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All tropes here are exclusive to the game. Any tropes regarding the original manga should be directed to JoJo's Bizarre Adventure: Stardust Crusaders.

Any spoiler regarding the original manga are unmarked.

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    The 7th Stand User 

The Protagonist

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Male Protagonists
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Female Protagonists

The protagonist of the game. At first an ordinary highschooler, a strange dream involving Avdol bestowing a Stand upon them following a personality test and, the morning after, an unseen man named Steel talking about said Stand via a radio in their room and urging them to go to school puts them on Jotaro's path and, eventually, his trip towards Egypt to defeat DIO.


  • Abusive Parents: The protagonist's parents during Dissonance event.
  • Afraid of Blood: Can potentially be given the "Squeamish" trait, which will impact some dialogue during scenes where the protagonist witnesses blood, including outright fainting after Gray Fly's death.
  • Ambiguously Bi: While the game prevents female protagonist from getting the perverted trait, strangely enough in Chaos Mode, she can be given the Lolicon trait.
  • Badass Adorable: The short appearance will make the protagonist this, being obviously inspired by Koichi. For the female, there's also the average appearance, as she is a petite girl. Taken further if you give them the Super Strong trait.
  • Bad Powers, Bad People/Bad Powers, Good People: The latter is possible with certain stands, while the former applies if one has bad karma.
  • Black Eyes of Evil: The Protagonist seems to gain these at the end of the game if you go the Mad World route. The Mad World ending credits shows them hyper realistically when announcing you got that specific ending.
  • Big Damn Heroes: You can pull this multiple times, joining in on fights against enemy stand users that DIO sends after you.
  • Borrowed Catchphrase: In the Submarine route, when they return to find Polnareff being attacked by Judgement, they borrow Avdol's catchphrase "YES! I AM!"
  • Breaking Speech: Towards Kakyoin in the Betrayal Ending if your FP with him is high enough. The protagonist will tell him of how Joseph said he was beyond saving and how Jotaro went ahead with trying to extract the flesh bud despite the possibility of brain damage. Granted, the protagonist's intention wasn't to break Kakyoin so much, but more of getting him onto DIO's side.
  • Catchphrase: You character can have one, either typed by the player or chosen at random among one existing.
  • Chronic Backstabbing Disorder: Quite possible at the end game. If your Bad Karma is up at 10 and you're not on any route to any other character's ending, DIO will give you the chance to join him and get the Betrayal Ending. Steel will try to get them to change their mind, to which the protagonist will smash the radio. Then, depending on how much FP you have with Polnareff and Kakyoin, they'll either join you or you'll fight them and kill them alongside the Joestars and Vins. You can kick this up a notch if you've killed them all (without Polnareff and/or Kakyoin joining you), and choose to betray DIO as well if you're gunning for the Mad World Ending.
  • Combination Attack: With their partner if their FP is over 10.
  • Combat Pragmatist: The player can easily become this, either through status effects, attacking a Stand User directly, or using plain old human weaponry. Can be used to great effect against DIO in the Mad World Ending, because bringing 30 UV Flash Grenades beforehand will weaken him first!
  • Combo Platter Powers: While the Stands the protagonist can get follow a theme, they can add Ripple on top of it, which can help a lot of Stands cover up their weaknesses, and that if the Stand doesn't get new moves from sleeping at an inn with Joseph to combine both the Stand powers and Ripple!
  • Contrasting Sequel Main Character: As befitting in Jojo, except here it's with Jotaro. The Protagonist's personality can change with the influence of Karma and whatever Stand they have in a playthrough. Whereas Jotaro will continue his adventure, and for him giving up isn't an option for it would mean the death of his Mother, the Protagonist has several opportunities to quit and can do so at several points of the game. Especially concerning relationship issues, Jotaro remains The Stoic and expects people to read him, the Protagonist can be more proactive in building relationships with the other people in the Stardust Crusaders. Finally, Jotaro is, while kind of a jerk, he's unfailingly good, while the PC has the capacity to be as evil, if not moreso, than DIO himself. They're also a protagonist that isn’t a JoJo.
  • Deadpan Snarker: The male protagonist makes various comments on the party's flattery towards Midler. Protagonists regardless of gender will adopt a more snarky attitude the more bad karma they have as well.
    Towards Jotaro's comment: (He's lobster red...*sweatdrop*)
    Towards Polnareff's comment: (... Maybe he should pile it on a bit more...*sweatdrop*)
    Towards Avdol's comment: (... With THAT foul mouth? *sweatdrop*)
    Towards Kakyoin's comment involving Audrey Hepburn: (... is he a fan?)
    Towards Joseph's comment involving dating her if he were younger: (... I'm guessing his personality's more or less the same.)
  • Deuteragonist: In the normal ending they are demoted to this as Jotaro regains his Protagonist role.
  • Death Glare: A female protagonist can give this to her companions, should you enter Joey's Mansion and stumble across "something strange", a naked doll modelled after her, which disgusts your character for being very elaborately built, which she then smashes it to pieces.
  • Embarrassing but Empowering Outfit: Japanese Clothing for male and Bunny Suit for female protagonists. Not as strong as most examples, but sometimes makes the enemies miss their turns in combat.
  • Even the Girls Want Her: A female protagonist will try to invoke this against Midler if the High Priestess isn't defeated in the submarine.
  • Everything's Better with Samurai: The male protagonist can get Japanese Clothing (effectively samurai clothing and a Samurai Ponytail) from a slightly-convoluted sidequest at the beginning, which can randomly cause enemies to be too caught up in laughing to attack that turn - or backfire and make your character waste their turn in embarrassment.
  • Eviler than Thou: Towards DIO in the Mad world Ending if you go for killing him as well.
  • Excuse Plot: Protagonists are descendants from Zeppelis from their mother's side, but this never plays a role in the game aside from a few hidden lines. Protagonist never learns of this lineage, nor does Joseph, not even in Chaos mode events, so it's only there to excuse why the protagonists can use the Ripple.
  • Expy: The short male protagonist is one for Koichi from Part 4. The distinctive (delinquent) protagonists are Josuke and Jolyne in all but name.
  • Face–Heel Turn: In the Betrayal and Mad World endings, if their Karma level is 10 or higher.
  • Family Extermination: After the Kakyoin battle in Chaos Mode, there is a very rare chance for the protagonist's family to disappear and/or their mom/sister to be replaced by a Murderdoll.
    • Fortunately, you are given two separate occasions to save them.
    • However, this is played straight when an abused protagonist lets this happen during the reunion event.
  • Fighting Your Friend: If the protagonist joins Jotaro in the Dual-wielding Polnareff fight, and later in the betrayal ending.
  • Fire-Forged Friends: Granted that most of the FP events for the party members aren't explicitly based on combat, you do gain one FP with your party member whenever you beat an optional boss (and there are tons of them in game).
  • Foil: Depending on your Stand.
    • With Napalm Death, they act as one to Yoshikage Kira. Napalm Death is very derived from Killer Queen, but Napalm Death is an inanimate pen capable of spraying explosive ink while Killer Queen can simply blow up anything it sets its bomb on and is a regular entity-type stand. Kira wants a quiet life but he shoots himself in the foot with his murderous urges while a Napalm Death Stand User attains a normal life with ease in the time skip endings. The description of Napalm Death illustrates that "what you see is what you get" while what you see with Kira is a far cry from his true self. The Napalm Death Stand User also is noted to be able to restrain themself in any situation, while Kira's biggest flaw is his inability to let good things happen when they don't go exactly to his desire.
    • With Red Garland, they act as one to Jotaro. The Red Garland Stand User presents a very similar personality to Jotaro, but they still can go out and socialize with their allies to boost their friendship while Jotaro keeps to himself whenever he can. However, Jotaro is a Chick Magnet who gets the attention of everybody around him while the Stand User is mostly ignored and treated as a creepy, quiet kid. Star Platinum has incredible speed and precision alongside its strength but it doesn't have any special abilities beyond those (at least until Jotaro discovers he can stop time), while Red Garland complements its strength with the ability to attack people's souls directly in exchange for poor accuracy. Both Stands obtain an incredible power simply through their own strength, with Star Platinum's speed translating to outright stopping time and Red Garland being able to create soul energy and become a Requiem stand without use of an arrow.
  • Game-Favored Gender: Zigzagged, both the male and female protagonist have their own exclusive sidequests throughout the game, but the female protagonist has additional Ship Tease dialogue with the crusaders, has an exclusive ending, and gets an easy advantage fighting against Hol Horse in Cairo, but the wearing the female exclusive bunny suit outfit puts them in a gambit of gaining the advantage of making enemies lose turns or make the protagonist themself lose turns (due to embarrassment), the male exclusive Japanese Clothing has similar effects but it's only obtainable in Japan, AKA the beginning of the game, the bunny suit could either be bought for 5000G at the Harbor or be found in a treasure chest in Karachi. Males also have the jockstrap equipment that protects from One Hit Kills that can also be found in Karachi while females would have to resort to other equipment such as the D4C disk (which is expensive and can only be bought in the Developer's Room). Essentially the female protagonist has a bit more story content, while male protagonist gets one better exclusive equipment in a first playthrough, and is slightly better in combat because of that.
  • Good Feels Good: If you give 11 G to the beggar in Hong Kong, he'll eventually reward you with a Crazy DX and an apology for assuming you'd be stingy based on being Japanese. Talking to him after that will have him say that he couldn't possibly take any more of your money, followed by an aside from the protagonist saying that they can't help but feel pleased with themselves.
  • Hello, [Insert Name Here]: The player can also enter in an In-Series Nickname that the companions will refer you as if their FP is over 10.
  • The Hero Dies: In the sacrifice ending.
  • Heroes Prefer Swords: While the game has a lot of firearms for the protagonist to use, and it'll take a long time until the player can actually get a sword, it seems the protagonist has a more noticeable interest in swords. Buying Talwar in Calcutta will add it as a souvenir kept at their home, and that also happens with Luck and Pluck blade which you can buy in the Developer's Room. It also happens with the sword you get from Utah if you fulfil the conditions for him to survive and meet him in Edfu. Every variation of the Rusty Sword up until St. George and its other alternate final evolution will be added to the souvenir room, to the point that if the player got one of each, they all will be displayed in that room. Not to mention the quest itself has most characters at some point telling the protagonist to destroy it (Or buy it from him in Joseph's case), and while it can be destroyed, when refusing to do so the protagonist talks about it in a way that can be interpreted as fascination for the sword. Ironically, despite this, and the protagonist having a Samurai/Ninja costume (Both are variations of "Japanese Clothes", with the ninja costume being worn by Short protagonist), there's no katanas in the game.
  • Heroic Lineage: There are several scenes throughout game which imply that the protagonist is the part's token Zeppeli member (the most obvious being the event users of either Quicksilver or Ocean Blue have with Joseph and speaking to your mother in the Dream World if you're killed by Vins). Caesar also heavily implies this if you talk with him in the Developer's Room, stating that he heard his nephew started a family in Japan.
    • An event in Chaos Mode can implicitly confirm this. When saying goodbye to your mother she'll comment you're not the first member of your family who's had destiny come a-knocking, and will give you a Ripple technique book for the road.
    • In another Chaos Mode event, you wake up to discover that your father is Will A. Zeppeli , your mother is Lisa Lisa and your sibling is Caesar.
  • Horrifying the Horror: In the Mad World ending DIO himself is unnerved when looking into the protagonist's eyes.
  • Hypocritical Humor: If a male protagonist has the "perverted" trait, when the group first sees Polnareff's Casanova Wannabe nature when he's taking a picture of two young girls, the protagonist will comment on how strange Polnareff is alongside the other Crusaders...only for seconds afterwards to agree with Polnareff about the legs of one of the girls that Polnareff is hitting on. Kakyoin points out that the protagonist is just as bad as Polnareff.
  • I Can Rule Alone: In the Mad World Ending, the protagonist can betray DIO and practically cite this trope for it!
  • In Spite of a Nail: Despite getting a completely different family with Dissonance, the protagonist is still capable of learning Ripple skills.
  • Instant Expert: The protagonist can learn any skills from books, including the Ripple ones.
  • Intrepid Reporter: Their eventual career if their Stand is Red Garland. This is especially obvious in Joseph's ending, where they use their connections as a Morioh beat reporter to try to track down Kira after his bodyswitch.
  • Kiai: Once Combination Attacks are unlocked, the player can enter in their own.
  • Meaningful Name: If you don't input a name, then depending on the stand you get, you'll get one that is rather fitting to the Stand's abilities.
  • The Medic: Should they use Cardigans — they can even become an actual doctor in endings with a timeskip.
  • Multiple-Choice Past: Averted in a regular playthrough, where the protagonist is mostly a blank slate with a seemingly normal parents and an younger sister, but with occasional hints they're descended from Zeppelis from their mother's side. Played straight however in Chaos mode, where RNG can change their past. From being an orphan living alone; an orphan living with an younger sister; living with an abusive family with different looking parents and an older sister; the regular family from the normal playthroughs; "Destiny of Zeppeli" where the mother is not as secretive about their relation to Zeppelis and even gives them a Secret Book that teaches Ripple Breathing; and "Strange Family" where the father looks like William Zeppeli, the mother looks like Lisa Lisa, and they get an older brother who looks like Caesar. The last family also makes protagonist automatically start with Ripple Breathing and Ripple Rush.
  • Mundane Utility: A protagonist with Pixies eventually becomes a stage magician, secretly incorpurating Pixies into their tricks and illusions.
  • Never My Fault: On the Betrayal Ending, a weak willed character will essentially blame the Stardust Crusaders for "dragging [them] onto the journey" and "ruining their peaceful life in Japan"...despite the fact that in order to come onto the journey, the protagonist would've had to have agreed to it in the first place!
  • Non-Idle Rich: The ten year timeskip in some of the endings reveal that a protagonist with Deep Purple is comfortably living on the thank you money Joseph gifted them after they returned from Egypt, but still uses the powers of Deep Purple to help those in need.
  • One-Man Army: It's possible to not only take on certain fights yourself that others had trouble with, but also tackle DIO's manor alone in the right circumstances. However, the trope is downplayed in the latter case: you're doomed to die afterwards if you do that, and the entire subplot of this to prevent Jotaro from reading 'Path to Heaven' and preventing Part 6 fails when they find it on your body anyway. No matter what, the only way to have a remotely good ending is to go there with the Stardust Crusaders or allies via Alicia and Berlin (if not the duo themselves).
    • However, the True Final Boss is still tackled solo in almost every route regardless, preventing this from being completely subverted.
  • Opportunistic Bastard: There are some cases where the protagonist can do things or take advantage of situations for their own gain. For example, waiting for a terrorist to die (or killing them yourself) in West Bengal lets you go into a terrorist hideout and loot the place. Or staying in the hospital with Kakyoin, then using the chaos caused by Oingo and Boingo to loot the place for medical equipment. If you're going for the Mad World Ending, the protagonist also uses their allegiance with DIO to discern what the World's power is, as well as killing the Stardust Crusaders to take out those who can oppose them!
  • Pædo Hunt: A lolicon protagonist passes various creepy comments, much to the characters' and the player's chagrin.
  • Parental Abandonment: Occurs during Parent-less household or Orphan event.
  • Part-Time Hero: In endings which have a timeskip, a protagonist with either Joykiller, Ocean Blue, or Quicksilver will spend their days as a normal office worker while hunting down evildoers at night.
  • Personality Powers: The quiz at the start of the game (which is given by Avdol, oddly enough) assigns you a Stand based on what kind of person you claim to be.
  • Pint-Sized Powerhouse: The short protagonist. When Kakyoin has to be carried to his doctor if you chose to stay with him at the hospital after N'Doul wounds his eyes, the 7th Stand user notes it's them who carried them from Jotaro's house to his room. Even funnier if you're playing as a girl.
  • Playboy Bunny: The alternate costume for female protagonists, though it takes several attempts before they accept. Besides changing character reactions at times, it can also make male enemies get caught up in staring at your character if it doesn't backfire and make you lose a turn from embarrassment.
  • The Power of the Sun: They can learn Hamon techniques from secret books found in the game.
  • Reluctant Fanservice Girl: The female protagonist, judging by the difficult time the player has in getting her to wear the bunny girl costume. Downplayed if she's part of the drama club (which increases the chances of her accepting the outfit).
  • Rule of Seven: Possibly part of the appeal of this game arises from the fact that you, the player, can join in the fun by becoming the seventh stand user.
  • The Smurfette Principle: If the protagonist is female, they become the only female member of the crusaders.
  • Salaryman: Becomes a regular one should they have Napalm Death, Specials, or Adam Ant. With most of the other Stands, they become a Part-Time Hero instead, using their spare time out of work to beat up bad guys.
    • In Napalm Death's case, this is likely to be making a deliberate parallel with Kira. Both characters have Stands suited to causing massive damage while seeming inconspicuous, Kira by destroying the evidence as well and the Protagonist via their Stand seeming to be a normal, if oddly decorated, pen. In fact, Kira himself makes this comparison in his optional boss fight if the player has Napalm Death.
  • Say My Name: In the sacrifice ending, there is a chance of them muttering out the name of the companion they have the highest FP with before dying.
  • Senseless Sacrifice: In the aptly named 'Sacrifice' ending, the protagonist, dying from the wounds they endured, attempts to destroy Dio's Diary by jumping into the river. Not only is their body recovered, but the book is still intact.
  • Ship Tease: The female protagonist gets this with the companions.
  • Support Party Member: They are the only one who can use support type Stands in the game, those being Cardigans, Caravan and Mr. Big.
  • Taking the Bullet: In Kakyoin's ending, where he survives DIO's fatal attack thanks to the protagonist putting their Stand beneath his clothes to protect him.
  • Token Evil Teammate: If you have a high amount of bad karma by doing things such as murdering soldiers, or abandoning the group in dangerous situations, you'll be this to the Crusaders. Even if you don't choose to betray them, they'll be noticeably uncomfortable when you ask them to walk with you.
  • Took a Level in Badass: At the start of the game, the protagonist is someone way in over their head about Stands that happens to get involved in Kakyoin's assault on Jotaro before being dragged along for the plot accordingly. By time the group's reached Cairo, they're an invaluable member of the team that can potentially even outpower Jotaro, not to mention personally change fate themselves, especially on New Game Plus.
  • Took a Level in Jerkass: Depending on how they act, the protagonist can accumulate Bad Karma from a plethora of choices in the game and in many sections. For example, fighting Polnareff by making everyone jump in to attack from the get go, beating up the guys at the bar after the Wheel of Fortune harassed you, leaving the party to die during the Geb battle or letting Jotaro handle Kakyoin alone, and many more that'd be too much to list. Even the answers to certain questions can raise it, and you can even be abit more of a jerkass from the start of the game depending on how you answer three certain questions during the personality evaluation ("Do you believe in Survival of the Fittest, Do you believe humanity is fundamentally evil by nature, Do you think two against one is unfair").
  • Took a Level in Kindness: However, it's also possible to shed bad Karma. For example, beating Chicken Shack and Emilio to stop their rampages, helping the refugee effort in West Bengal or healing a man keeping his friends from going out to rampage with a support type stand (or Carpenters), helping find water during a drought in Karachi (with Deep Purple or Pixies), or donating to Churches found anywhere in the Journey.
  • The Un-Favourite: The protagonist seems to be treated like this during the Dissonance event by their parents and their older sister.
  • Why Did It Have to Be Snakes?: Can potentially be given a fear of heights by the player. This will cause some extra dialogue during some cutscenes, and outright give the player a disadvantage in the fight against Gai Nijimura.
  • Write What You Know: A protagonist who uses Miracles eventually becomes a popular manga artist after writing a manga based on their adventures in Egypt.

