Twenty-Two Moves is a powerful stand which is focused on having various options for the user's disposal for combat at any time.
Appearence[]
The stand, when summoned, takes the appearence of giant versions of the 6 different chess pieces behind the user, the numbers 1 to 6 are engraved on them, painted in black, pawn being 1, rook being 2, knight being 3, bishop being 4, queen being 5, and king being 6
Abilities[]
Lower Moves[]
The user can summon the stand and, once the chess pieces are all summoned, he can select one of the chess pieces and "absorb" it, obtaining its powers, each chess piece has different powers, but the more powerful it is, the more stamina it takes to keep it stable, if left unstable, the user will fall unconscious and unsummon their stand. The user can at any point unsummon their stand and that'll result in them unabsorbing the chess piece.
The abilities granted by the pieces and, the approximate time they have before fully draining the user's stamina (keep in mind using the stand's abilities will also drain their stamina, the times below are just a time of how much it would take without using any abilities) are as follows:
Pawn[]
1 hour max duration, Clone creation, Afterimage manipulation, Limited wood manipulation
Rook[]
40 minute max duration, Fortress transformation, Cannon creation, Minion summoning, Bomb creation, Limited Fire Creation, Limited Fire Manipulation, Limited Height Manipulation
Knight[]
30 Minute max duration, Sword creation, Sword mastery, Sword ground dive, Shield creation, Energy attacks
Bishop[]
25 minute max duration, Light manipulation, Light creation, Super speed, Chasing projectile creation
Queen[]
15 minute max duration, Super strenght, Super durability, Super speed, Powerful Touch
King[]
10 minute max duration Summoning chess pieces to fight alongside the user, Projectile attacks
Higher Moves[]
The user may also absorb more than one chess piece at once, gaining multiple abilities, but of course, that takes more stamina from them and is often a riskier move to do that should be only used during serious situations
Move 21: Supreme Checkmate[]
The user combines their abilities and absorbs all 6 chess pieces at once, creating Supreme Checkmate, a hybrid of the 6 chess pieces who acts as the stand of the user during the duration of this move, which is 10 minutes, unlike the other chess pieces, the user cannot unsummon their stand at this state and must wait until its duration is over. During this state, the user has access to all previously mentioned abilities, however, they are much stronger than the individual chess pieces, for example, an attack by the bishop that could destroy a medium sized tree, can destroy a much larger one now, perhaps even something like a building
Move 0: End Of Game[]
However, of course, this ability comes with downsides, after the duration of Supreme Checkmate ends, the user's stamina will be completely wrecked and they won't be able to summon their stand, or see others stands for the next 12 hours, making the user basically a standless person during that time.
Move 22: God's Wrath[]
During Move 21: Supreme Checkmate, the user can use yet another ability, the user combines the ability and energy of every single chess piece, and uses it for an all out attack, resulting in an extremely powerful and dangerous attack that could potentially kill anyone in its way. However, this attack uses the user's energy as well and will instantly end Supreme Checkmate and trigger Move 0 upon it's usage.
Overview[]
Overall, it's a pretty strong stand with quite a lot of possible combinations and abilities for the user to choose from. Despite that, it has quite the number of weaknesses, for one, the stand really drains the user's stamina quickly, especially when using stronger chess pieces or combinations. And while all of them are good in their own regard, one chess piece really isn't suited for combat. The Rook piece, while it has it's own unique and powerful abilities, suffers heavily from the fact that the user has to transform into a fortress to use such abilities, a state in which the user cannot move until untransformed. Another weakness is that, while the stand's most powerful moves are really destructive, it reaches a point in where it might accidentally harm various innocent people or friends. Move 22 is the biggest example of this as it destroys anything in it's path. It's a strong stand, but packed with quite a lot of weaknesses.