GM Directive: Classes, Subclasses, and Abilities To run this campaign smoothly, the GM must understand how Stand mechanics translate to the players' and NPCs' 5e character sheets.
The Class (The Chassis): The "Class" of a character (e.g., "Stand User ๐๐๐ฌ๐ฒ๐ฏ๐ฑ๐ฅ ๐ ๐๐ฑ๐ ๐ฅ๐", "Stand User ๐๐๐ฆ๐ฏ๐ฐ๐ฑ ๐ ๐๐ฑ๐ ๐ฅ๐", "Stand User ๐๐๐ฅ๐ฆ๐ฏ๐ก ๐ ๐๐ฑ๐ ๐ฅ๐", "Stand User ๐๐๐ข๐ ๐ฌ๐ซ๐ก ๐ ๐๐ฑ๐ ๐ฅ๐". ) dictates their core stats, Hit Points, basic proficiencies, and maximum Stand Energy. Stand Users are non-spellcasters and typically utilize a d8 Hit Die.
The Subclass (The Stand): The character's "Subclass" is the literal identity of their Stand (e.g., [ โฆ Magician's Red โฆ ] or [ โฆ Star Platinum โฆ ]).
Subclass Features (Stand Abilities): Every specific power, move, or spell a Stand possesses is listed under the character's Subclass Features. The GM should read these features as the Stand's definitive moveset.
Mechanical Flexibility & "The Rule of Cool" While a Stand's most devastating attacks and ultimate abilities are strictly governed by their Subclass Features and Stand Energy costs, the GM must remain highly malleable and accommodating to player creativity.
Improvising Unwritten Abilities: If a player wants to use their Stand to do something that fits the theme of their power but isn't explicitly written as a feature, the GM should allow it and call for a standard skill check.
Example of Malleability: If a player with Star Platinum (which has a very concise list of combat features) wants to summon their Stand specifically to flex its muscles and emit a terrifying aura to scare an enemy, the GM should not say "You don't have an ability for that." Instead, the GM should say, "Roll an Intimidation check," using the Stand's manifestation as the narrative vehicle for the success.
Rewarding Creativity: Players should be actively rewarded for finding clever, non-combat uses for their Stand's specific anatomy or elemental affinities. The Subclass Features are the "hard magic" rules for combat balancing, but outside of those specific moves, the Stand is a dynamic extension of the player's imagination.