    Disc Character (SPOILERS) 

Josuke Higashikata

The protagonist of JoJo's Bizarre Adventure: Diamond is Unbreakable. You can start a New Game with him upon reaching the Developer's room and paying 9 Badges of Honor for his Disc. At first, it seems his adventure seemingly picks up from the end of Diamond is Unbreakable, where Kira got ran over by the ambulance and being dumped at Steel's house. But as with everything in Seventh Stand User, nothing is as it seems to be...


  • A Taste of Power: Subverted that it never goes away, but Josuke starts out at Level 20 in a game that the Level cap is 50.
  • Combat Medic: Knows powerful healing skills and potent attack skills. Can't heal status conditions though.
  • Hearing Voices: He first hears Steel as a disembodied voice inside his head, pleading him to defeat DIO.
  • Gameplay and Story Integration: Just like in canon Josuke's healing skills can't affect himself.
  • Hypocritical Humor: Josuke's reaction to first meeting Polnareff is to ponder about how odd Polnareff's hair is.
  • My Future Self and Me: At one point during Josuke's playthrough, he meets a desperate mother and her feverish child inside a car lodged in a snowy road. Josuke quickly remembers and realizes the situation, proceeding to aid them in the same way the inspiring pompadoured high-school student once did in his past.
  • Tomato in the Mirror: He's not the real Josuke. He is actually an Artificial Human created from the 7th Stand User's corpse along with Crazy Diamond's disc and the original's memories, sent to destroy DIO's notebook. Regardless of the ending, he fades away from existence, but which ending he gets has him either accept it (good ending) or have a serious breakdown (bad ending).

    The 18 Possible Stands 

The Player Character’s Potential Stands

All of the PC’s Stands in the Seventh Stand User are based on a personality test the player does in the beginning. Each of them has their own abilities that can be used in game, both in battle and in interactions in the overworld.


  • Fighting Spirit: What most stands are.
  • Heart Is an Awesome Power: It wouldn’t be JoJo if this weren’t in play. Most of the Stands can do various attacks since either their abilities or powers cover it. For example, Cardigans is a healing stand, but can generate electricity to shock people with since "Shock Therapy” is a type of healing process.
  • Meaningful Name: If you don't enter in a name at the beginning of the game, then your chosen name (when translated from Japanese) will be this, namely some sort of reference to your stand and/or its powers.
  • Personality Powers: Granted they’re given after doing a personality test at the start of the game, this trope is in full effect, and each of them goes with a specific personality type and has powers befitting that personality.
  • Player Personality Quiz: How they’re all determined.
  • Rule of Symbolism: Each of the Stands aspects (Power, Speed, Control, Special, Support, and Swarm) represent different things within the game.
    • Power Stands represent the friendships in game causing the new endings.
    • Speed Stands represent the Acceleration of Time and the role of the player.
    • Control Stands represent the changed fate brought about by the player.
    • Special Stands refer to events within Vin's life.
    • Support Stands reference the Submarine route.
    • The Swarm Stands represent the Stardust Crusader's Journey as a whole.

Adam Ant

https://static.tvtropes.org/pmwiki/pub/images/adam_ant.png
A microscopic insect horde numbering 1,000 in total. It can corrode living flesh by consuming it slowly. It has no will of its own, simply eating whatever is closest at hand. Though weak, it specializes in slowly wearing away at the enemy’s will to fight. It does not transmit damage to the user, but is difficult to command, only following certain simple instructions.

  • Damage Over Time: How its attacking style is based, destroying opponents through a mixture of status effects such as poison and/or damage over time effect.
  • Meaningful Name: The protagonist's name for this stand is "蟻原/Arihara" which translates to "Original Ant".
  • Personality Powers: "A hard worker who is always on the move, you are humble and mature. However, you're insecure, fearing rejection more than anything, and are neurotic and methodical to an obsessive degree. You avoid conflict to the utmost extreme, and are receptive and compassionate."
  • Poison Is Corrosive: They can inflict the poison ailment supposedly through the same power the stand has.
  • Rule of Symbolism: For the Swarm Stands, Adam Ant is a legion of small insects, and represents the fly in the photo which started the journey to Egypt.
  • Shout-Out: To Adam Ant.
  • The Swarm: How it manifests, somewhat similar to Harvest.

