People from all over the world have gathered on San Diego Beach, San Diego, with the hopes of successfully completing a transcontinental race and earning the grand prize: 50 million USD, reserved for the first place winner. The finish line waits for them on the other side of the continent-- New York City, New York.
Each of these people have their own reasons for competing. Maybe they are in a crippling amount of debt. Maybe they strive to be the best jockey on earth. Maybe they are poor as dirt and finally see the chance to turn their life around. Their motivations are endless.
What the competitors don't know is that not everyone is going to reach the finish line. Some will die. Some will forfeit. While the law might protect the racers, some might be killed in an underhanded way. As a certain few traverse the land of stars and stripes, they may discover that the race might be the forefront to something much more nefarious.
Let the Steel Ball Run begin.
Rules
1) YOU DO NOT HAVE TO HAVE READ STEEL BALL RUN TO PARTICIPATE. In fact, it might be more fun for you if you know nothing about it. I'd appreciate it if players had an idea of JJBA overall, though.
2) THE SPIN WILL BE PRESENT IN THE ROLEPLAY, but I will be taking the Zeppeli who can control it. That being said, I'll allow room for a Joestar. Note that just because there is a Zeppeli/Joestar does not mean they will be the main characters.
3) I WILL ONLY ACCEPT 4 OTHER PLAYERS AT MAX. That being said, all interested players must be active both IC and OOC. Interested players must also be willing to shell out posts that don't give others headaches to read. Also, please take your time in creating characters and crafting posts. This RP will focus a lot on character development.
4) DO NOT MAKE UNFUN STANDS. Some Stands might be broken in the anime and manga. However, it's best if players consider the thoughts and feelings of other players in this RP and don't make Stands that can absolutely destroy others without much difficulty. ACT Stands will not be allowed.
5) I PREFER TO PLAY WITH EIGHTEEN YEAR OLDS AND ABOVE. There will be blood, death, gore, and so forth in this RP. I feel uncomfortable writing about this with people who aren't over 18.
6) HAVE FUN! Despite everything, I want my players to have fun. I want them to be excited to face an enemy, wonder about what is going to happen next, participate in banter and plotting and ships, and so forth. :)
7) WHILE I MIGHT BE THE GM, EVERYONE WILL WORK TOGETHER TO PUSH THE RP ALONG. We will all be taking part in developing the plot, baddies, and etc. That being said, I have the last word on everything, though I don't want to be absolutely commandeering.
8) FILL OUT ALL PARTS OF THE CHARACTER SHEET. Take your time!
Character Skeleton
"Character Quote Here"
Name:
Aliases: [Alternate names, nicknames, etc.]
Age: [18+]
Gender:
Origin: [What country/town were they born in?]
Abilities: [Can be super mundane or something other than a Stand.]
Appearance: [Here you can write any added information about your character's appearance such as height, weight, etc.]
Personality: [This section can either be in paragraph form or you could create a list of personality traits!]
Short Biography: [You don't have to give everything away.]
Equipment: [Any kind of equipment and items that your character carries around with them.]
Name:
Age:
Gender:
Appearance: [Can be picture, a few short words, or both.]
Temperament: [How does the horse act?]
Notable Traits: [Is the horse fast for its age? Does its gallop make a distinct sound?]
Stand Information
Stand Name:
Stand Appearance:
Abilities: [What can your Stand do? Be specific and remember don't be unfair to others or the plot. Also remember that ACT Stands are not currently allowed.]
Statistics: [Range, Durability, and all of the other juicy stuffs.]
"I'll fight however necessary to survive; That money is mine!"
Name: "Donny Brando; Soon to-be millionaire."
Aliases: "Some talk to me by my last name; Brando."
Age: "Twenty years old."
Gender: "Are you making fun of my hair? I'm a man."
Origin: "Oklahoma-born, but I raised myself in a multitude of places across America."
Abilities: "My main combative talent comes in the form of throwing; Specifically knives, and boomarangs. As someone with an acrobatic and athletic nature I can perform effective but often flashy dodging and positioning techniques for my throws, and run quite fast. And if it gets down to it I can plant my fist into their faces instead, though I prefer to keep the blood off of my clothes."
Appearance: "I am... Five feet tall, four inches. If you say anything, I will stab you. I also weigh in at one-hudnred and thirty-two pounds, and keep numerous knives strapped to my person through multiple belts around my waist; With my boomerangs strapped near my back."
