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Lastly, Stand users often kill just to keep the abilities of their stands secret. Unlike many other
systems where it is considered good form for party balance to reveal your intentions during
character generation, in The Stand Game, you would be wise to share as little as possible about
your stand. Not only can other players use this information to anonymously screw you over far
more easily than helping you, the amount of information about your stand that is made common
knowledge has implications for how savvy adversaries may choose to fight you during play. At
many stages, depending on people’s choices, incomplete information about other stands at the
table will be revealed to some parties anyway. This is intended to correspond to the fact that
stand users are drawn to each other and often have prior firsthand or secondhand knowledge of
each other’s capabilities, or mysterious insights that allow them to quickly identify substantial
features of a stand from innocuous details.
When it is time to introduce the completed characters to one another, you should reveal no more
than the immediately obvious facts about your stand, such as the appearance of its spiritual body,
common scenarios that it is utilised in, and its name. Ideally, you should be giving just barely
enough away about the nature of your stand that anyone who found something out about it, or
contributed to its features during the character creation process can identify that yours is the
stand they saw, either immediately or within the first session.
Step 1: Trauma
Select one of:
- You define the core concept for your stand’s power, and additionally roll its stats and write up its
initial draft. (-2)
- The GM generates your core ability premise, while you roll your Stand’s stats and write up the
initial draft of your powerset. (0)
- You provide your core ability premise, and the GM rolls your Stand’s stats and writes up the
initial draft of its capabilities. (0)
- You provide nothing but your stand’s name in the form of a musical reference to another player
at random (note: random always includes the GM, at which point a random NPC is aware of this
information), at which point they will generate a core ability premise, roll your Stand’s stats, and
write up the initial draft of your powerset. (+1)
Overly complicated ideas such as “Rearranging weekdays” are acceptable, but it bears warning
that abilities only get weirder from here on out, and an ability that starts out strange may become
especially labyrinthine and confusing by the time it is finished, and stand users are not necessarily
safe from the consequences of their own stand. Time manipulation in general, much as it is not
uncommon for stands in the canon material, is usually going to fall within this category.
*Especially* when consideration is given to the fact that without breaking a stand rule (See here),
the universe’s overall timeline cannot be effected, and with a different stat array, The World and
Star Platinum’s ability of “Stopping Time” might not even leave its user aware of or able to act
during stopped time.
Stats: Stands can be anything and do anything, but as a general rule they possess a spiritual body
that can freely affect, or not affect, the physical world, but can for the most part only be harmed
by other stands. This body reflects damage onto the stand’s user (and receives damage from its
user), and that body in turn is capable of utilising the stand’s signature power in some fashion,
sometimes through touch, projecting it as a wave of energy, firing a projectile, imbuing an
intermediate object that subsequently contacts the target, displaying it upon its own surface, or
even more esoteric means. To summarise the capacity of a stand to act, into a finite number of
simple metrics is difficult but let us proceed on the assumption this is possible.
For each stat, (Power, Speed,
Range, Durability, Precision,
Potential) roll 1d100, in order.
None: 01 - 03
E: 04 - 22
D: 23 - 41
C: 42 - 60
B: 61 - 79
A: 80 - 97
S: 98 - 00
None: This stand is potentially a hideous liability for the user to which it is linked, seeing as even
the weakest of stands could destroy it more or less as quickly as they could move through it.
Alternatively, the stand may be bound to a relatively fragile physical object, allowing even
non-stand users to damage it. Its signature power is largely instantaneous, or is disrupted by any
movement of its target.
E: Exceptionally fragile, this stand’s spiritual body has a consistency akin to cardboard. It is able to
offer some defense against attacks by weak stands, but its only defense is a good offense against
stands with a power of C or higher. Its signature power is easily disrupted by any plausible
complication or defensive reaction, or only lasts for a second or two.
D: This stand is weak by human standards, but it is no longer a weak point for its user necessarily.