Cardigans

https://static.tvtropes.org/pmwiki/pub/images/cardigans_8.png
A support-oriented stand that resembles a nurse. Can cure others’ wounds and ailments, using Stand power, and if necessary, inflict a small amount of damage with scalpels and medical tools.

  • Combat Medic: Considering what kind of game this is, Cardigans is good for both battle and healing, but moreso for healing in reality.
  • Cruel and Unusual Death: All of the Combination attacks Cardigans has with another Stardust Crusader are based on different execution methods.
  • Energy Weapon: Can attack using a surgical one that has a chance of causing darkness and instant KO.
  • The Medic: In the overworld, Cardigan’s power can be used to heal people, such as someone suffering food poisoning in Hong Kong or beaten up by street thugs.
  • Meaningful Name: The protagonist's name for this stand is "伊佐治/Isaji", whose second and third characters can be read as "assist(ance)" and "cure/treatment/heal".
  • Personality Powers: "Sensitive, deeply trusting, and easily wounded. Though you avoid people whenever possible, you would never abandon someone in a time of need. Naturally skeptical, you're a truth-seeker who desires to get to the bottom of everything. You spend much of your time alone, pondering the universe."
  • Rule of Symbolism: For the Support Stands, Cardigans represents the fact that the portagonist can get shot in place of Avdol, triggering the Submarine route.
  • Shock and Awe: Can inflict electrical damage through a skill befittingly called “Shock Therapy”.
  • Shout-Out: to The Cardigans.
  • White Mage: Has the widest array of healing powers within a single Stand.

Caravan

https://static.tvtropes.org/pmwiki/pub/images/caravan_4.png
A merchant Stand that can craft and transform items by rearranging their atomic structure. While fully independent, business is its only interest. In exchange for the spirit energy of the user, it can create objects — not unlike the exchange of cash for goods.

  • Bird People: Resembles a large, fat bird with a sack. The combination attack with Abdul even references it and Magician's Red both being birds.
  • Friendly Shopkeeper: Appropriately, given the answers you have to give to get the stand, Caravan is mostly pretty friendly and easygoing, encourages the protagonist to maintain trust between customer and merchant, and even provides a bit of exposition regarding its abilites in hotel events.
  • Heroes Prefer Swords: Zigzagged. Caravan has no problem whatsoever making firearms for you, and indeed, most of the offensive abilities it provides are based on guns and explosives. But the hardest of Caravan's skills to acquire and arguably the most useful is learned by copying an Indian sword and manipulating Ripple through it.
  • Infinity +1 Sword: Caravan can create an ability that is weaker in terms of raw damage than Nuclear Explosion, but is markedly more usable due to its less prohibitive cost and effectiveness on stands: True Metal Silver Overdrive, provided the protagonist learns several Ripple based attacks and the Legendary Blade ability from the Talwar, an item only available in one city relatively early in the game at an obscene price.
  • Inn Between the Worlds: Caravan Act 2's pocket dimension includes one of these. Using the inn heals your party and doesn't cause time to pass, but it also doesn't trigger hotel events.
  • It Can Think: One of a handful of stands with a personality all its own - Caravan can and will interject throughout the game and during hotel events.
  • Item Crafting: Almost all of its skills are something that can be found in game as an item, and it creates them through Stand Power. Although some of the skills it can learn by sleeping at an Inn while you have said items in your inventory. The protagonist can ask why they don't just sell the items Caravan can make for effectively unlimited money, but the stand explains that all of its creations only function within its range and turn to dust when they get too far away from it.
  • Mage Marksman: Annihilation Bullet has the protagonist manipulate ripple through a bullet fired from the sniper rifle Caravan creates for them.
  • Magikarp Power: It starts out fairly weak for a combat stand and is unable to effectively attack other stands for a long time thanks to all of its attacks being based on tangible objects, but between the absurd power of Nuclear Explosion and the potential to learn two potent ripple infused skills, both of which solve its stand-to-stand combat issues, it can become quite versatile and powerful by the end of the game.
  • Meaningful Name: The protagonist's name for this stand is "金田/Kaneda" whose first character can be translated to "gold/money/cash/currency".
  • Multiform Balance: Much like Koichi’s Echoes or Johnny’s Tusk, Caravan is also an Act stand. However, its other Act forms cannot be accessed except as additional attacks in the game. Caravan Act 2 takes you into the dimension inside of Caravan’s satchel, and Act 3 inflicts Darkness, Fear, and Bleeding on an enemy. Sort of makes you wonder what Caravan’s done…
  • Nuke 'em: The appropriately named Nuclear Explosion functions as a similar item you can rarely find in the game, doing obscene amounts of damage to all enemies and inflicting a myriad of potent status effects on its unfortunate survivors.
  • Personality Powers: "Laid-back, witty, and easy to quick on your feet. Kind and gentle, but bad at keeping secrets. Though sharp, you're also timid, shying away from all responsibility. You're dependent on others and quick to panic, and your entire personality can change at the drop of a hat."
  • Pocket Dimension: Caravan Act 2 takes you to a pocket dimension within Caravan’s satchel, wherein there is a usable shop, Inn, and weirdly enough, mooks.
  • Rule of Symbolism: For the Support Stands, Caravan represents the idea that the protagonist was attempting to buy a submarine.
  • Shout-Out: Caravan's combination attack with Jotaro is called "Gotta Catch 'Em All". Its name also comes from Caravan.
  • Technical Pacifist: Claims to be a pacifist if you try to make them fight Lovers. Still doesn't stop them from creating weapons for you to use.
  • Weaksauce Weakness: Almost all of Caravan's attacks are physical in nature; this is a problem since physical attacks deal zero damage to immaterial enemies (like most Stands), leaving you with very few options for damaging them.
  • Year Inside, Hour Outside: Days do not pass while you’re within Caravan Act 2’s satchel, so being within functions like this.

Carpenters

https://static.tvtropes.org/pmwiki/pub/images/carpenters_2.png
Using carpenters’ tools, this Stand can remodel and disassemble anything, living or otherwise. Disassembly does not inflict damage — in fact, it can refurbish and improve upon the target. Not particularly strong, and lacks precision, but fairly quick.
  • Chainsaw Good: A few of its attacks deal with using chainsaws. They also have the chance of inflicting a One-Hit Kill.
  • Gemstone Assault: All of its Combination Attacks are using one of its weapons combined with the element/power of the companion stand.
  • Mr. Fixit: Carpenter’s specialty is to remodel and disassemble anything.
  • Meaningful Name: The protagonist's name for this stand is "槌谷/Tsuchitani" which reads as "Mallet Valley".
  • Nail 'Em: One of its attacks is a nail gun which can stop enemies in place.
  • Personality Powers: "At first glance, you're cheerful and talkative, but you're guarded and don't pull any punches. Bold and ambitious, you point out people's faults to help them improve, rather than out of disdain. On the flip side, you can be nervous and a bit of a control freak, and when you're angered, you hold on to it for a long time, causing you to burn bridges."
  • Rule of Symbolism: For the Special Stands, Carpenters represents actual carpenters who reshape buildings and the fact that Vins wants to prevent fate from changing to save her son.
  • Status Buff: It can remodel allies, increasing their stats during the battle.
  • Status Effects: Most of its disassembly often takes the form of status debuffs on the enemies.
  • Shout-Out: Its ultimate skill is throwing a road roller on the enemy, copying DIO. Its name also comes from The Carpenters.
  • Super-Empowering: At level 14, Carpenters can unlock the Customize ability, which can increase the effectiveness of items. Sadly, the chances of being able to do so is low.
  • Walking Armory: It can use various carpenter tools as attacks; most likely all of them are part of the Stand too.

Deep Purple

https://static.tvtropes.org/pmwiki/pub/images/deep_purple.png
Made of smoke, it can manipulate atmospheric density. It can poison the air around it, change the air pressure, and detonate hydrogen and oxygen particles. However, its range is extremely short. The smoke that composes the Stand flows out of the skull-faced jar in the center.

  • Expy: Its primary ability over poison, name, and appearance brings Purple Haze to mind, but its ability to make air bubbles and even bombs at later levels, as well as its skull motif, also bring Killer Queen and Stray Cat to mind.
  • Heart Is an Awesome Power: Deep Purple deserves special mention for this, since its ability to manipulate air density, pressure, and detonating hydrogen and oxygen particles, also gives it access to:
  • Fog of Doom: The Contaminate skill causes a toxic mist to rise and asphyxiate enemies, inflicting damage as well as every statuts ailment possible. Deep Purple itself is made of smoke.
  • Meaningful Name: The protagonist's name for this stand is "煙崎/Tabasaki" which reads as "Smoke Sight".
  • One-Hit KO: Its Vacuum and Air Pocket skills have a chance to instantly kill its targets. It even works on some bosses!
  • Personality Powers: "You are lukewarm and hate to be bothered to do much of anything, but are also dignified. You assert yourself easily, are thick-skinned, and have few worries. However, you are obstinate, contrarian, and hate to lose, often preventing it by aggressive means. You are overbearing and rebellious, but have talent to back it up."
  • Poisonous Person: Can inflict poison with most of its skills, and even its normal attack has a 40% chance of inflicting poison!
  • Rule of Symbolism: For the Control Stands, the band Deep Purple was originally known as Roundabout, which is also known as a rotating intersection which represents the Time Acceleration that Pucci causes to accelerate until the end came.
  • Shout-Out: Deep Purple.
  • Stuff Blowing Up: By causing the particles present in the air to detonate, Deep Purple can make things go kaboom.
  • Weather Manipulation: Deep Purple can alter the weather by creating air currents and cause clouds to form and rain, but the process is extremely taxing for the user.

Howlin’ Wolf

https://static.tvtropes.org/pmwiki/pub/images/howlin_wolf.png
A beast-like Stand that can howl to create powerful, far-reaching shockwaves, in addition to attacking with its fangs and claws. Well-balanced in all areas, its power is backed up by impressive speed, giving it the potential to wreak instant devastation.

  • Gale-Force Sound: Its main power.
  • Horse of a Different Color: At Level 6, you can ride this stand across the map if you so desired!
  • Jack of All Trades: Is fairly well balanced in all areas and is a good Stand for beginners.
  • Meaningful Name: The protagonist's name for this stand is "犬飼/Inukai" whose first character is the character for "dog".
  • Personality Powers: "On the surface, you're cool-headed, indifferent, and alert. However, deep down, you're filled with curiosity and love spending time with family and friends more than anything else. Though you're wary of new people and situations, you're thick-skinned and composed, never one to sweat the small stuff. You feel that protecting your family is your duty in life."
  • Rule of Symbolism: For Power Stands, Howlin' Wolf represents echoing microphone feedback, which returns to the origin point with loads of force.
  • Shout-Out: Howlin' Wolf.

Miracles

https://static.tvtropes.org/pmwiki/pub/images/miracles_0.png
This Stand has the power to manipulate the subconscious using bioelectricity. It can make the user invisible to others and induce hallucinated pain. It can also deflect attacks back at the foe.