Personality: "What kind of person I am? I do not know why'd you would need the information, but fine: I tend to be a very arrogant and self-centered, as I was raised to handle myself while others tried to kick me around. Because of this I have no guilt in cheating, fighting dirty, or using deception to come out on top; I have a firm belief the majority of this world is against me at every turn.
This leads to me lacking trust in others: I'm wary around most, and place my faith in few. I can come to an agreement to work together if it benefits me, but otherwise I tend to venture off on my own or at least try to bargain a better deal for myself. Antics and idiocy tend to annoy me, but I can usually repress any tendency to hurt someone by simply insulting them as a venting mechanism: So it works out.
I may regret telling you the rest of this, but I am quite fond of sweets; In my travels I try to taste chocolate everywhere I go, and it's one of the more comforting activities I partake in. While I may show signs of ruthlessness or a lack of morality, these are emotions I must keep repressed for the sake of not showing weakness to those that would harm me; I'm perfectly capable of guilt, or pity. But expressing it is a difficult for me, leading to me coming off as quite a lot worse than I am.
The only thing that comes close to breaking that barrier is drinking... And general embarrassment where I cannot contain myself as well. I tend to look away or play it off with aggressiveness in an attempt to save myself from the trouble.
There's one other issue: I have what they may call a 'Napoleon complex'. I am very irritated about my height, and I don't take it lightly when I'm insulted for it. Teasing is irritating, but not as bad as intended insults to make me angry: I have a tendency of either beating the hell out of whoever insults me in such a way, so it's something for you to keep in mind, hm?
Also, if you repeat any of this to anyone? You. Will. Regret it."
Short Biography: "Coming from a lower-class family tends to give you the sobbing backstories, but I won't give something like that here. I realized from my childhood that my family was meant for nothing but failure in their current state: I matured quickly and through trial and error kept myself fed while my parents took actions for their own sake; Leading me to leave home just after reaching my mid-teens.
I suffered a lot of hardships at first, but grew quickly and effectively as time passed: I gambled for money,and learned to hunt for my own food. I lived off the land for the most part, taking jobs shady or clean where I could to make the cash to keep myself going. While I have not quite made a large name for myself, some words pass down through towns of the brutal effectiveness I would employ; Leading to more opportunities. But it was never enough; It always was 'just enough to keep going'. Not enough to be satisfied.
That's when the words of the competition reached my ears; A cash prize that could set me for life. All I had to do was win the race, and enough money and fame to mock my elders for eternity would be gifted directly to me. It seemed simple in concept, but I am aware that there's plenty of competition; Some perhaps even more cold and ruthless than I am prepared to be for that money.
It's time for me to finally reach success."
Equipment: "I carry an assortment of knives with me, along with two bladed boomerangs. Aside from that, it's mostly the necessities of any other man: Water, food, chocolate. The chocolate is especially important, as it's one of my greater stress relievers. It goes beyond the realm of being sectioned with just 'food'. I also keep a very clean, pristine Spork on me at all times for when it's time to dine: It's spectacular compared to the peasantry forks and spoons of regular people."
Name: "O'Riley. The loyalist steed I could've asked for."
Age: "Just over four years old."
Gender: "O'Riley is a mare."
Appearance:
Temperament: "O'Riley is surprisingly aggressive when startled; Where some horses may flee, she might decide to just try and kick your skull in instead. This bravado is also partially foolhardy; But trust me when I say she isn't fearless. Heights tend to frighten her more than anything else. While riding, she isn't much of a problem: But if something does startle her, she's more than capable of throwing me off."
Notable Traits: "O'Riley has no fear in handling animals attempting to threaten her; She has notable strength and will attempt to crush them rather than flee or become wary. It's as much of a strength as it is a weakness; As this usually means she's getting herself into more trouble than an idiot horse can handle. I respect her strength, however.
When riding, she stays steady and goes forward: Even if I have to maneuver myself on her back, or jump off before making a quick return. I'd almost think she'd run forever if I didn't tell her to stop, but she tends to realize when she's leaving me behind: Usually due to the silence."
Stand Information
Stand Name: 「PINBALL WIZARD」
Stand Appearance:
Abilities: "「PINBALL WIZARD」is a Stand mainly used to do spectacular trick shots using the Spin. It can be sent to a specific location and used as a 'bumper' to bounce a steel ball or other projectile in any direction, once or even multiple times to completely throw off an enemy. Aside from this, it can also directly charge into an enemy and give them a bit of a bounce; Knocking them away without causing much, if any, damage upon the initial impact."
"The victor will always be the one who is better prepared!"