Stand users can generally be effective in a direct struggle against its signature ability, but it takes a
degree of effort. Its signature ability has some persistence, maybe even 10 seconds with effort, or
has some other fairly glaring weaknesses that allow it to be escaped once it has activated.
C: This stand’s spiritual body is of similar vitality to a human being. Its signature ability might be
able to operate for about as long as its user can hold their breath, or be difficult but hardly
impossible to escape once the trick is figured out.
B: Unnaturally tough, this stand can survive even stand-based attacks that would be lethal against
a human. It is for example, bulletproof, even if the bullets are stands, albeit it would still be hurt a
little. Its signature ability could only ever be broken free from or disrupted under a handful of very
specific and rare situations, or by defeating
the stand user.
A: This stand is extremely tough, capable of
bearing great amounts of damage, as if it
were made of an extraordinarily tough metal
or diamond. It can act as a good bulwark
against stand based attacks on its user
without even needing to respond to them. Its
signature ability is probably inescapable
without the use of a stand ability that
specifically counters the ability, even
defeating the user may not be enough.
S: This stand is totally indestructible, it would
be capable of shielding its user against an
apocalypse if it weren’t for the atmosphere
and all sources of food and water being
destroyed in the process. If this stand is
highly autonomous, it will likely be present at
the end of the world. Its signature ability is
totally irresistible once it has struck home,
and victims will continue to suffer until the
stand user specifically reverses the power.
Step 3: Anger
Select one of:
- Assign an extremely common weakness to stands in the setting, (each stand has a 50% chance of
being affected) that only your character knows (-2) (IT MUST BE PLAUSIBLE NO-ONE ELSE NOTICED
THIS)
- Assign a weakness to all stands in the setting (0)
- Assign a weakness to another stand randomly selected at the table (Again, random includes the
GM, in which case a random NPC is affected) (+1)
- Select another player at the table and insert a fight with them into both of your backstories. Both
of you have an elevated chance of your stand abilities becoming generally known as a result.
Reveal your current stand information to each other. (+1)
- Select two other players at the table, scribble on a piece of a paper, and force them to use this as
the basis for a drawing of their stand. If the number of stands who would be depicted this way
exceeds the number of stands at the table, those who selected this do not gain points from having
done so. (+1)
Stand Weaknesses:
Weaknesses are free form, and are simply additional constraints and conditions that need to met
by the stand’s ability draft. They can be an issue with the stand’s spiritual body or signature ability.
Weaknesses for a stand that are made with consideration to its abilities might be fairly lenient,
simply identifying and widening holes in its potential powerset. For instance, a stand that controls
a certain type of animal might be able to be thwarted by the actions of that animal’s natural
predators, and designating this as an actual stated weakness of the stand merely requires that the
stand’s ability either does not stop this from taking place, or somehow seeks to thwart its intrinsic
defenses against this scenario: in the example above, if the stand augments the animals it
controls, it either does so in a way that offers them no protection from their predators, or
augments the predators as well.
Weaknesses which are created blind during the Anger step generally end up being much harsher.
A stand that can set metals on fire that can’t be used in the presence of fire becomes relatively
confusing, but not necessarily incoherent. People assigning such weaknesses should exercise
restraint since there is always at least a chance that their own stand will receive the weakness,
and in applying weaknesses that were made blind onto their stands, player’s should feel free to be
relatively lenient.
Step 4: Bargaining Select one of:
- Both your stand, and another stand randomly selected at the table, gain the same new effect of
your choice. Unlike signature abilities, this is not a far reaching or comprehensive power, but
rather operates at one level lower in all stats than the signature ability. It is however, a simple and
separate core concept for what the ability does, potentially offering great versatility. Both stand
users must come up with an explanation for how this new ability is achieved by the same
underlying powerset that accomplishes their signature ability. Examples might include being at
home underwater, flight, invisibility, beam weapons, or other typical superpowers, but something
like “time travelling bomb” that is just as complicated as a Core Ability Premise is also fine.