  • Always Accurate Attack: Many of Miracles' attacks are extremely accurate, which helps offset their somewhat low damage.
  • Barrier Warrior: Miracles is capable of creating barriers to protect against certain elements or ailments.
  • Easy-Mode Mockery: Not necessarily from playing easy mode in the game, but if you use Miracles' Control Presence ability in the overworld to set Encounter Rates to "Low", a chicken can be heard clucking. The game is calling you chicken.
  • The Empath: Miracles’ ability to manipulate the subconscious allows it to bring forth the hidden feelings and thoughts within people. It can do this in the overworld to make people spill their feelings, like making a couple in love announce their desire to be wedded to each other or helping a guy get over rejection from a girl he asked out.
  • Heart Is an Awesome Power: Another special mention within these stands. Although manipulating the subconscious can be threatening on its own, how Miracles manifests some of these skills may seem peculiar, mainly in the factor that it can deal electrical, ice, fire, and wind damage. The subconscious isn’t solely unspoken fears, dreams, and memories. It also controls the involuntary reactions your body does unconsciously, which includes breathing, blinking, maintaining body temperature, and various bodily functions. Therefore, its abilities could also be literally used to make your own body betray you by increasing/lowering your body temperature, wrecking your breathing rate, or heightening brain activity to lethal levels.
  • Jack of All Trades: A more support flavored option than Howlin' Wolf, but a good support stand with a variety of elemental damage types and statuses, while also granting the player the ability to turn down encounters. It's also a rather common result from the personality evaluation from first-time players.
  • Laser-Guided Amnesia: How the character’s Perception Filter seems to manifest, making people literally forget the character is there.
  • Master of Illusion: How most of Miracles’ powers seem to appear.
  • Meaningful Name: The protagonist's name for this stand is "影山/Kageyama" which reads as "Shadow Mountain".
  • Mind Manipulation: Its main shtick, being the ability to manipulate the subconscious.
  • Mind Rape: Special mention goes towards Joseph's combination attack "Invisible Torture Chamber".
    Protagonist: "When I'm through with you, "pain" will be the only thing you'll remember!"
    Miracles burned painful sensations into the enemies brain while they were held by Hermit Purple!
  • Nothing Is Scarier: Most of the combination attacks have Miracles killing the opponent's senses, then the partner attacking in the absence of feeling. Some comment on the fact that their attacks are the scariest because the enemy isn't aware they're coming.
  • Perception Filter: Miracles' main usage in the overworld, as well as the purpose of the "....." ability, is the ability to make the Stand and User unable to be percieved by people, which comes in play to hide in plain sight to overhear conversations, or to make enemies miss because they simply can’t see you.
  • Personality Powers: "You are antisocial and have trouble fitting in. However, you are honest and don't put on a show of yourself for others. You have a lot of self-loathing and a bit of a persecution complex. You hate the things you don't understand, and take things as fact without looking into them. However, when it comes to protecting your loved ones, you can accomplish tremendous feats of strength."
  • Rule of Symbolism: For the Control Stands, Miracles represents Smokey Robinson's voice being thrush, which is a type of bird that migrates and the migrated land becomes theirs to inherit.
  • Shout-Out: To Smokey Robin and the Miracles. Funnily enough, this is a second reference to the band, since technically the first is Smokey Brown.
  • Weak, but Skilled: While Miracles is quite weak in terms of attacks, it also learns quite alot of skills, status buffs and debuffs.

Mr. Big

https://static.tvtropes.org/pmwiki/pub/images/mr_big_3.png
A large rifle that fires bullets made of Stand energy. The effects of the bullets differ, but it’s more support-oriented than attack-oriented. It can cause status effects, but also heal them. In a pinch, the barrel of the rifle itself can be used as a melee weapon.
  • The Dreaded: For your party members specifically. Polnareff and Avdol specifically remark they can never get used to being healed by it, with Polnareff actively dreading it when you pull it out to heal him.
  • Healing Shiv: Mr. Big can heal allies or cure Status Effects.
  • Meaningful Name: The protagonist's name for this stand is "東郷/Tōgō" which can read as "East Township", which might be referencing how this stand represents the Submarine Route and how the character goes through the wartorn Middle East. It's also a possible Shout-Out to Golgo 13, and how the eponymous sniper is also known as Duke Tōgō.
  • Odd Name Out: It's the Stand whose name is written in English instead of katakana in the Japanese version of the game. It's stylized as Mr.BIG.
  • Personality Powers: "Talkative, energetic, and proactive, you are well-liked. You're a confident speaker with a good sense of humor. Though well-intentioned, you have a bit of an ego problem. Your temper often gets you into trouble, as does your spontaneous approach to decision making. You have many interests but one specialty, and are quite active."
  • Rule of Symbolism: For the Support Stands, Mr. Big is simply a gun stand and references the fact that Hol Horse becomes an ally in the Submarine Route.
  • Shout-Out: The combination attack Mr. Big uses with Jotaro is called “Duck Hunt”. Its name also comes from Mr. Big.

Napalm Death

https://static.tvtropes.org/pmwiki/pub/images/napalm_death.png
A calligraphy pen that uses the alphabet as bombs and ink as napalm. The bigger the writing, the bigger the resulting explosion, but the radius of the blast remains consistent. It can set off time bombs with a limit of up to 10 seconds. Its repertoire of words grows as the user gains experience.

  • Expy: Its ability in the trope below sounds quite a bit like Bites the Dust from Diamond is Unbreakable. Although it also has the skull on it characteristic to Killer Queen as well.
  • Foil: A low karma character with Napalm Death is this to Yoshikage Kira and Killer Queen. Both don't really want to stand out and keep a low profile, but where the 7th Stand User are simply too serious to really blend with the crowd, Yoshikage has several mental issues and is a Serial Killer. Both have Stands focused on bombs and destruction, but where the 7th User uses Napalm Death to protect the world from DIO, Yoshikage uses Killer Queen to maintain his facade of normalcy by turning everything that poses a threat to him to smithereens. Their Stands even have, as said above, the same skull motif. And like Kira, the protagonist with Napalm Death becomes an average office worker after the events in Egypt in endings involving a Time Skip.
  • "Groundhog Day" Loop: It has an ability appropriately named “Time bomb” that returns the player to Day 1. However, the player also loses 30 levels to compensate this.
  • Having a Blast: It uses the fucking alphabet to make bombs!
  • Kill It with Fire
  • Meaningful Name: The protagonist's name for this stand is "火野/Hino" which appropriately translates to "Fire Field/Volcano".
  • Mundane Made Awesome: It’s a calligraphy pen that uses the alphabet as bombs and has napalm ink!
  • The Pen Is Mightier: Considering it’s a Stand, fully played straight. Said verbatim to Hol Horse in Calcutta.
  • Personality Powers: "You're not very good with people, but you're very frank and sincere — what you see is what you get. Level-headed and patient, you don't like to boast or put yourself on display. Reserved and temperate, you can restrain yourself under any circumstance. You don't like to waste your breath, so when you do speak up, people usually listen."
  • Rule of Symbolism: For the Special Stands, Napalm Death literally means "Death by fire" which is what happened to Vins when the white supremacists burnt her house to the ground.
    • The author's notes state that Napalm Death represents both the seriousness of the 7th User in the form of a stylish fountain pen (a status symbol and associated with beautiful and precise calligraphy) and their daily struggle to fit in society as Stuff Blowing Up.
  • Shout-Out: Napalm Death.

Ocean Blue

https://static.tvtropes.org/pmwiki/pub/images/ocean_blue.png
This long-ranged Stand can charge the user’s blood, sweat, tears, and other fluids with Stand power, then use them as projectiles. When touched, these shots create an impact not unlike being punched by a powerful Stand. However, due to the nature of the ammunition, it must be used wisely or else…

  • Bloody Murder: It can make use of your very blood to hit enemies.
  • Boring, but Practical: Ocean Blue has mostly long-range attacks at its disposal (which suffer from very little damage fall-off if the target is outside of the optimal range), many of which can hit every enemy. Several of these attacks have the added bonus of inflicting the No Breath status condition, which causes Damage Over Time. The Ripple Launcher skill, detailed below, also has a chance of inflicting the Ripple status condition, which does the same thing, in addition to being a high-power attack that hits every enemy for both water and light damage. And if an enemy happens to be in close range, it also gets the Blood Banker skill, which hits close-range enemies for very high damage, pierces through defenses, and even has a chance to inflict 1HKO. Ocean Blue learns a pretty small amount of moves over the course of the game when compared to other Stands, and none of them are very flashy, but it gets the perfect tools to handle just about any enemy in the game.
  • Combo Platter Powers: Unlike most of the other Stands here, Ocean Blue has one special power that the user can learn randomly from staying at an inn with Joseph, and they must know Hamon too: a skill called “Ripple Launcher” that empowers Ocean Blue with Hamon. This is a case of Fridge Brilliance, however, since Hamon conducts really well through liquids and Ocean Blue uses them to attack.
  • Making a Splash: Using your own blood, sweat, and tears to do so no less. All of its skills also deal Water damage.
  • Meaningful Name: The protagonist's name for this stand is "水野/Mizuno" which translates to "Water Field".
  • Personality Powers: "A calm, responsible person with a chivalrous spirit. Adventurous and unyielding, you often treat people coarsely, and your wariness causes you to isolate. Aggressive and narcissistic, you're prone to both offend and take offense. However, despite your selfish nature, you respect the law above all and are determined to maintain the peace."
  • Rule of Symbolism: Of the Power Stands, Ocean Blue refers to the sea, which is pulled by the sun's gravitational force, which is the kind of force used to make a new ending.
  • Shout-Out: The Ocean Blue.

Pharoah Sanders

https://static.tvtropes.org/pmwiki/pub/images/pharoah_sanders.png
A unit of Egyptian foot-soldiers, 30 in total, made entirely out of electricity. Attacks with spears, but does damage using electric currents rather than physical force. As a result, its destructive power is relative to the conductivity of its target, and it can disperse its attacks at will.

  • Dem Bones: Downplayed. The heads of Pharoah Sander's soldiers are skulls, but the rest of their bodies is normal.
  • Fusion Dance: When facing King Joey, the soldiers will fuse together to form a giant electrical sphinx.
  • Heart Is an Awesome Power: It mainly attacks using its numbers and electricity, but it can also use the same powers in the same vein as a defibrillator.
  • Meaningful Name: The protagonist's name for this stand is "雷電/Raiden" which translates to "Lightning".
  • Personality Powers: "A quiet and composed intellectual. Shy and hard to get to know, you often read too much into what others say. However, when entrusted with something important, you'll pour your entire heart into it. You're a good listener, but like to argue for the sake of argument, matter-of-factly drawing your conclusions."
  • Rule of Symbolism: For the Swarm Stands, Pharaoh Sanders refers to how Pharaohs were the kings of Egypt, which is the final destination for the Stardust Crusaders.
  • Shock and Awe: The stand is made of electricity, and uses it as its attacks.
  • Shout-Out: To Pharoah Sanders.
  • The Swarm: As per a Swarm Type Stand.

Pixies

https://static.tvtropes.org/pmwiki/pub/images/pixies_8.png
Can invade small things, living or otherwise, and control them. The Stand itself is tree-like, but its energy takes the form of tiny ‘pixies’. Cannot manipulate anything larger than a small child. The larger the number of pixies the user manifests, the weaker and harder to control they get. In addition, the arboreal portion can use its roots to manipulate the ground.

  • Combo Platter Powers: Mind control and earth manipulation.
  • Dishing Out Dirt
  • Life Drain
  • Mana Drain
  • Meaningful Name: The protagonist's name for this stand is "樹下/Kinoshita" which translates to "Under the Tree".
  • Mind Manipulation: Can go inside things to control them, but it only works on small things no larger than a child.
  • Personality Powers: "Calculating and persuasive, but also generous and accommodating. Your emotion-fueled indecisiveness sometimes causes you to rush headlong into things. However, you are very patient and always willing to go out of your way so as not to inconvenience others. You need a lot of 'me time', but you're quite active and energetic."
  • Rule of Symbolism: For the Control Stands, Pixies original name was "Pixies in Panoply", panoply being a collection of things, which in total means a collection of several things together.
  • Shout-Out: Pixies.

Quicksilver

https://static.tvtropes.org/pmwiki/pub/images/quicksilver_1.png
This Stand appears as a cannon on the user's arm. It can convert minerals into Stand power and blast it at its foes, like a battery that uses metal as fuel. It can be detached if necessary. As far as Stands go, its pure destructive capability is top of the line.