Name: Simon Garfunkel
Aliases: The Skittish Sharpshooter of Salt Lake City. "Bad Luck Simon."
Age: 27
Gender: Male
Origin: Utah Territory, Salt Lake City.
Abilities: Simon's title is not a misleading one. Despite his timid, nervous nature, he is a serious dead shot. His talent with a gun is that of a gunslinger. The time it takes for Simon to draw his six shooter from its' holster is impressive. And despite being a nervous wreck, the only part of his body that never shakes or trembles are his hands. Steady aim and quick reflexes aside, Simon struggles when it comes to larger-scale gun fights, due to his mental fortitude and quick shooting not being equal to his steady aim and quick drawing talent.
Of course, that isn't all Simon is capable of. A strange skill he's picked up on is sleight of hand. He's never once performed as a stage magician, card shark, or anything of the sort, but despite that Simon has a knack for misdirection and tricks. He tends to use this talent to pocket seemingly mundane objects 'for later use.'
Simon is built like a tank. He's big and bulky, and thus is pretty physically imposing. But he doesn't actually know how to fight. He can carry stuff, take a beating, and has pretty good stamina, but in an actual brawl despite all that bulk he's pretty much dead weight. A meat shield at best.
When it comes to survival skills, Simon knows basic first-aid, and can cook exactly one meal. A sandwich.
Appearance: Simon is a bulky, muscular guy with an imposing frame that stretches his suit. He stands at about six feet tall, and weighs 172 lbs. While his upper body is garbed in fancy clothing, somewhere between a cowboy and a magician, Simon wears a pair of old, pale brown riding pants, and cowboy boots that have seen better days. Simon's jacket houses a great deal of pockets and pouches for him to store things in, furthering his unintentional stage magician appearance.
Personality: Simon's large, imposing frame is contrasted immensely by his personality. He's incredibly soft-spoken and timid, seemingly neurotic in his paranoia. He's so overly cautious that he's developed kleptomania, snatching useless trinkets and keeping them 'just in case' they ever become useful. His cowardice is so great, that despite being a former policeman, Simon's first reaction when he sees danger, or criminal activity is to ensure he's nowhere near it in order to avoid getting hurt.
If his paranoid and timid nature weren't enough, Simon is also a strong believer in the concept of luck, making him terrified of things such as black cats, nervous around ladders, and strategically evasive, lest he step on a crack. He also carries around a rabbit's foot.
While he is, quite frankly, a neurotic mess, Simon is also a very morally driven person. He treats everyone as kind as possible, provided they are kind to him. Simon has a very firm, stable voice and somehow has a calming presence despite never being calm himself. He's the type of person to give off a happy-sad vibe at all times. Giving watery half-smiles and attempting to get others to look on the bright side. Declaring "At least you aren't me." is his standard form of comfort, and there's not even a hint of sarcasm in it.
When Simon gets frantic, he doesn't end up shouting, or getting angry. Instead his voice goes up an octave, and he begins talking fast and frantically, performing swift hand motions and in general losing his cool. Most strategy goes out the window the moment Simon gets this way, and he ends up stressing others out with his spastic attitude.
Short Biography: Simon was born and raised by a fairly poor family in Salt Lake City. He grew up surrounded by Mormons, as the city was, after all, created by them to be a sanctuary of sorts. Despite being born to a Mormon family, and being surrounded by like-minded people, Simon was never the religious type. The only thing he believed in was Lady Luck. Unfortunately for him, he seemed to have been born with bad luck. Tripping over rocks that he didn't notice, forgetting to tie his shoes, biting his cheek while eating, and rain falling the moment he went outside to play were only some of the things that happened to him nearly constantly.
This shaped Simon's life going forward. His life goal was one he decided on early. He desired to be in an environment that did not require caution. Everything was too dangerous, and Simon needed to fix that. As a kid, this translated to a very simple concept. If he joined the police force, he would be able to keep the area safe. Despite being a nervous kid, Simon was determined in his youth. He grew up tough, working out whenever possible. When he reached adulthood, Simon began training for the force. He was eventually accepted in his early 20s, and was made a mounted officer due to his soft-spoken, timid nature making him better with the horses than most.
Things spiraled from there. Simon found himself terrified of every single criminal, no matter how minor the crime. His deft shooting was enough to compensate for this whenever a criminal turned out to actually be violent, but his track record of letting criminals go was pretty bad. So bad, in fact, that Simon was given an ultimatum. If another crook escaped because he hesitated, he was out.