Examples of how to justify this include such stretched logic as Killer Queen’s ability to explode
things it has touched in the past being related to its ability to blast itself back in time. Whether or
not the effect is subject to any weakness your stand may have is up to the GM during the
Acceptance step. (-2)
- Your stand becomes a combat type stand, which increases the level of its spiritual body by one
rank in all stats, and decreases the level of its signature ability by one rank in all stats. This cannot
take a stat above A. Another stand randomly selected at the table becomes a support type, which
does the opposite (-1)
- Your stand becomes a support type stand, while another stand randomly selected at the table
becomes a combat type. (-1)
- Select one of the rules of stands. Both your stand, and another stand randomly selected at the
table cease to be subject to this rule. The way in which this is true may be determined by each
stand user after the fact, with consideration to their stats and signature ability. (-1)
- Both your stand, and another stand randomly selected at the table, gain a flair for their abilities.
Flairs are very minor capabilities that seem to logically follow from the stand’s structure, stats and
signature power, but not necessarily intrinsically. The greater their power, the greater the reasons
for them to be used only rarely. A good examples would be Silver Chariot’s ability to fire its sword
as a ricocheting bullet, or Magician’s Red’s use of flames as rope. Each user decides what flair they
gain. (0)
- Select a statistic. Your stand drops in this statistic by one step. A stand randomly selected at the
table increases their rank in this stat by one step, three times. This can take a stat above A. (+1)
- You have an unknown nemesis. After character generation is over, the GM formulates a future
hostile stand that is designed from the ground up to perfectly counter your own stand. You are
fated to encounter them without the entire party present. (+2)
#4: A stand can only be directly damaged by another stand. Stands that come to possess physical
bodies as above generally have some vulnerability to damage dealt to their physical form, but for
the most part, despite observably being solid to much of the world around them given their ability
to effect it, Stands cannot suffer injury and serious consequence from the reaction force that
would imply, unless it is inflicted by the spiritual body of another stand. A stand with low
durability and power may not be able resist bullets fired at it, but if so they just pass through it
harmlessly. A stand which breaks this rule might have a spiritual body that can only be effected by
physical force while being immune to stands, receive injury to its spiritual body only through mean
language (or something similarly ubiquitous, ignoring this rule should not make the stand
functionally undefeatable) or be able to inflict damage on other stand’s spiritual bodies using
physical objects as an intermediate, for instance a telekinetic stand that is still able to injure
stands by throwing normal rocks at them.
#5: A stand is a part of its user’s body, and so its user shares its senses, and damage received by
the stand also affects the user. Stands that break this rule might be totally autonomous, lacking
any telepathic or wound sharing connection to their user (and thus likely continuing to act while
the user is unconscious or dead) and acting *only* on verbalised commands, thus possessing an
exceptional initiative and sense of self for a stand, or the stand might only receive information and
wounds from its user and not the user from the stand. In other situations, this might lead to a
stand that controls the movements of its user’s body, not the other way around. Stands which
break this rule have higher autonomy.
#6: A stand’s power is proportional to its range from the user. Signature abilities for stands are
less powerful the further from the stand user they operate, with range merely defining the upper
limit that the power can be maintained at. Likewise stand’s bodies tend to be smaller and weaker
at large distances from the user. Stands that break this rule may become stronger the further they
are from the user (Up to the limit of their range) or have aspects of their abilities that operate at
the same intensity regardless of range. For example, most time manipulation stands manipulate
time for the entire universe, but have a very small range within which their user and immediate
surroundings can move, or hypothetically, if targeted by a stand which traps victims within new
and bounded areas of space, its time manipulation couldn’t ‘reach out’ far enough to affect the
broader timeline of the universe outside. Another example would be a stand which always looks
as big to the user regardless of distance, resulting in a skyscraper wrecking monster at long range.
Another hypothetical stand might use this exception to make an asteroid from the Kuiper belt
home in on a target, its (limited) range still defines who the asteroid is seeking, but the ability is
still able to exert force on something well outside of that using its stand power.)