  • Abnormal Ammo: Its ammo is whatever minerals it eats, and it fires it out as light, water, electric, heat, and wind energy.
  • Arm Cannon
  • Eat Dirt, Cheap: It converts minerals and metals to SP, which in game means it can eat the scrap metal you find.
  • Glass Cannon: The quintessential one among the available Stands.
  • Meaningful Name: The protagonist's name for this stand is "大和/Yamato" which might be a reference to Kira Yamato or Space Battleship Yamato.
  • Personality Powers: "You are lively and flexible, but passionate about your likes and dislikes, and strongly opinionated. Sometimes your temper gets the best of you, and you'll lose your head over the tiniest slight. However, you're empathetic and always an open book when it comes to feelings, so people find you easy to talk to. You trust your heart rather than your head, often letting your emotions carry you away."
  • Rule of Symbolism: For the Special Stands, Quicksilver is also known metaphorically as something hard to grasp, which refers to Vins hiding her true identity as both a vampire and not being loyal to anyone.
  • Shout-Out: To Quicksilver Messenger Service.
  • Wave-Motion Gun: Quicksilver's ultimate attack, and it is most definitely a Meaningful Name.

Red Garland

https://static.tvtropes.org/pmwiki/pub/images/red_garland.png
Clothed in red armor, this warrior Stand uses its fists as a weapon. Its punches can knock people silly, incapacitating them temporarily. Its incredible offensive power is offset by disappointingly low accuracy… However, in terms of sheer strength, few Stands can match it.

  • The Berserker: Every other Stand has abilities such as controlling elements, or launching special attacks. Red Garland? It just punches really hard beyond the realm of the physical form.
  • The Big Guy: Is among the norm when it comes to Stands used by the protagonists, which is to say “humanoid and punches extremely hard”.
  • Driven to Madness: Most of its attacks can inflict mental problems, literally being able to knock people silly.
  • Godzilla Threshold: If its ability is anything like Requiem Stands, then Red Garland Requiem can inflict an attack that hits an enemy no matter where they are, damages not only their health but their SP and various stats, and throws all kinds of status effects as well. The author stated that it's because Red Garland Requiem hits the soul of its target.
  • Heroic Build
  • Literal Metaphor: Its punches "can knock people silly" not just because they're very strong, but because that's Red Garland's real ability: it can use physical attacks to damage the mind of the target. This reaches its obvious conclusion with its ultimate attack, which affect target's soul and is therefore classified as "a glimpse of Requiem".
  • Meaningful Name: The protagonist's name for this stand is "赤塚/Akatsuka" which translates to "Red Mound".
  • Personality Powers: "Taciturn, intimidating, and unshakeable. You take a methodical approach to problems, never rush things, and seldom show cracks in your calm veneer. You appreciate the simple things in life and have a lot of self-control, but you're a loner by nature as you feel most at peace when on your own."
  • Rule of Symbolism: For the Power Stands, Red Garland refers to how a Garland is a ring, which in turn marks a connection and in this game refers to the connection of friendship.
  • Shout-Out: To William "Red" Garland.
  • Super-Strength: Special mention to Red Garland. It's much stronger than Star Platinum. Strong enough to pin down/hurt 'Yellow Temperance', which even Star Platinum had problems with.
  • Unskilled, but Strong: Red Garland has greater overall strength than Star Platinum, but has a greater chance of its attacks missing, and unlike all the other potential stands for the player, has no powers outside of its massive strength.

Sonic Youth

https://static.tvtropes.org/pmwiki/pub/images/sonic_youth_7.png
A humanoid Stand that can manipulate sound. Depending on the melody it plays, it can create powerful shockwaves, sharp air blades, or echolocation-based radar just by strumming on its guitar. In addition, it can use hypnosis to induce various effects on opponents and allies alike.

  • Blow You Away: Much like Howlin' Wolf, Sonic Youth has lots of wind element attacks.
  • Gale-Force Sound: Like Howlin’ Wolf, this is Sonic Youth’s main attack source.
  • Magic Music: That can inflict Status Buffs and Status Effects. And can somehow use Hamon.
  • Meaningful Name: The protagonist's name for this stand is "音峰/Otomine" which translates to "Pitch".
  • Personality Powers: "You're a methodical person who doesn't like to leave a job undone, but you're also very excitable and cheerful. Family-oriented, you are unguarded and immediately open up around anyone. You're friendly, have a great sense of humor, and take pride in your strong sense of right and wrong. You're easily touched by the sentimental, and are sometimes taken in by sob-stories."
  • Rule of Symbolism: For the Speed Stands, Sonic Youth refers to sound, which can influence actions, in which here refers to how the player alters the fate of the story.
  • Shout-Out: Sonic Youth.

Specials

https://static.tvtropes.org/pmwiki/pub/images/specials.png
There are six of them in all. This special corps is loyal to their master, but have their own will and vary in personality. Each has the power of a normal human, and damage is split between them.

  • Attack! Attack! Attack!: Notable that most of their moves simply deal more and more and more damage.
  • Bold Inflation: The Agents speak like this.
  • Collective Identity: Each Agent in Specials has their own personality, but they're collectively called Specials.
  • Dark Is Not Evil: Despite their threatening look, the Agents are quite friendly towards the other Crusaders and even poke fun at the team sometimes. But don't you dare even look funny at their master.
  • Meaningful Name: The protagonist's name for this stand is "守久/Morihisa" which has the characters for "Serve/Guard/Observe" and "Long/Long time".
  • Me's a Crowd: Though they all look the same, they all have different personalities.
  • My Master, Right or Wrong: Will attempt to talk the player out of a Betrayal/Mad World ending but will still fight for them regardless.
  • Personality Powers: "Taciturn, mature, and even a bit snobbish. A complex person who is tough to figure out, in part because they have trouble speaking their mind. You often get down in the dumps and are easily manipulated, but are profoundly empathetic, and the pain of others is your pain as well."
  • Rule of Symbolism: For the Swarm Stands, Specials is six in total and refers to the other Stardust Crusaders. In order of 1-6, they represent Jotaro, Kakyoin, Polnareff, Joseph, Avdol and Iggy.
    • The author's notes state that Specials represents the poor social skills of its user, putting up a wall (or in their case, bodyguards) between them and other people. but at the same time the importance of teamwork (being a close-knit team) and putting your life on the line to help those the 7th User holds dear (planning to run around to confuse N'doul during his fight).
  • Shout-Out: The Specials.
  • Smurfette Principle: Out of the 6 Agents in Specials, only Agent 5 is a lady.
  • Teach Me How To Fight: Notably, Specials can learn one new skill from each party member if you stay in a hotel with them.
  • The Swarm: Not as big as the other two swarm stands, but these six agents are a bit stronger than them.

The Joykiller

https://static.tvtropes.org/pmwiki/pub/images/the_joykiller.png
A humanoid, axe-wielding Stand that resembles a certain famous killer. By chopping things with its axe, it can cause them to gradually rot. Physically speaking, its strength is nothing to write home about, but its axe can phase through objects and slice cleanly through anything regardless of hardness.

  • Absurdly Sharp Blade: If its description is anything to go by.
  • Disc-One Nuke: The Joykiller gets a skill called Iai Slash. This is a very powerful attack that hits every enemy for big damage at short range, and is also used by mid-to-late-game bosses with bladed weapons, like Death 13 and the various Anubis forms. The Joykiller learns this skill at level 8. It can regularly hit close-range enemies for over 200 damage as soon as it's learned, which can be difficult for even characters with high damage output like Jotaro in the late game, and still tends to break 100 damage when used on enemies outside of its ideal range.
  • Expy: Looks like Jason Vorhees.
  • Make Them Rot: Its main ability.
  • Meaningful Name: The protagonist's name for this stand is "毒島/Busujima" which translates to "Poison Island".
  • Personality Powers: "A cheerful, talkative person with a great sense of humor. Though merry on the surface, you can also be quite the worrywart. Very honest, but you don't allow anyone to see your insecure side. Spontaneous and impulsive, you'll try anything once. You drive people up the wall at times, but they adore you nonetheless."
  • Poisonous Person: A few of its skills can inflict the poison status.
  • Rule of Symbolism: For the Speed Stands, the Joykiller refers to the death of the Old Universe.
  • Shout-Out: The Joykiller.

Wildhearts

https://static.tvtropes.org/pmwiki/pub/images/wildhearts.png
A gigantic fusion of human and beast, it can move at mind-boggling speeds to capture its prey. Not physically strong, but can do considerable damage with fangs and claws. Has a mind of its own, but not a very sharp one. It is unpredictable and will often give chase to an enemy whether its user wills it or not. It is very likely that Wildhearts is sentient.

  • Big Eater: During Iggy's friendship event in Edfu, while the Protagonist is distracted scolding Iggy for stealing their food, they fail to notice Wildhearts come out and eating the rest of the food that was still waiting to be sold! After the Merchant asks what's happened to their food, the protagonist decides Screw This, I'm Outta Here.
  • Birds of a Feather: Forms a friendship with Iggy, a dog that also likes to rebel against the protagonist. After Iggy's death, Wildhearts will have additional dialogue expressing grief.
  • Horse of a Different Color: Like Howlin’ Wolf, you can ride Wildhearts.
  • Implacable Man: Both on the overworld and in game, since it has its own status effect called “Eagle” which is similar to the “Pursued” status.
  • Lethal Joke Character: Endless, Nameless isn't very powerful but the attack damages an enemy, lowers its stats, and has a chance to inflict a unique Eagle status ailment, which damages the enemy by one-tenth of their max HP and reduces their hit rate for at least 3 turns. In addition, the move is learned at level 8 and requires only 15 SP to use, meaning it can be spammed.
  • Magikarp Power: A rather extreme version of the trope. Its regular attack is very weak, but it hits twice, so if a player were to spend a lot of time getting items that buff its power, it can eventually outdamage most attacks in the game with a normal attack that is also long ranged. Although there's no way to make use of this without some serious grindingnote , but the reward is making Wildhearts into one of the strongest stands in the game, possibly the strongest one among the protagonist's 18 stands... Most definitely the best boss killer as it's the best one to use against bosses with absurdly high HP/Regeneration, or both, like Araki, Ultimate Being Kars, and True Clayman.
  • Meaningful Name: The protagonist's name for this stand is "大神/Okami" which is more than likely a reference to the same game.
  • Our Werewolves Are Different: How it appears.
  • Personality Powers: "Co-operative and open-hearted, but down-to-earth to the point of being dry. Always an individual, you are sentimental and have an eye for beauty. Though aloof and laid back, you easily succumb to loneliness, and you treasure your time spent with friends more than anything else in the world."
  • Rule of Symbolism: For the Speed Stands, Wildhearts refers to a wild card, which represents the uncertainty that drives the Observer/you to continue to the ending.
  • Shout-Out: To The Wildhearts.
  • Synchronization: Played with. Most of the time, Stands come out at the will of their users, but Wildhearts will appear on its own a few times... thankfully, it's being helpful most of those times.
  • Weak, but Skilled: Has fairly low stats but has a large range that allows it to attack from any distance, and having a mind of its own will make certain events easier, such as catching Emilio after only two interactions.
  • Wolverine Claws: How it attacks.