As if fate itself decided to mock Simon, the next crook was a bandit on horseback. He came in, guns blazing, stole what he could, and rode out. Simon pursued, along with several other officers. The chase was long and grueling, taking them so far, that they ended up in the Sevier Desert. By this point the bandit was getting antsy, and everyone was exhausted. So he started shooting. Simon's fellow officers fell, and he kept riding.
During this chase, neither party noticed that they had passed into some strange canyon. A legendary location known as the Devil's Palm. With their horses unable to take any more riding, Simon faced off with the bandit. Their confrontation ended in nearly an instant. The bandit with a slug through the stomach, and Simon with one through the shoulder. Simon attempted to leave, only to find himself horribly lost. He wandered for days, draining what little supplies he had. He eventually lost consciousness from dehydration, due to him giving the last of his water to his horse.
If he had fallen off of his horse after losing consciousness, Simon would have died. But he didn't. For once in his life his luck wasn't rotten. His horse wandered off in one direction, and eventually left the palm. Simon woke up on his horse near a river, and from there, they made their way back home.
Where Simon immediately quit the force. He ended up 'stealing' the horse, since she was a police horse, and not his. But they had been through a lot, and Simon didn't plan on leaving town without her. It was around this time Simon began hearing rumors of a race, with a massive monetary prize. He made his way to San Diego to compete in this race. Only to find out on his way there, that his near-death experience in the Palm must have brought something back with him. He was being 'haunted' by a metal spirit only he could see. And if that weren't enough, the spirit was an asshole.
Equipment: Simon keeps his trusty six-shooter with him at all times. He also has begun collecting random trinkets, which are currently as follows: Three metal spoons of different quality, a harmonica, three juggling balls, a knife, and a tinderbox.
Name: Cecilia
Age: 12
Gender: Female
Appearance:
Temperament: Cecilia's temperament is her greatest quality. As a former Police Horse, she is nearly constantly calm and collected. Barely anything can spook this horse. The downside to this is that it takes a great bit of egging on to get her to start running at full speed.
Notable Traits: As a Quarter Horse, Cecilia can hold a lot more weight than most other racing horses, which is good, considering that Simon is a larger guy. Apparent after surviving the Devil's Palm is the fact that while Cecilia's specialty is short-distance bursts of speed, she is a horse with a surprising deal of endurance. Of course, that doesn't mean she's a long-distance horse. While she's got plenty of stamina, she isn't fast over long stretches of land, only able to produce short bursts of great speed.
Stand Information
Stand Name:「PERFORM THIS WAY」
Stand Appearance: Perform This Way takes the form of a large wind-up toy, that were popularized a mere 10 years before 1890. Unlike standard wind up toys, Perform This Way is of roughly human size, and seems to float in place. The stand's arms have some degree of bend to them, but their legs are totally joint-less. Not that it matters much, given it floats. The stand has a large wind-up key on its' back.
Abilities: Perform This Way's ability is primarily a restriction. The stand is an automated type stand that will perform tasks requested of it, provided they are possible to accomplish given its' skill set, and specific. (Such as; attack the enemy hiding behind that rock formation, as opposed to 'attack the enemy' when their location is unknown.) The tasks must also not be given in absolutes. One cannot request Perform This Way to 'defeat the enemy stand user.' Because there is no guarantee Perform This Way will succeed. They have to instead phrase it as 'Attack the enemy stand user.' Or 'Defend me from the enemy stand.'
What makes this stand both restrictive, is the fact that while the stand is highly durable, and significantly more versatile than most other stands due to its' nature as an automated stand that isn't restricted to a single trigger/function, the stand cannot activate until 'tasks' are performed for it. When a request is given, the stand will respond with a counter request. These requests are usually mundane tasks, or immature dares. Things like 'balance spinning plates on your head' or 'eat those worms.' When fulfilled, these requests will cause the stand's wind-up key to turn. The stand can be let loose at any time after the key starts turning, but the more tasks done/longer the task is done, the more time the stand has to act before the key stops turning.
Abilities: Money. Lots of money. Also, as a trained archaeologist, she has an eye for detail, extensive knowledge of history, and deft, delicate hands.
Appearance: Annie is "5'6 and weighs in at about 170 pounds. She thicc in the ridic.
Personality: Annie is a bit scatterbrained at times, and loves people. But most of all, she loves fun.
Short Biography: Annie grew up in New York City and was always interested in old things. Growing up, her favorite thing to do was go to museums and gawk at the old things.
