt, the entire shirt can be altered, but for things covering more than 10 meters, a 10 meter bubble will only be altered. Cannot affect living things. Solids can be changed to liquids, and vice versa, but gases cannot be made to change states.
Stand Type: Long Range
Power: E
Speed: A
Range: B
Durability: D
Precision: D
Learning: A
Appearance: Dirty Water retains its mask and cloaked hood, only it has a full body this time. The body is covered in robes as a plague doctor would be, though the upper torso is skintight, revealing the thin, skeletal torso of Dirty Water ACT 2. ACT 2 is the size of its user, and the cloak is long enough to cover the entirety of the stand.
Example of Ability: To guard against an attack, Dirty Water ACT 2 changes the entirety of Chris’s clothes to pure iron. Chris, of course, cannot move until Dirty Water returns the clothes to their original composition.
Stand Name: Dirty Water ACT 3 (not acquired)
Ability: Dirty Water ACT 3 can now apply the past two abilities to living things within its range, three meters, needing to touch the specific area of a living target except the user. Chris uses this to increase the concentration of iron in his blood to effectively cure his anemia while ACT 3 is the used ACT.
Stand Type: Close range
Power: A
Speed: A
Range: E
Durability: A
Precision: D
Learning: E
Appearance: Essentially identical to ACT 2, outside of the build. Instead of looking malnourished like ACT 2, ACT 3 is well built.
Example of Ability: Dirty Water ACT 3 changes the chemical composition of water pouring over a wound to that of the wounded’s body, effectively treating the wound. Dirty Water ACT 3, after punching someone, turns the area of skin hit to acid, causing it to melt away. This portion is only the size of the fiat itself, and the skin will immediately change back if the three-meter radius is exited. However, if the compound moves enough before it is changed back, it will not be undone. For example, if Dirty Water punches a fingernail and it turns to water, and flows off onto the ground. When returned, the nail will be in pieces and not on the finger. To be exactly restored, the original material must be within about a foot.