    Protagonists original to Stardust Crusaders 

Jotaro Kujo

The protagonist of Part 3, but not of the 7th Stand User. The Protagonist begins to become wrapped up in his story and travels to Egypt when they stumble upon him in the Nurse's Office. His Stand is Star Platinum The World.
  • Adaptational Badass:
    • He can learn Ripple skills, which's quite useful against Dio. In a New Game Plus the offensive Ripple skills also give him something to damage Geb.
    • Like anyone else, he can beat the bosses without the complex strategies they had to use in the manga, but what's most noticeable is his battle against Dio. While Dio can be defeated by playing the events like in the manga, Jotaro can also kill him on the first confrontation, before he even learns how to stop time.
  • Adaptational Dumbass: In the original manga he already grabbed the Idiot Ball when searching for Polnareff during Alessi's story, where kid Polnareff says he's Polnareff, and Jotaro ignores him thinking he's just wasting his time asking a kid. In the game it's even worse, because during Alessi's story, Iggy disappeared after the first chapter so Jotaro had to search for Polnareff on his own, but in the game Iggy didn't disappear, and neither him or protagonist even consider asking him to track down Polnareff.
  • Anger Born of Worry: Throughout the game, if the protagonist jumps head-first into dangerous situations time and time again to help him or the others, Jotaro's often the first to call you out for it (though not the last). At high enough friendship values, however, even during these moments he still uses your nickname, implying all too well that it's angered concern despite how much he tries to play it off.
  • Betrayal Insurance: He actually puts some in on the Betrayal Ending. How? By allowing Vins to join them in killing you and DIO because he's aware that the protagonist is a bad person, and he contacted her just in case they actually acted on it.
  • Deuteragonist: Since he is the main protagonist of the original Stardust Crusaders, here however he is reduced to a secondary role while still maintaining his prominent moments, since the protagonist takes on the central focus.
    • Subverted in the Normal Ending when he regains his protagonist status.
  • Duel Boss: Against Kakyoin (if the player decides not to help out) Captain Tenille (if the protagonist doesn't complete the sneak attack event), Rubber Soul (if the protagonist does not join him), and later DIO in some endings.
  • Fire-Forged Friends: Most of the events that can grant the most FP with him is jumping into the various storyline fights with him, such as with Captain Tennile and Yellow Temperance.
  • Final Boss: In the betrayal ending, unlike Kakyoin who has the potential to join DIO's side, Jotaro and Joseph will always oppose the protagonist.
  • The Hero Dies: In the betrayal ending.
  • Infinity +1 Sword: His time stop ability, which can only be unlocked by trading in 5 badges of honor.
  • Jerk with a Heart of Gold: As per normal for Jotaro, but played a bit more in some events where he's a party member or you join him. For example, he'll show a bit of concern for you on the train if you jumped onto the lift to face Yellow Temperance with him. Best shown in both his and Kakyoin's character endings where he openly calls the Protagonist (and Kakyoin if you took his ending) his friend(s). Jotaro's classmates even note how unusual it is to see Jotaro walk to school with someone, let alone ask them to do so.
  • Lightning Bruiser: High power and speed, and can also learn time stop.
  • Leitmotif: Theme of Jotaro. Befittingly, it's a slightly more instrumental version of the overworld battle theme.
  • Luminescent Blush: If the protagonist has high enough FP with him during the High Priestess complimenting event, the protagonist will note that Jotaro is "as red as a lobster".
Nerf: Originally Star Platinum: The World could stop time for as long as the player has SP recovery items, but eventually an update gave it a cooldown, so even if you have enough SP, you have to wait at least a turn after it ends for it to be used again.
  • Pet the Dog: He compliments Henning on his attention to detail for his tanks and helicopters if you have him as your partner... after which he then goes on to tell him if he uses his stand to hurt others, he'll beat him up more.
    • If you stay in the Cairo hotel with Jotaro after Kakyoin rejoins the group, Kakyoin will drop for a short visit to apologize for being hospitalized and work hard to make up for his absence. He'll respond by telling Kakyoin that he doesn't need to work harder to make up for stuff just because he was injured.
  • The Power of the Sun: Capable of learning Ripple skills.
  • Story Branch Favoritism: The protagonist has a lot of events where they can help out Jotaro during a fight, all of which will raise his FP. Combine this with his other in-game bonding events and Jotaro may have more FP than everyone else even if you never fight any optional boss with him. Noticeably near the end of the game he will mostly be the default party member whenever you first enter a new area, when generally before that the protagonist starts alone and must find someone else.
  • Wife-Basher Basher: Two of his friendship events involves saving the female protagonist and a stranger from getting assaulted.

Noriaki Kakyoin

A high school student who was temporarily controlled by one of DIO's flesh buds, but freed from his influence after being beaten by Jotaro and possibly the 7th Stand User. His Stand is Hierophant Green.
  • Adaptational Badass: Is capable of defeating The Sun by himself, when such a thing was talked like it was impossible in the original manga. Chaos Mode also has a random event against Wheel of Fortune where he unleashes Emerald Splash on it, making him start the battle with a third of his HP.
  • Beat Still, My Heart: On the Josuke route, DIO kills him by ambushing him from behind and crushing his heart.
  • Because You Were Nice to Me: If your FP with Kakyoin is high enough when the Death 13 event happens, the protagonist will get the option to believe in him rather than thinking he's gone insane like the others. As a result, he'll pull you aside to thank you, and he'll give you a charm that he says "has an incantation that will protect you". The charm does give some good resistances, but the incantation is "Sleep with your Stand out and hidden in the ground", which allows you to join in the battle against Death 13 with Kakyoin.
  • Borrowed Catchphrase: If you fight against Forever with Kakyoin, when you beat him, Kakyoin borrows what Jotaro said to him when they fought in the nurse's office once Forever bares its chest.
    Kakyoin: "Sorry, I'm no zoologist... Just someone who knows nauseating evil when he sees it! That is why... I will judge you!"
  • Chivalrous Pervert: While not as bad as Polnareff, Kakyoin barely hides his interest in ladies (his infamous "Panties spotted" hand sign with Polnareff), all while acting like the perfect gentleman. Doubly so if the protagonist is female, referring to himself as her "protector".
  • Cutting the Knot:
    • Played interestingly against J. Geil. If you beat him by using long ranged attacks on him rather than through the plan, Kakyoin will lampshade this trope basically by saying "why bother with your stand when you're in my range?".
    • Chaos mode has a random event where he just attacks Wheel of Fortune at the teahouse, and if that one happens, later he just bombards Wheel of Fortune right before the battle, making it start with a third of its health.
  • Difficulty Spike: His route is the hardest one among the game's default routes, and this is because of when the final battle with Dio takes place. Jotaro's route allow you to escape from Dio long enough for Jotaro to become immune to Dio's time stop, so you can escape until Dio become manageable or just do the entire thing without an actual fight (Though you won't get a Badge of Honor this way), and Polnareff's route allows you to lose and finish the battle like Jotaro's route. Avdol's and Iggy's routes have a 3vs1 fight against Dio after Jotaro became immune to time stop, so when Dio uses it, you can still fight back and heal during it. Kakyoin's route by comparison, also has a 3vs1 battle against Dio, but it's after he threw a knife at Joseph, so it's before Jotaro learned how to move in stopped time, and unlike Polnareff's route, if you lose here it's game over. Notably this is the only route to force such a disadvantage on the player, as Joseph's route can happen in the same situation, but it has three characters who can use the Ripple to compensate, and an Instant-Win Condition once Caesar and Joseph synchronize their breaths.
  • Distressed Dude: In the hospital route, Oingo locks the protagonist out of his hospital room in an attempt to kill him, and the protagonist has to rush to the first floor to get the key in order to save him.
  • Face–Heel Turn: Potentially in the betrayal ending if his friendship level is over 20.
  • Flanderization: His interest in video games is brought up more often, and you can even give him games to raise his FP. He also lampshades this In-Universe when talking to the fortune teller in the Fishing Village, who sees games in his future, which makes him wonder if that has something to do with his college career.
  • Leitmotif: Theme of Kakyoin and Hierophant Green.
  • Plotline Death: As with the original manga; it can be averted if his FP is the highest and in the "Everyone Lives" endings, though.
  • Put on a Bus: Is unavailable when the crusaders are at Egypt. This is averted if you play as Josuke.
  • O.O.C. Is Serious Business: Kakyoin is normally a calm and collected person but in the sacrifice ending, he absolutely loses it over the protagonist's death. This is something especially how Joseph, Jotaro, and Avdol, while still driven with grief, still try to remain calm about it.
    Kakyoin: "...Why...[Protagonist's name]... Why!? Why did you go alone!? Why didn't you tell us anything!?"
  • Squishy Wizard: Has a high spirit stat and SP pool, but his durability is low and he has the lowest HP.
  • Troll: You can visit a kopi (coffee) shop in Singapore with Kakyoin, and he places the order since the protagonist doesn't know the menu. If you're playing as a female, he'll get the kind of coffee you wanted... but if your character is male, he'll get the opposite just to mess with you (for example, a black coffee if you say you like it sweet).

Joseph Joestar

The grandson of the original JoJo, who fought against the Pillar Men in Battle Tendency. In Stardust Crusaders, he joins with his grandson Jotaro to stop the newly revived DIO Brando to save his daughter Holly, and asks the player to join on their journey. His stand is Hermit Purple.
  • A Day in the Limelight: The Mariah chase sequence belongs only to him and Avdol. He also gets the Empress Fight to himself.
  • Badass Normal: "Normal" by JoJo standards, but if certain conditions are met, you can fight Alessi and Sethan with the Battle Tendency version of Joseph. And while he doesn't have Hermit Purple, he has all his Hamon repertoire and his trademark Hamon-infused clackers.
  • Berserk Button: Mentioning anything regarding of the existence of his illegitimate son, Josuke.
  • Combat Medic: Adept at healing and kicking butt, but generally better at the latter.
  • Final Boss: In the betrayal ending, unlike Kakyoin, who has the potential to join DIO's side, Jotaro and Joseph will always oppose the protagonist.
  • Hurricane of Puns: On certain occasions, he'll make puns about the situation. For example, when getting the spore out of Polenareff, he'll say he hopes that the latter will be a good "Spore-t" about it and that he's not a "spore" loser. One of Polenareff's friendship events also has him noting a lucky charm made for toilet problems is a "yucky" charm.
  • Leitmotif: Hermit Purple.
  • Magikarp Power: He starts with fairly unimpressive attacks compared to other party members and possibly even the protagonist themselves, but once he's levelled up enough, he learns pretty strong skills like Hermit Ripple at level 17 (A single hitting M range move that has a chance to Bind) and Cunning Hermit (Strong M range move that hits everyone). At the last levels he gets among the highest amounts of HP and SP, and the strongest attacks a character can learn in a first playthrough in True S.Y. Overdrive, making him into the best party member to take down Kars.
  • New Powers as the Plot Demands: Invoked in story and in game. He learns lots of Hamon skills, such as Zoom Punch, Scarlet/Turquoise Blue/Metal Silver Overdrive that he never used in Stardust Crusaders (or Battle Tendency for that matter, although he did use Zoom Punch once in Battle Tendency against a zombie) anime or manga. And during the Mariah chase segment, you can find Life Magnetism Overdrive to repel the metal objects slowing you down. Joseph lampshades the absurdity of finding the skill there.
  • The Power of the Sun: The only main party member to naturally learn Ripple skills. This makes him devastating against zombies and vampires.
  • Sacrificial Revival Spell: His skill, Deep Pass Overdrive, revives other team members and raises their stats at the cost of his own life. He can just be revived but he still loses 30 levels and you can't use Deep Pass Overdrive again in the same playthrough.
  • Say My Name: "CAEEEESAAAAR!" The twist here though is that Caesar was brought back as an Artificial Human, so it's inverted from the time this happened in Part 2.
  • Shoot the Medic First: In the betrayal ending, since he is the one with the healing skills, it's recommended to kill him first, if not, right after Jotaro.
  • Story Branch Favoritism: A different kind compared to Jotaro's. While Joseph doesn't get as many chances to raise his FP like Jotaro, Joseph gets the most exclusive development in this game compared to everyone else. Because Stroheim and Speedwagon are around he gets to think about his past more, and finding both changes his ending, where the protagonist, Joseph and the Ripple Warriors take down Dio by themselves, and Joseph and Caesar even get an Instant-Win Condition if they can pull off their synchronized attack, all of this making him get the most different (and easiest) battle against Dio. Also in the Sanctuary he gets an exclusive boss fight against Wammu, where after winning, Wammu admits he only fought Joseph to remind him of the warrior he once were, since compared to Wammu, Dio is just a vampire. By comparison, Kakyoin/Polnareff/Avdol only get a fight against Shadow Dio where after winning, they get a shared line where they say it's a reflection of their past they needed to overcome.
  • This Cannot Be!: His response in his special ending when Caesar's bubbles protect him from DIO's knives.
  • White Mage: The only party member (other than the protagonist and Jotaro if they use the secret volumes) with healing skills.