- Select one of the rules of stands. Both your stand, and another stand randomly selected at the
table cease to be subject to this rule. The way in which this is true may be determined by each
stand user after the fact, with consideration to their stats and signature ability. (-1)
- Select another player. You both reveal your stand’s current stats to each other, and whether they
are combat type or support type. If two or more of your stand’s stats match each other (With
consideration also given to the modifiers applied by types, IE a Power B combat type would match
with a balanced stand of Power A or C, as those match its spiritual body and signature ability
respectively), you should consider yourselves related by blood. If you both agree, view each
other’s current stand ability drafts. Discuss ways in which your stand’s signature abilities could
operate in a more thematically similar fashion and consider adapting your drafts in view of this. (0)
- Choose a potential use of your stand’s signature power. Your character has a great fear of
actually using their stand in this fashion, and will never do so willingly unless their life is at stake,
and even then only with significant further encouragement. If your stand performs this action
under its own autonomy, you are horrified. (+1)
- Make a call for your stand’s name. Every single player will contribute a musical reference to serve
as a potential name, with or without knowledge of what your stand actually does. You must select
one of these as the name for your stand, and render the activation of its power at least somewhat
conditional to match themes of that musical reference. (+1)
- Your stand has a limitation or weakness in its spiritual body or signature ability that even you, the
user, remain unaware of. The GM will be able to dictate situations where your stand’s abilities
function unusually or not at all in light of this weakness. (+2)
- Select another player, not the GM. That player reviews your stand’s current signature ability and
stats. Your stand gains a very significant but not necessarily obvious weakness in its spiritual body
or signature ability that is best exploited by that other player’s stand, of their design. (+2)
Step 6: Acceptance
Finalise the draft form of your stand. This is your last chance to consider further modification of
your stand’s core abilities. Take stock and ensure you factor in every step which has affected your
stand during this process. For instance, if you break one of the rules of stands, your stand MUST
break, evade, or heavily bend that rule. While the integrity of your stand’s physical body can be
easily gauged, now is also the time to verify that your signature ability still makes sense with
respect to all the conditions imposed upon it by your stand’s stats.
For instance, a stand with a core ability premise of telekinesis but a “None” rank in Power cannot
actually use telekinesis in a conventional sense, but may possess the ability to immediately detect
and locate stands or other supernatural phenomena through perception of any forces in its
environment, however small, that seem telekinetic in nature, or it might be able to immediately
determine the steps that need to be taken (by its user, or other stands) to cause certain distant
objects to move in specific ways.
If it doesn’t already have something defining its spiritual body’s (or possibly physical
manifestation’s) appearance, ensure that a depiction, or at least a description, is included, as in
most cases this is the most obvious component of the stand’s action.
At this point, the GM should make a final review of your stand. Besides simply verifying that all
processes have been followed, an important part of this is to ensure that the stand is not
obviously unbeatable contextually speaking. No stand in JJBA has ever reigned supreme over all
others forever, see: https://www.youtube.com/watch?v=9Tbc7Zch7-E
Finally, the GM should get back to you to confirm a few important additional factors about your
stand that should have been fairly obvious by now, but the specifics of which are ultimately down
to their vision of the setting:
- The level of autonomy your stand possesses (A consequence of Range, Potential, and
other factors)
- How communicative your stand is (A consequence of Precision, Potential, and other
factors)
- How safe your stand is to use (A consequence of Precision, Durability, Potential and other
factors)
- An example of your stand’s effects on a character in the system (A consequence of Power,
Speed, Durability, and other factors.)t
- How subtle the activation of your stand’s ability is (A consequence of Speed, Precision, and
mostly other factors)
- The size of your stand’s physical body (A consequence of Power, Durability, Range, and
other factors)
But what if a stand is sent to fight another stand? At this point, some modicum of strategy enters
the mix. The situation in which a clash between stands takes place, and the tactics with which they
are ordered to fight, will ultimately determine which stats are important. Even range might
potentially become an important factor if two stands are ordered to engage each other. For
example, if the stands decide to just go wild with ORAORAORA at close range then the stand with
the best overall compromise between Power, Speed and Durability is likely to be victorious.
