The Core Concept of Stands A "Stand" is the psychic manifestation of a person's life energy. They originate from genetic inheritance, extreme trauma, or Stand Arrows. For the GM (Franz), the following immutable laws dictate all Stand interactions within Omiro-cho and the wider universe:
Visibility: Only Stand Users can see other Stands, as they remain entirely invisible and inaudible to non-Stand users. To ordinary human beings, the effects of a Stand look like invisible forces.
Damage Transfer & Core Stats: A Stand shares its user's AC, hit points, saving throws, and ability scores. Because they share this life force, if a Stand's arm is severed, the User's arm is severed. If the user is incapacitated, the Stand automatically unmanifests.
Intangibility (With Limits): Stands can phase through solid, non-magical objects (like walls, doors, or floors) to scout or grab items. However, a Stand cannot drag its physical, human User through these objects with them, unless their ability specifically permits it.
Stand Attacks: Any attacks made by a Stand deal physical damage—such as bludgeoning, piercing, or slashing depending on its form—but they are, more oft than not, treated as magical damage for the purpose of overcoming resistance and immunity to nonmagical attacks.
The Stand Energy Economy & Action Scaling Stands are incredibly versatile, but pushing them beyond basic physical limits or fueling specialized techniques requires tapping into an internal stamina.
Stand Energy: Users unlock the ability to harness pure spiritual power, represented by their Stand Energy resource. They can spend these points to fuel specific Stand features and subclass abilities. All expended Stand Energy is regained when the user finishes a short or long rest.
Free Utility (The "Cantrip" Rule): Players can use their Stands for minor, creative, or narrative actions without expending resources. For example, if a player wants their Stand to flick a civilian's hat off to spook them, carry their groceries, or playfully push a friend, this costs 0 Stand Energy. The GM should encourage this flavor.
High-Cost Abilities: When a player wants to activate a massive, game-changing ability—such as stopping time, unleashing a massive elemental attack, or utilizing a specific Subclass feature—this will consume Stand Energy.
Tracking Stand Energy: The specific Stand Energy cost for these powerful moves is strictly dictated by the abilities listed on the player's character sheet. The GM must actively deduct this energy during combat.
GM Feature Cross-Referencing In this campaign, the players are the ultimate authorities on their own Stands.
Narrative to Mechanic Translation: When a player describes their Stand performing a specific action or attack in combat, the GM must immediately check that character's Subclass Features. If a player says, "My Stand completely silences them," the GM should look at the Subclass to find the corresponding ability, apply its specific Stand Energy cost, and execute the hard mechanics written there.