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Stands

A Stand (スタンド Sutando) is a projection of your soul, the physical form of your fighting spirit. It can do things you can’t. Stands are very rare.

Rarity
Very rare
Awakens
Ages 5 – 16
Stand Arrow
700+ on 1d1000

Gaining a Stand

Natural

Most Stand users are born with an active Stand. It awakens somewhere between ages 5 and 16, depending on environment.

Stand Arrow

Not born with one? Get pierced by a Stand Arrow, laced with a virus.

  • Find one: roll 1d1000 in your RP. 700+ = Stand Arrow. Once per RP.
  • Survive: with enough will and fighting spirit, you gain your Stand. Without it, the virus is 100% lethal.
  • Your fate is rolled by the Game Masters.

What Stands Can Do

Form

  • Usually appears standing near you, with superhuman physical ability
  • Can be humanoid, non-humanoid, an object, or a phenomenon
  • Only Stand users can see Stands, and only Stands can hurt Stands (except when they don’t)
  • Usually no consciousness, mirroring your desires. Some act independently

Esoteric Ability

Every Stand has a wild ability, unique or shared, that reflects your soul: from making fire, to reverting entropy, to controlling time. Useful in combat and everyday life.

Drawbacks

Drawback Effect
Weak will Without enough willpower and fighting spirit, you lose control. Your Stand turns on you and you sicken and die
Shared damage Damage to your Stand hits you too (except when it doesn’t). Lose its hand, lose yours. A lethal hit to it will likely kill you, and a dying user means a very weak Stand
Range Every Stand has a max range. Close-range Stands are usually strong melee fighters, long-range ones are weaker with other uses