If this is by a large margin, victory likely comes immediately. Otherwise it might take several turns,
during which the users may attempt to do other things, or focus their efforts on instructing their
stand’s tactics to try and change the outcome. For instance, by setting off a smoke grenade, a
stand that was previously a clear winner becomes hampered by its combination of low precision
and potential, rendering it unable to coordinate with its user and find its opponent, while the
weaker stand is able to share good enough senses through its link to its user to see the other
stand clearly. The other stand user devotes their turn to instructing their stand to use its signature
ability to make a hurricane to clear the smoke. While this is successful, because the first stand user
did not need to abort their stand’s
attack, their stand is able to spend
the turn beating on the opponent
while it is distracted, possibly
making for a much more even fight
once the status quo returns.
If on the other hand, the stand had
been highly autonomous and with
passably decent Potential, it could
have independently arrived at the
decision to clear the air. This would
not save it being beaten on by the
weaker stand, but it would leave
the user free to act, possibly hitting
the enemy stand user themselves.
Even though Stands can be seen as
a minion in some ways, a source of
additional action economy to be
left to its own devices after initial
instructions, their successes and
failures do reflect back on the user
during this process. A stand user
whose stand is in a losing battle can
expect to see a lot of damage
coming their way even if they’ve
done everything in their power to
keep their own body safe. As a
result, high Health is a
recommendation for stand users.
Furthermore, stands that aren’t fully automatic and autonomous from the user are, in some ways,
a manifestation of their fighting spirit. Someone who is severely beaten down generally finds their
stand dissipating, and it is incredibly difficult to bring forth its power again immediately. Unless
the nature of your stand provides a convincing reason otherwise (Entirely possible), in the event
that your character is Hurt or Seriously Wounded by an attack, limitations are imposed. Any time
you would need to make a Consciousness roll, you must also take a Stability roll of equal difficulty
or be unable to draw out your stand until either the next time you make a Consciousness roll, or
when you are healed and thus no longer hurt. Once Seriously Wounded, your stand is itself
extremely heavily damaged, and its function is severely limited. Your stand’s signature ability and
spiritual body gain additional weaknesses subject to the GM at the time, and likely decrease their
effective statistics. Subject to the GM, this may be less of an issue for a character following their
drive.
Wait on a second, what was that “Stand” skill you mentioned elsewhere?
The Speedwagon Foundation has become intensely interested in the power of Stands ever since
Joseph and Mohammad Abdul brought them to their attention. And their investigations haven’t
been fruitless: part of the reason you are working with them now. Stands have very little in
common, but the experiences of the Stardust Crusaders were able to provide enough
generalisations to create a fledgling field of study:
In view of this, to acquire Hamon requires 6 general ability points for the first point, and 1 for each
point thereafter.
To restate the book:
Using a paranormal ability is like any other General ability use: roll a die, add any points you
spend, and compare the result to the Difficulty. However, you must spend at least 2 points from
your ability pool if you can. If you have insufficient points in that pool, you must spend points from
your Stability pool instead. Points spent from your Stability pool do not add to the die roll,
however... After using a paranormal ability, you must make a Difficulty 5 Health test or
immediately lose 2 Health and become Hurt for the rest of the scene. (If you are already Hurt, you
become Seriously Wounded.) This represents a profound, bone-deep exhaustion approaching
shock, not an actual injury. Paranormal abilities do not refresh until after an operation.
Hamon can be used in the following scenarios:
- To greatly stiffen or pressurise an object or surface capable of conducting it, such as
hair or water.
- To conduct force safely through a conductive object into the other side, or place a
small fissure into a non-conductive object.
- To imbue the user with energy to slay, or defend against, entities which are weak to
sunlight.
- To send a jolt of electricity into something.
- To heal an individual as per Medic, save that the second most recent injury is
affected instead.
The difficulty of tests is determined as follows:
Condition Difficulty
Modifier
The user’s circulation is +2
impeded by strangulation,
frostbite, or being drunk by
a vampire.