Eventually Annie grew up to be an Archeologist, and began her first dig out in the Devil's Palm. While she was there, she found some sort of ancient arrowhead, and got sick shortly afterwards.
After her sickness, she began to manifest some sort of armored ghost. It called itself a "Stand" and constantly worried about her. Most people she's met have never heard of a Stand, and nobody could see him either.
She now finds herself in San Diego, and is on her way home. But she found a whole bunch of people looking like they were in some sort of race. Some weirdo asked for some of her information like her name and nationality, and then just left. What a weirdo. But hey, a race could be fun!
Equipment: A cleaning kit, a sturdy satchel, a spade, and her big fat wallet.
Name: Slow Ride
Age: 5
Gender: Male
Appearance: Slow Ride is a purebred Chesnut colored stallion with a black tail and mane.
Temperament: Docile, gentle with people.
Notable Traits: Very good at climbing.
Stand Information
Stand Name: Neon Knight
Stand Appearance: Neon Knight in its base form takes the form of a medival knight in plate armor with a large red plume coming off of its helmet, which covers its entire head. It also wields a longsword that shines in a silvery hue with a brass hilt, and a steel-like shield with a Crest of some ancient forgotten family.
Abilities: Neon Knight is a combat and defense oriented stand with the ability to change its equipment around in order to shift around its stats to be better suited to a variety of situations. For example, Neon Knight can put away its shield and use a two handed weapon in order to increase its destructive power, at the cost of lower durability.
Abilities: Joseppi has a few abilities endowed to him, some being naturally gained from his in-world experience while others are secret techniques passed down from generation to generation of Joestars.
Intelligence: His intelligence is the key to what has kept him alive all this time while living in such a perilous neighborhood and later an entire country. Joseppi’s mind usually travels a mile a minute attempting to process everything in his surrounding and mapping out several outcomes before they can occur. The tricks he’s learned from both being a gang leader and US Marshal has given him a bag of tricks to pull from whether its devious underhanded tactics or military training and intuition.
Physical fitness: this is pretty much a given
Budding Mastery: Having worked so closely with his stand from a young age, Joseppi is becoming quite adept in harnessing the full potential within him. This manifest itself in allowing him to channel singular parts of his stand, for example his arm or a leg.
Secret Technique: Nigerundayo, his last resort which is basically just running away.
Appearance: Joseppi stands at a staggering 190 centimeters tall paired with 78 kilograms of weight to fit into his muscular yet lean looking body type. His natural hair color is black, but he often times like to color it a darker shade of blue to compliment his naturally dark roots. He has one part of his hair braided hanging from behind his left ear and deep blue eyes. Beyond his physical appearance his clothing consists of the normal US Marshal attire which consists of a gray vest with his signature badge near the chest, matching pants with boots and spurs on the backside, hat and a button up shirt underneath. Joseppi’s flamboyant style however allows for one alteration to the uniform, his button down is unbuttoned at the top exposing his chest and contains a pattern of what appears to be cranes.
Personality: Burning determination would be his best and most notable personality trait. Once set on something, Joseppi cannot be torn from the path he has already set out on. This sense of deep seeded conviction has played an important role in life allowing him to meet adversity head on, even seeking it out sometimes. This is integral to not only himself but those around him, despite not having too many close allies during his time of delinquency his determination did lend itself to those around him. This translated to him fiercely protecting his allies and ensuring that their goals and aspirations would become his own and once they were there was no stopping his indomitable will to arrive at their goal. Joseppi from the outside is seen as both confident, persuasive, and charismatic; this does not mean his personality is just a one-sided coin. Instead the unbothered Joestar does have a gentle kindness to him that can only be pulled out by his most precious allies that manage to enter his inner circle although he is still prone to violence despite his honorable morals.
Combat however is where Joseppi personality really shines through, its like his bread and butter, what he was raised in and exposed to all his life. Having seen combat a million times already he sees it as his second home and where he likes to be in most. Being able to thrive in situations that others would falter in is what sets him apart. This air of joy and liberation gives way to his ability of adapting and perceiving to whatever situation is thrown at him even if its unfavorable to him. Joseppi knows all to intimately what the possibilities and costs battles can have or take away thus grounding him knowing there can and will be consequences.
Short Biography: Joseppi was born from two immigrant parents, one being George Joestar from the United Kingdom and Isabella Joestar from Italy. Along with the other wave of immigrants looking for a better life in the United States, they found their new home in the not so sunny streets of New York. New York during this time was filled with crime and strife. You see, during the 1800’s New York was home to the most dangerous place in all of New York City by all accounts. These five neighborhoods were an assemblage of thieves, brigands, prostitutes, and murderers. Joseppi’s parents resided in one of these five neighborhoods as they could not find decent work due to their immigrant status and the discrimination it brought with it. As the years went on tension between immigrants led to several bloody riots and even saw a civil war occur in attempts for NY to secede from the rest of the states.
