Board Thread:Fanmade/@comment-25579665-20190709031608/@comment-39337091-20200514232603

this one's not mine- it was made by a friend, allevallie on tumblr. warning for being Long As Fuck. Stand Name: Welcome To Mystery User: varies, but true user is Alice Kingsleigh.

Appearance: two 6 ft. tall humanoids, one being Wisdom, and the other Madness. Wisdom is robotic in appearance, and has sharp, white patterns in his dark attire. He had striped eyes akin to Echoes ACT 3, however blue, and his hair is shaped like angular plastic, styled into a manbun. Madness has an aquatic appearance, and dark curved trim on his white clothing. His own eyes resemble a cuttlefishes, and his curly hair resembles tentacles. Both have lower arms detached from their bodies, which allows them to use their ability at a longer range.

Abilities: -Personal Wonderland


 * They can place up to 4 ‘doors’ at a time into a pocket dimension, be they normal doors, holes, arches, mirrors, windows, etc. The catch is, it has to overlay on existing entrances like those described, as they simply can't just manifest entry ways by themselves without some form of physical passageway. (They can use a door, but not make a door.)
 * The size limit to these entrances are a good 5x5 meters, any passageway bigger than that will have a moveable circular portal inside it as the entrance.
 * These entrances can be as far away as the user wants them to, being able to be left at their assigned spot for purposes such as trapping enemies or finding a new user.
 * Sometimes, the stand makes sure that the victim does not know they are in the dimension, but sometimes also turn it up to falling through a surreal tunnel or other strange transitions. This is actually decided by the stand only, but they encourage the user to decide as well.
 * The dimension itself is free to be manipulated by the humanoid component of Welcome to Mystery (being the Time and Space of the particular dimension), the temporary / physical user and the true user. It's initial environment, before modification by the new user, resembles a dark forest of twisted trees, beyond that generally resembling (if not being) Wonderland from Alice in Wonderland.​​
 * Other non-users are able to see Welcome to Mystery whilst inside, but Time and Space can change their appearances to look like objects or passable humans while still having similar features of their stand forms.
 * Due to this, both of them don’t like coming out of their dimension because it would rip off their human-like glamours. They can still utilise themselves while inside, as they know where the user is and can observe them by use of their entrance ability.
 * They can create either real sapient people / anthropomorphic animals or just dummies that do act, ‘think’, and look the same. Welcome to Mystery creates the first type of living beings very sparingly, for… ethical reasons. This includes:
 * The Tweedle Twins
 * Bayard
 * The Cheshire Cat
 * The White Rabbit
 * The Knave of Hearts
 * The Dormouse and the Hare
 * Both Red and White queens

Passing On / Invitation
 * Like Cheap Trick, if the temporary user dies, the stand will be able to ‘move on’ from them into another, new user. They also move on if the stand user is completely sure that they have ‘grown up’ from their care.
 * The reason that this ability exists is that Alice, the true user of Welcome to Mystery, decided to permanently stay within that dimension, forcing Time and Space to take up a new user in the real world - this was intended however, from Alice's desire to share her experiences in Wonderland. 
 * They linger about before finding a new user, and when they do find a potential one, they send messages through letters, signs, texts, etc. in order to get their attention. All they have to do is accept, and Welcome to Mystery becomes their new stand, collaborating with the user's other stand if they have one.
 * They tend to pick users who:

Combative Ability
 * Have Alice or Margaret somewhere in their name
 * Are Alice Kingsleigh doppelgangers, as well as in mind
 * Have interest and appreciation of abstraction and surrealism, and create content as likewise
 * <p dir="ltr" role="presentation">Have a desire of leaving their current state or situation, usually in the form of escapism

<p dir="ltr" role="presentation"> <p dir="ltr" role="presentation">Sapience
 * <p dir="ltr" role="presentation">Their best chance at winning a fight is pulling a combatant into the pocket dimension, or the battle taking place in the dimension, as both Wisdom and Madness, being Time and Space, have utter control over the environment there.
 * <p dir="ltr" role="presentation">So, the best way to win is to make the battle take place in an open field or in the middle of a large room, away from anything meant to be ‘passed through’.
 * <p dir="ltr" role="presentation">Outside of the dimension itself, Time and Space are quite weak compared to regular close range combat stands.

<p dir="ltr" role="presentation"> <p dir="ltr" role="presentation">Misc. <p dir="ltr" role="presentation">Stats <p dir="ltr" role="presentation">
 * They do have personalities of their own, and while they agree to follow their user's commands, they are able to assert themselves from what is right and wrong. 
 * <p dir="ltr" role="presentation">Wisdom’s voice is deep and robotic, having a Bavarian accent, while Madness has a lisp as well as a varying accent between American, British and Scottish.
 * <p dir="ltr" role="presentation">Even if the dimension can be also mentally controlled by the temporary user, the stand still asks what they would like from the experience, setting up a survey, questionnaire, and ability to send feedback.
 * <p dir="ltr" role="presentation">Fitting to their names, Wisdom acts like a wise teacher figure to the user, while Madness is more of a crazy friend towards them. Generally, they have a very parental nature, especially if their temporary user is a child.
 * <p dir="ltr" role="presentation">Upon finding a new user, they explain their main ability, as well as ways this can be used throughout the user's life.
 * <p dir="ltr" role="presentation">They tend to support the user, and earnestly do care about their physical and mental health.
 * <p dir="ltr" role="presentation">They genuinely grieve if their user dies, even if they have passed by many, many users. It gets even worse if they die within the Wonderland itself, as the entire stand (including the true user) feels responsible for the death no matter the circumstance, as their real purpose was to make the temporary user happy than to be used in a violent or combative context.
 * <p dir="ltr" role="presentation">If they were to be pierced by an Arrow, the Requiem that would come after is influenced by whether it is Wisdom or Madness who is shot, and his particular intention. If they were shot at the same time with 2 Arrows, then that makes one Requiem stand that fits both sides' intentions. The previous effect occurs when Alice is shot with the Arrow, but with her own intention instead.
 * Able to meld together as one arachnoid with eight limbs, their arms still detached. They really don’t like themselves that way. 
 * <p dir="ltr" role="presentation">They do not age along with their true user, staying the same age throughout Alice's life.
 * <p dir="ltr" role="presentation">Speed - B
 * <p dir="ltr" role="presentation">Power - D
 * <p dir="ltr" role="presentation">Precision - C
 * <p dir="ltr" role="presentation">Durability - C
 * <p dir="ltr" role="presentation">Range - A
 * <p dir="ltr" role="presentation">Potential - A

<p dir="ltr" role="presentation">History:

<p dir="ltr" role="presentation">

Alice Kingsleigh has had her Stand ever since birth, her first encounter with it at 9 years old, in which her father Charles Kingsleigh written her adventures within Wonderland.

'''Ten years later, burdened with conflict that was to create the events leading to the Jabberwocky within Welcome to Mystery, Alice unconsciously made the events of the live action movie alongside her Stand in order to gain enough confidence to make a decision (to marry Hamish or not) via an allegorical physical fight against her fears. '''

'''Three years later, at the age of 23, Alice fully awakened her stand after the events of Alice Through the Looking Glass, with both Time and Space realized and known to her, along with their abilities taught to her after the movie over the course of her career, should she want to go back. Ten years later, she decides to permanently stay within Welcome to Mystery. This causes the stand to pass on to new users, causing a chain going on for over 150+ years.'''