Part Two: The Stands


They are an important part of this story. Golden Locust arrives at Elmore early in the story after Gumball encounters a stand user that almost killed him.

Originally a bunch of golden arrows belonging to Fraus until Noco stole them then turned them into a plague of locus that flew away to another country searching for the six stars that will help her bring down Fraus and the Zodiacal. As Fraus with his syndicate gone and with only had one golden arrow left, he moved to America to begin to new reign over the bizzare creatures and later created a town for them called Elmore. In Jojo's Bizarre Adventures after Part 3 the stands are based on songs and albums of multiple bands.


Rules

A Stand is a physical manifestation of a person's "life energy".It is a power unique to JoJo's Bizarre Adventure series.

A Stand is an entity psychically generated by its owner, referred to as a stand User. It generally presents itself as an ethereal figure hovering over or near the user and possesses abilities beyond that of an ordinary human, which, depending on the Stand User, can be wielded for good or evil.

To an extent, a Stand embodies the individual's psyche, usually as the representation of the User's "fighting spirit". However, the will required to manifest a Stand doesn't need to be confrontational, deriving from any exploration of the mind's possibilities, be it mastery of a craft, strong desire, or even personal crises. Beyond that definition, Stands to present themselves in a large variety of forms and with different behaviors, if they are sentient at all. They follow a loose set of rules, with no definite standard by which one can fully classify them. As an embodiment of someone's psyche, Stands are therefore as varied as human minds can be.

Due to their diversity, Stands are not made equal. Some can be incredibly powerful due to their User's outstanding grit, others can be highly situational because of a defining quirk of character, or even detrimental to their User if they do not have the necessary fighting spirit.

The Stand is created from someone's psyche, which includes not only humans but also other living creatures. That individual is referred to as the Stand User. The User then gives their Stand a name and uses it for various purposes.

Unless bound to a specific object or automatic, Stands are attached to their User's body. In that case, any damage the Stand sustains results in an equivalent injury on the User's body and vice-versa. Exceptions to this rule include automatic Stands and bound Stands, which usually do not reflect the damage to the Use r special abilities.

Except for rare occasions, when a Stand User dies, their Stand disappears with them. If a Stand suffers so much damage they are destroyed, the User dies as well. However, a User can survive with their Stand destroyed if the Stand is automatic or depending on the level of the User's injury. Inversely, some Stands can survive beyond their Users through exceptional abilities.

However, there are instances when a Stand cannot be controlled by the User. It can be either automatic or the User can acquire a Stand but not have the fighting spirit to control it. In both cases, a Stand can accidentally work against its user's interests through their unsupervised power. However, specifically in the second case, a Stand can go out of control and slowly kill its User like a disease. The User becomes ill, then falls into a coma only to never wake up again; moreover, such occurrences are common enough for him to claim having witnessed many people succumbing to this.

One of the defining rules about Stands is that someone may only have one Stand (at a time). Although Stands may take different forms, or be split into several entities, no one is able to summon several Stands at once. Although exceptional circumstances may lead to someone wielding several Stands, only one will be the User's bona fide Stand. A Stand generally remains attached to its User, but it can sometimes change Users. For instance, it can be stolen from its original User, or if the Stand's ability involves changing User. Occasionally, a Stand can emit aStand Cry, shouting repeatedly while delivering a beatdown.


MANIPULATING A STAND

When a User acquires their Stand, their control over it is partly instinctual but needs practice.

When a User discovers their Stand, they usually do not know anything about it andthus has to figure out what their power is. Sometimes the ability is straightforward and easy to understand, at other times a sentient Stand may explain the power directly to its User but sometimes the User will need timeto know their Stand's power.

Afterward, it is up to the User to discover what their Stand can really do with its ability. A Stand User will need practice to develop their Stand's potential and manipulate it in a more precise manner. Hidden subtleties and applications of the Stand's power may require time for the User to notice.

To use a Stand, the User has to consciously summon it. Likewise, to use its power, the User has to command their Stand. Thus, Stand Users are still vulnerable to sneak attacks. This does not apply to automatic Stands which act by themselves.


ACQUIRING A STAND

In most cases, Stand Users are either born with the ability to use their Stands at an early age or with the potential to unlock one later in life. This Stand potential can notably be inherited,however without it a person can not achieve a Stand through natural means. For those born with it, the trigger for unlocking one's Stand varies with the user but is generally derived through the refinement of their talents or skills throughout their life. As such, a Stand's awakening and abilities are often tied to the users' occupation.

In case of animal Stand Users it's left ambiguous whether their heightened intelligence is the result or a prerequisite of awakening a Stand.

Stands are also noted to awaken through the mere presence of powerful Stand Users in the general area,however the most widespread way to trigger one immediately is to be pierced by a specialArrowmade from a meteor from outer space. If a person has the potential, they will survive being stabbed and acquire a Stand. Otherwise, the person will die.

Moreover, if someone acquires a Stand this way, their existing descendants will also gain a Stand, although it may not manifest itself at first or be uncontrollable.


SPIRITUAL CONNECTIONS

Stand Users share several spiritual connections, which manifest in several supernatural phenomena.

Firstly, Stand Users attract other Stand Users. Likened by different characters as either a "red string of fate" or "gravity", this link ensures that Stand Users will eventually meet one another, especially if they live in the same general area.

Secondly, if Stand Users happen to be related to each other, they will share a strong psychic bond. It's most prominently exhibited as an ability to sense the presence of Stand using relatives. Even without having met each other in person, people sharing this link will be able to roughly tell how far away they are from each other, although they usually can't discern the exact direction the sensation is coming from. They can also tell if their family members are alive regardless of distance.