After years had passed and the tension in the air appeared to have taken a break the two gave birth to their beautiful son Joseppi Joestar. And for a time until he was about eight years old there was a true sense of ease within the family. Of course, this all changed when a random outbreak of riots began again pitting the Irish against the other European immigrants. Caught in the crossfire, Joseppi’s parents succumb to the ill fate shared between most of the individuals that lost their lives to meaningless violence. The death of his parents had a devastating impact on Joseppi and shaped his immature views of the world. Rather than fight against it and prove worthless, Joseppi threw himself into the chaos and hate that fermented in the world around him. He joined a five points gang and became a professional and hardened criminal by the age of ten.
Working his way up from the ground level proved to be easier than he imagined with the help of his imaginary friend that activated promptly after his first killing. His name ushered in his face being posted on America’s most wanted with a hefty bounty attached. This in turn led to infamy prompting a turf war to rise between Joseppi’s and a rival five-point gang. With war declared the two were destined to meet to fight to the death in order to establish the dominant gang. Yet as fate would have it, the war was orchestrated by the US Marshall service and rather than walk into a war the two gangs walked into a sting. Both gangs were massacred in an instant having been surrounded left nothing to be desired. Joseppi managed to survive through the skin of his teeth, at the mercy of the US Marshal he decided to extend Joseppi a lifeline. Join the US Marshal service and pay back his debt to society by serving the law or die like a dog in the streets.
Now as heroic it would be to die a martyr, Joseppi preferred to ride with the side that promised life. The memory of his parents and wanting to originally purge the evil from the five points was reborn anew within him. After years of service as a US Marshal he became a key asset to the country having cashed in and caught the most bounties. Under the guise of wanting to win the steel ball run race, Joseppi’s true intentions lie with his country. Tasked with the important job of collecting bounties of all those in the race he was happy to be of service.
Equipment: His equipment is pretty standard when it comes to being a marshal. He’s equipped with a lasso for hogtying and apprehension. A belt loaded with ammunition and holsters on either side of his hips that hold two revolvers and a repeating rifle strapped across his back for stickier situations. Oh and of course his favorite, chocolate.
Name: Radio Head
Age: Four and a half
Gender: Male
Appearance:
Temperament: Radio Head’s temperament is one that matches the level of energy that Joseppi brings to the party. The two are a match made in heaven as Radio Head is constantly rearing to go and once saddled becomes an untamable beast that rips through the earth while skillfully weaving through the wind. Radio Head only has one rider and one rider only, Joseppi. Anyone who tries to mount him will be unable to do so, fiercely loyal to his rider Radio Head trusts every decision and action done onto him through sickness and in health.
Notable Traits: Being an Appaloosa comes with a few notable traits. For one its breed is best known for their colorful spotted coat pattern which is unique to each horse. Beyond its coat the Appaloosa are also known for their mottled skin, striped hooves, and eyes with a white sclera. Appaloosa’s are just as versatile as Joestars, in this regard they are used for a variety of purposes whether it be pleasure, long distance riding, endurance, racing, etc.
Radio head also exhales aggressively from his nostrils and generates a large amount of visible heat, beyond that, when racing Radio Head will occasionally wildly shake his head and rotate his tail clockwise and counterclockwise intermittently.
「Stando」
Stand Name: Airbag
Stand Appearance:
Abilities: Airbag is a close-range stand with a short range of 2 meters, with such a short range the pay off is its physical might and speed.
Air Composition: Airbags unique ability is to control and manipulate air with his arms and through touch. This application has a multitude of uses ranging from basic to advanced abilities. On the lower end of the spectrum Joseppi can use it to carry his voice through the wind to disguise his location. He can also create a layer of air around his and his horses head when in conditions with low or no amounts of oxygen like underwater for example. More advanced applications would be the ability to cut through air resistance when racing his horse so the air resistance basically goes around him, this application can also work in combat removing the resistance on his punches causing them to be a bit more devastating. In terms of combat application, Joseppi can create a massive amount of air pressure into his hand and release it causing the condensed air to combust upon command (the projectiles would be no larger than fist/hand size) or create a small tornado that can block small projectiles and send an opponent who touches his fist flying.