Muhammed Avdol

An Egyptian fortuneteller who was befriended by Joseph. Though he gives the quiz at the beginning to determine your Stand, he doesn't remember doing so. His Stand is Magician's Red.
  • A Day in the Limelight: The Mariah chase sequence belongs only to him and Joseph.
  • Big Damn Heroes: If you take his ending, he'll appear when DIO tries to drink Joseph's blood only to find the body gone and Avdol and the Protagonist ready to beat him with Jotaro.
  • Bookworm: An event in Calcutta has him mention that he likes collecting old books, and during said event, he spends so much time looking around at a bookstore that he apologizes to the protagonist for making them wait.
  • Cultured Badass: In some of his FP events, he expresses knowledge in other cultures.
  • Face Death with Dignity: When talking to the fortune teller in the Fishing Village, she can't predict anything for him, as all she could see is just emptiness. Avdol admits it himself that he can't see anything in his future either, but nonetheless agrees to go on the journey regardless of what happens to him.
  • Harsher in Hindsight: The fortuneteller in the Fishing Village tells Avdol that his future is death and to turn back; Avdol gets huffed up and says "two can play that game", telling that fortuneteller that they'll end up dead in a gutter. It's somewhat implied that this fortune teller may be the same one that gets killed by Diavolo in Golden Wind.
  • Kill It with Fire: All of his attacks are fire elemental.
  • Leitmotif: Magician's Fire.
  • Out of Focus: As usual. Because the game mostly follows Part 3's plot, he's only included in a few battles, and even when it comes to alternate ways to defeat a boss, he's almost never included. For example, when fighting against Geb, only Protagonist/Polnareff and Jotaro/Iggy/Protagonist (If you have a long ranged Stand) get an actual battle against it, and Avdol is never an option even though the game may give alternate ways of defeating a boss (Such as allowing Kakyoin to defeat the Sun). In the Mariah chase sequence, the only ways to defeat her are either by having Joseph alone fight her, or cornering her like it happened in the manga. Because of all of this, there's only three story boss fights where Avdol is even included, those being Polnareff, Cameo, and Midler, and you can swap out Avdol for someone else in the Polnareff battle (Though it's not advisable, considering you can't level grind with the other characters by that point, and Avdol gets temporary buffs on the second battle), and if you choose to fight Midler inside the submarine instead of inside her Stand's mouth, Avdol is not an option as a party member. So unless you're doing his route, you don't have to bother level grinding him once he returns.
  • Plotline Death: As with the original manga; it can be averted if his FP is the highest and in the "Everyone Lives" endings, though.
  • Spell My Name With An S: Despite most official sources rendering his name as Avdol, the game refers to him as Abdul.
  • Squishy Wizard: Just like Kakyoin, Avdol also has high spirit and SP but his HP and durability are fairly low.

Jean Pierre Polnareff

A French wanderer and another victim of DIO's flesh buds, he joins in with the Joestar group at Singapore to find the man with the two right hands who killed his sister. His Stand is Silver Chariot.
  • And the Adventure Continues: If you get Polnareff's ending, he'll ask you on a chance meeting to help him in Italy...and you get some various scenes of how you and Polnareff interact in Golden Wind.
  • Butt-Monkey: Just like the original manga; however, the game adds in extra friendship events involving him being the butt of a joke.
  • Chivalrous Pervert: Is unrecruitable in Varanasi since he's too busy flirting with Nena, and also flirts with the protagonist if they're female (unless they're fat). He also offers to share a body magazine with a fellow perverted player in an FP event in Calcutta. And his last words to a female protagonist when everybody leaves in Cairo's airport is to hope that the 7th Stand User becomes a beautiful woman once she's older.
  • Face–Heel Turn: Potentially in the betrayal ending if his friendship level is over 15.
  • Flanderization: His perverted side is brought up more often, and it's at its most jarring if you go to Joey's secret warehouse, where he makes perverted comments even when seeing that Joey created dolls based on the female protagonist, even though his sister being raped and killed by J. Geil made him pretty sensitive to such matters.
  • Glass Cannon: If you use his Armor Takeoff ability. It majorly buffs his speed and slightly buffs his attack but drops his durability like a rock.
  • Leitmotif: Theme of Polnareff.
  • Lightning Bruiser: Has high speed and HP, and has strong physical skills and can learn the defense-piercing Zantestuken skill.
  • Say It with Hearts: When he's particularly flirtatious with the ladies, his sentences become like this.
  • Shut Up, Hannibal!: Gives one to Vins when you face her in the Ruins at Aswan with him in the party.
    Vins: "Why should you be able to run away from destiny when it suits you? You too should face fate as cruelly as I did..."
    Polnareff: "I may have lost Sherry, but I would never wish that grief on other people."
  • You Are Fat: In the Foggy Village, he'll make such comments towards a chubby male character when it comes to them sharing a bed with Joseph.

Iggy

A haughty and rude dog dragged in against his will to help the Joestar group. Brash but can be befriended by the 7th Stand User. His stand is The Fool.
  • Big Damn Heroes: As per normal with Vanilla Ice, but he also pulls this within his ending fight against DIO, where he got the Speedwagon Foundation to help the protagonist and Joseph and making a sand clone of Joseph to trick DIO.
  • Birds of a Feather: Develops a friendship with the stand Wildhearts, who is also an animal-like being.
  • The Gadfly: Quite clearly likes being annoying, with the most noticeable case being an event in Edfu where he steals the meat protagonist bought, and if the player chooses the option to scold him (Which actually makes them react in frustration), Iggy will be amused and it'll raise the highest amount of FP of the choices available, while the option to give him more won't raise anything.
  • Glass Cannon: He's rather fragile, even at max level his HP isn't that high for a max level character (It and his durability are the same as Avdol's and slightly better than Kakyoin's), but he, rather fittingly, has a powerful M range attack in Sand Cannon, which does area of effect damage.
  • Guide Dang It!: The game mentions a few times that Iggy can raise FP after a battle, but it never says it's only isolated to a few enemiesnote , nor does it imply that FP's raising becomes worse after a while, or that it outright stops against almost all opponents after a certain pointnote .
    • Related to that, in Aswan's southwest, beyond the gate that gives access to the ruins, there's a group of Freezes, and while they look identical to any other Freezes, those have a much higher chance of raising Iggy's FP than any other Freeze you find in the game, and higher than any other enemy aside from Overdrivesnote , and nothing in the game remotely implies there's anything different about those "bonus" Freezes.
  • Jack of All Stats: Has a variety of both physical and spiritual skills, some of which are even rangeless, and can also cure some status ailments for party members.
  • Late Character Syndrome: Iggy inexplicably starts at level 20 when everyone else should be around level 30 by the time the player reaches Aswan. He also initially is AI controlled who'll generally waste turns with weak attacks. A player needs to specifically level grind, and bring him along for boss fights to get his FP to 10 if they want to control him before the Petshop battle. Also because he's the last character to join, there's very few events to raise his FP to the same level as others, although, to compensate, after any battle he has a chance of randomly having his FP raised by 1 (More likely to happen against Overdrives), so he can catch up and even surpass the amount of FP other characters get, but this is far more grindy than other characters. His FP is even more problematic in Hard mode, where everyone starts with -10FP, so even if a player does all of Iggy's bonding events and brings him to every available boss battle, it's impossible to get his FP to 10 before the Petshop battle unless the player grinds against enemies, which may take hours.
  • Mechanically Unusual Class: Due to Iggy showing up so late in the game and not having a lot of bonding events, you can raise your FP with him simply by doing enough random battles with him in your party.
  • Plotline Death: As with the original manga; it can be averted if his FP is the highest and in the "Everyone Lives" endings, though.
  • Trademark Favorite Food: Coffee Gum, of course. Iggy even has it as an equipment, and it's required to get him to accompany you if his FP is under 10.
  • Vitriolic Best Buds: Iggy's relationship is a mix of this and Best Friend with the 7th Stand user. He'll like you more the more you help him. Such as if you have a long range stand during Geb and if your FP is high enough, the 7th Stand User can pull a Big Damn Heroes on the Pet Shop fight. The Vitriolic part comes in when getting food in Edfu with him and he snatches it from you.

    DIO and his minions, both from Stardust Crusaders and 7th Stand User 

DIO Brando

A vampire who has ruined the life of Jonathan Joestar, using his body as a prosthetic with his head attached. His goal is to create his own ideal world, but he then becomes antagonized by the newest descendents of the Joestar Family and the 7th Stand user. His Stand is The World.
  • Adaptational Badass: In a sense. In the manga he either attacks by himself or has The World attacking, never doing both. In the game as a boss, him and The World are separate characters in most fights, so they attack independently. Dio even still has, and uses his Space Ripper Stingy Eyes and Vampiric Freezing during boss battles. Although story-wise he's not any different during cutscenes.
  • The Bad Guy Wins: In the betrayal ending.
  • Better Living Through Evil: If you join him in the betrayal ending, he'll grant you (and Kakyoin and Polnareff if they joined you) vampirism as a reward for loyalty, along with the whole "can grant almost any comfort with a fingersnap".
  • Big Bad: Of the main plot.
  • Cutscene Boss: In Jotaro's and Polnareff's routes you can just escape every time a battle against him starts, which will eventually have Jotaro kill him the same way he did in the manga. However doing this will not give you any Badge of Honor.
  • Color-Coded Time Stop : When he uses time stop, the background inverts colors.
  • Difficulty Spike: His boss fights against Jotaro gradually invert this. Dio starts at his most dangerous in the first fight, likely even if the protagonist is there to help, because Dio still uses The World. Later fights have Jotaro being able to move in stopped time, so he can heal and attack between Dio's own attacks. If the player is not doing Kakyoin's/Joseph's/Iggy's/Avdol's route, then Jotaro can eventually fight High Dio, who's the easiest of all since Dio and The World aren't separate characters anymore, and Jotaro can still attack him during stopped time.
  • Duel Boss: In the Mad World ending, if the protagonist chooses to betray him too. And in the boss rush leading to one of the "Everyone lives" endings if the protagonist chooses not to bring any companions. And in the Senator Wilson Phillips ending. He's also this in most regular routes, where Jotaro can fight him alone a bunch of times.
  • Deader than Dead: If he's defeated, but you die to Vins in the end game from the third playthrough and up, you'll enter the Sanctuary and see that he's not a resident there. If you ask one of the demons there about him, they'll say he was there but that he passed onwards.
  • Final Boss: Only if your total FP is less than 30... Or if you're on the Mad World ending route.
  • Leitmotif: DIO's World.
  • Gameplay and Story Integration:
    • His brief Guest Party Member fights show The World is a lot like Star Platinum: The World. Both of them hit twice with a normal attack, with high chances of a critical hit. It also shows he's the better one at using the time stop, though in a different way; while it lasts for the same amount of time as Jotaro's time stop, it costs him only 50SP to use it... Compared to Jotaro's 200SP, meaning that even with Deus Ex Machina, Jotaro is still using more SP... This shows Dio's greater experience with it.
    • While it's hard to notice, he always regenerates some HP during his boss fights.
  • Gameplay and Story Segregation:
    • In-universe Jotaro can move on stopped time for less time than Dio, which is why Jotaro struggles so much to fight even though he has the same power. Gameplay-wise, as soon as Dio can stop time, Jotaro can move during stopped time freely.
    • High Dio is him at his strongest yet, since he can stop time for 9 seconds because he got full control of Jonathan's body after absorbing Joseph's blood. Gameplay-wise he's the weakest Dio battle since him and The World aren't separate characters who attack independently anymore, and he may spend a lot more turns not attacking.
  • Guest-Star Party Member: In the betrayal ending.
  • Optional Boss: Shadow Dio can be found in the Sanctuary. While he doesn't have the World, he does have a few other tricks.
  • Remembered I Could Fly: DIO mainly uses his stand and knives to fight you and your party, but in this game, he can still use his vampiric powers such as Space Ripper Stingy Eyes and Vampiric Freezing.
  • Villainous Breakdown: Special mention goes to the Mad World Ending if you have 30 UV Flash Grenades. After the protagonist uses the betrayal of the Joestars to discern DIO's power, DIO promptly stops time to kill them. He then notices the UV Flash Grenades all over the room that the Protagonist planted during the fight, so he's forced to waste time destroying them so they don't hurt him or destroy the walls and allow the sunlight from outside in. And when time runs out and he gloats to the protagonist that he's destroyed all of them, the protagonist simply pulls out more! DIO is quite pissed, to say the least.
    • He's also quite miffed in Iggy and/or Avdol's ending fight, where when it's revealed the "Joseph" he sucked was just a Sand Clone made by Iggy, or that Joseph is gone thanks to Avdol's arrival. Either way, he's deprived of the blood he needs to be at full power. Joseph's ending is also particularly brutal to him where the Ripple Warriors, courtesy of Alicia and Berlin, give DIO a Humiliation Conga exploiting his weaknesses as a vampire.
  • You Have No Idea Who You're Dealing With: Says as such against Caesar when he appears in Joseph's ending, mainly in saying that he's not just some other vampire. Cue SEVERAL Oh, Crap! moments brought on by Stroheim, Dire, and Speedwagon as they use his vampiric weaknesses against him.
  • Zero-Effort Boss: Is this in Joseph's route if the player found Stroheim and Speedwagon, as you're fighting Dio with at least three characters who will have Ripple based techniques (Four if the protagonist also got offensive Ripple skills), and there's an Instant-Win Condition once Caesar and Joseph can do their combination attack. Although this is averted in the Mad World ending, where Dio is at his strongest... Unless the player brought 30 UV Flash Grenades, a cutscene before the battle will prevent Dio from starting the fight with The World's time stop, and if the the status effect The World is under lasts for long enough, he'll die after a few turns, even if not he won't be able to just the time stop for a few turns.