If the familial ties between Stand Users are especially strong, such as the bond between twins or loving parents and children, the people in question will sometimes share injuries or even supernatural changes to their bodies.


Abilities

Each Stand possesses supernatural properties as well as a special, unique power, indirectly granting its User superhuman abilities:

In general, a Stand is invisible to normal humans, yet can interact with normal objects. It allows the user to use their Stand unnoticed by a large majority of the population. The mundane use of a Stand has been likened to a poltergeist phenomenon by normal people. Even a Stand's power is invisible to ordinary humans; for instance, normal people cannot see Through Fire And Flames fire but can feel their heat.

Stands are ethereal and, as a result, possess intangibility. It is uncommon but not unheard of for Stand Users to channel their Stand inside their bodies to protect themselves, using their Stand's superhuman durability to their advantage. It is even more uncommon for Stands to phase through objects, but the possibility exists.

A Stand is ordinarily invulnerable to any harm except against another Stand or if their Stand User is harmed. In the rare case that a powerful enough force is exerted on a Stand, it can take damage.

As psychic projections, Users can also communicate through their Stands. Barring rare exceptions, a Stand User typically shares their consciousness with their Stand and can see through its eyes. Moreover, a Stand User can also speak through their Stand, enabling a form of distance communication. However, the Stand must have a mouth or otherwise be able to speak to do so.

On the assumption that Stands are images created out of energy, Users possess the ability to slightly manipulate their form.


Power

Each Stand possesses an esoteric and unique power that defines it and sets it apart from other Stands.

A Stand's power can wildly vary between Stands. The nature of the power can range from relatively mundane powers such as using a sword or controlling flames to extremely powerful ones such as the ability to manipulate the flow of time. These powers have many different subtleties, such as a limited range or a special way of manifesting themselves, that can be exploited during a fight. For instance, Sins And Tragedies can create zippers on any surface, but it has to hit an object with its hand to be able to create them. It is up to the User to know how to protect themselves or use their enemy's weakness to their advantage.

The User is sometimes immune, or protected to a degree against the power of their Stand. However, the reverse is just as widespread.

In rare cases, Stands can have the same rare exceptions, if the Stand is destroyed or the User is knocked out, the Stand's power immediately disappears and any modification to the environment due to its power is reversed.

Each Stand is unique, but many share enough characteristics that they may be grouped under specific Stand Types. Very uncommon special stands may appear in the story from time to time due to exceptional circumstances.

Despite the variety of powers shown throughout the series, no Stand can truly bring back a person whose soul has departed.


Range

One of the most important features of a Stand is its range. Stands in principle can only be used within a predetermined range centering around the Stand's owner. As such, for the sake of convenience, the range that a Stand can perform abilities is referred to as the "Firing Range". A Stand's range and accuracy are inversely proportional; the further the Stand moves away from its firing range, the weaker and less subtle it becomes. This principle is applied to almost all Stands.

Furthermore, this can be construed more specifically as an "effective firing range", as a Stand will only gradually lose effectiveness the further it deviates from its firing range, rather than just relinquish immediately. The Stand's range is effectively just the range where it can optimally perform, though this can notably fluctuate depending on the emotional state of the user.

From a general point of view, all Stands can be roughly divided into two types: "Short distance", and "long-distance". As a trend, short-range types display great power, many of which excel at direct blows or destruction and are often referred to as "Power Types". Long-range types typically have a special ability that can let them indirectly attack.

Some long-distance types are referred to as "Automatic Pilot", in which the "power vs distance from user" principle does not apply, since autopilot types are typically an extension of an "effect" that results in a Stand triggering. As such, these Stands are independent of the Stand User's will and mental strength, and their power does not drop as a result.


Stand Stats

Stand Parameters or Stand Statistics are six statistics used outside of the story to gauge a Stand's capabilities. They are in order (clockwise from top): Destructive Power, Speed, Range, Stamina, Precision, and Developmental Potential.

Destructive Power

Measures the Stand's strength and ability to cause destruction (physical injury or collateral environmental damage) in a given period of time. There are also cases where destructive power is low or not applicable, despite having fairly destructive abilities.

Speed

Measures the Stand's agility and reflexes as well as performance speed. This is also typically evaluated fairly high for Close-range Stands. Sometimes it can be strengthened through training,

Range

Measures a compromise of the Stand's range of manifestation, range of ability influence, and spatial mobility. In most cases it is inversely proportional to destructive power. However, there are cases where both power and range are excellent. In addition, a Stand's range may decrease due to evolution.

Stamina

Measures the duration of time that the Stand can actively maintain its ability. It can also be used in the sense of the time it takes before a special ability can be activated again.

Precision

Measures the Stand's accuracy and range of influence/effect of their abilities to specified targets. Automatic type Stands are generally evaluated with Rank D or under witha fewexceptions.

Development Potential

Measures the Stand's possible functions, utilization of its abilities and powers, and capacity to improve its overall capabilities. It decreases in rank as the user masters their Stand. For a Stand to gain an E-Ranking, it means that either their Stand user discovered all of their Stand's abilities or the Stand came with very few abilities and thus cannot grow any more than it has.

Each statistic is ranked from A to E; though rankings of None and Infinite are also possible. If a rank is Unknown, it will show a question mark (?); this is usually because the Stand or its full capabilities have not yet/will not been revealed in the story line. Rankings are defined as follows:

A:Very Good

B:Good

C:Average

D:Poor

E:Very Poor