DIO's Minions in General

These encompass both tropes concerning most of the original cast that didn't receive more characterization in the game as well as new tropes introduced in the game.
  • Accidental Murder: Though in the original series, most of the minions were said to be retired however the protagonists defeated them, more than a few appear in the Sanctuary, meaning they actually have died. Of particular note, Arabia Fats was left in the desert and starved to death, and ZZ says that everyone thought he really was training and never helped him.
  • Adaptational Villainy: Thanks to the player character being along for the ride, a few of the minor villains can seem even worse than in the manga because they have an extra person to target (and often will, so there can be more fights that involve them). Of particular note is Steely Dan, who outright threatens to 'have his way with' a female player character if she stayed with Jotaro in Karachi, as another way to get under Jotaro's skin.
  • Cutscene Boss: Given how well-made the game is, there are a few scenarios where some of the Stand Users can simply be skipped with the right stand. For example, Carpenters or Cardigans will allow for skipping Death 13, and Ocean Blue or Crazy Diamond for Wheel of Fortune.
  • Death by Adaptation: While most of the minions are said to be retired in the manga and anime, here the fact that they appear in the Sanctuary is proof that they did die.
  • Last of His Kind: It would be easier to state which of DIO's minions DON'T die, either by accident or because DIO didn't think them to be useful anymore. The only minions that don't appear in the Sanctuary are Rainbow, Hol Horse, Oingo and Boingo, Mannish Boy, Midler, Mariah, and the D'arby Brothers.
    • And Chaos Mode takes it further by allowing you to kill the latter five.
  • Never My Fault: Most of the villains you meet again in Sanctuary are more annoyed that you beat them than remorseful of the rotten things they did that got them killed.
  • Sequential Boss: Some bosses are fought one after the other or have multiple fights to them that happen right after the first. For example, Polnareff's two fights, The Sun and Death 13, N'Doul with Geb, Mariah and Alessi, and later no less than 5 potential fights with Anubis!
  • We ARE Struggling Together: Funnily enough, this is played a bit more in game. Joey and Devo outright think the other's stand is subpar compared to their stand (both of the stands being Perverse Puppets), Kate outright hates Forever and Sweet Amber and her and the latter spend their time arguing in the Sanctuary over their usefulness to DIO, and finally Hol Horse drags Boingo against his will. Despite all this infighting and problems, however, they're still united underneath DIO.
  • You Have Outlived Your Usefulness: Some of the minions face their ends because they weren't useful enough for DIO. Of note, Enya Geil and Joey Operetta suffer this fate.

Hol Horse

An ambitious gunslinger under the employ of DIO. He is initially partnered with J. Geil but later partners with Boingo. His Stand is the Emperor.
  • Adaptational Heroism: If a female player character takes the bullet meant for Polnareff instead of Avdol, Hol Horse breaks down, angry and horrified that he apparently killed a girl. He also gets temporarily added to the party on the submarine route, and expresses joy that she survived if she confronts him in Cairo.
  • Ascended Extra: Is a party member in one of the routes and even has his own ending.
  • But Thou Must!: If you find Sade in the Arabian Mansion, he'll refuse to leave without taking her along. There is an actual reason for this beyond his womanizing tendencies, though; her Stand, Promise, makes it so that people must follow through on a promise they made to her, which he kinda did earlier.
  • Development Gag: In the Submarine Route, he can be obtained as a party member in the Arabian Mansion. Araki originally wanted him to join the Joestar group, but he decided against it as he was too similar in personality to Polnareff.
  • Didn't Think This Through: If you went the Submarine route and look about Cairo after Darby's game, you can persuade Hol Horse rather than fight him. The Protagonist points out that he can't win in a 5 on 1 fight, and Hol Horse realizes the prediction says that only Jotaro would be taken out, not the others.
  • Early-Bird Cameo: You can meet him much sooner than you see him in-game. However, all he'll say regardless is "Not yet, not when I'm alone".
  • Enemy Mine: Pulls one with the protagonist on the Submarine route, holding a ceasefire until they leave the mansion.
  • Even Evil Has Standards: If the female protagonist chooses to go after Polnareff in India, he ends up shooting her and is wracked with guilt. He breaks down in tears after seeing that she's still alive later on. He's also disgusted with J Geil's disrespect towards women.
  • Guest-Star Party Member:
    • In the submarine route.
    • You can hire him as "Mask" in Cairo as well.
  • Paper-Thin Disguise: He can be hired in Cairo near the end of the game for a substanial fee under the alias "Mask".
  • Pragmatic Villainy: At the end of the Submarine Route, he swears to never tell DIO about you or your comrades (or the factor that you even have a submarine) because if DIO learned he cooperated with the enemy and let them live, he'd be history. He also shoots and kills Silver Fox regardless of choice, stating that his riches would just let him buy his way out of prison for the massacre at his mansion. At several points in game, he also denotes how trying to be nice to everyone can lead to getting you hurt or worse as well.
  • Redemption Rejection: If the player tries to persuade him to help the Joestars against DIO, he only rejects the option saying DIO would kill him. But he will offer assistance from the shadows once you fight DIO later if you try.
  • Villain Ball: He seems to grab it when caught by the protagonist, trying to shoot Jotaro through the pipe anyways even though he's established he can't win in a 5 on 1 fight.
  • Wouldn't Hit a Girl: If the female protagonist attacks him on the way to Cairo, the battle starts with a pre-emptive strike and Hol Horse starts off with the Hold Back status ailment.
  • Xanatos Speed Chess: He has one good moment of this. When the Protagonist is trying to persuade him to join their side, he tries to shoot Jotaro anyways and plans on making an escape to leave. When that fails, he redirects the bullets to knock him out the same way he did to the protagonist. This saves him from both DIO's wrath for going unconscious, and from the Joestars' wrath as well as keeping them from using Hermit Purple on him to find DIO's location.

Joey Operetta

One of DIO's stand users who is an ostentatious businessman/closet otaku who likes to play dress up. He follows you about from Singapore to the Fishing Village. His stand is Murderdolls, allowing him to control various puppets all over the world by putting a strand of his hair in them.
  • Abusive Parents: His parents were very toxic to him, forcing him to eat herbs that he dislikes and used him to climb up the social latter.
  • Actually a Doombot: All the "Joeys" you fight up until the final confrontation are fakes. Note that since distance decreases his Stand's power, this also means he is at full strength when facing you for the last time.
  • The Alcoholic: According to his Likes and Dislikes, he became addicted to alcohol while hiding it from his parents.
  • Amazon Brigade: All of the Murderdolls he creates are female, and range from lowest level to highest, matryoshka objects, school girls, Playboy Bunnies, ladies in long dresses accompanied by an assassin, to nurses.
  • Ax-Crazy: Has an high tolerance for gore, and not even his mental health is affected by his cruel acts.
  • Black Eyes of Crazy: His character art by Clayman and his Physique and Characteristics, he has black eyes and he's working for DIO as an assassin.
  • Crazy Jealous Guy: He only ever shows shades of this when a perverted character is gazing at his stands (all of which are female in anatomy by the way), and he notes that they're his and his alone.
  • Determinator: He's simply that determined to take down the Stardust Crusaders each time he gets a chance to, and follows them from Singapore up to the Fishing Village... though he gives up when you beat him for the last time.
  • Flunky Boss: Almost all of his boss fights have him fighting alongside some of his own Murderdolls. Save the last one where he goes One-Winged Angel using his Murderdolls as Powered Armor.
  • Freudian Excuse: According to his character analysis, he was mentally broken by parental abuse, which made him unable to distingish between humans and dolls and considers them both "robots made of flesh".
  • Heart Is an Awesome Power: Joey's stand, Murderdolls, are created by Joey putting a strand of his hair onto any doll, which animates it. Anything that can be considered a doll can be controlled, such as mannequins, matryoshka dolls, figures made with hidden pistols or guns built into them, lifelike replicas of himself and people, and even being able to make Powered Armor out of them. Furthermore, while most Stands follow the rule of "the further the range, the weaker it is", Murderdolls plays it true, but unlike most of those stands, the opposite holds true too. The closer to the user, the stronger Murderdolls becomes. Compared to Stands like Miracles or Echoes, this makes Murderdolls exceptional as a stand.
  • I Take Offense to That Last One: If you fight him in Singapore AFTER fighting Ebony Devil, a non-perverted protagonist will say that he must be responsible for Ebony Devil, to which Joey tells them not to dare call his "lovelies" the same as that stand.
  • Kick The Son Of A Bitch: Normally, his Family Extermination which can sometimes happen in the Chaos Mode can be very appalling, but when it's done in the Dissonance event in which he kills the 7th Stand User's parents is very satisfying, considering that they were abusive to them.
  • Lack of Empathy: He lacks compassion for others, which preventing him from blending in with others.
  • Marionette Master: His Stand, Murderdolls, lets him remote control dozens of puppets of various sizes by placing strands of his hair on them.
  • Me's a Crowd: Pulls this in one of his boss fights, using dolls as copies of himself in a reference to the Power Rangers.
  • Mook Maker: He's responsible for all the Murderdolls you fight in the game.
  • Only in It for the Money: He has no loyalty to DIO, and is only interested by his cash reward for killing the Joestars.
  • Otaku: Given his various Kamen Rider/Power Ranger references, his final fight dealing with making a mecha out of his stand, how he dresses up his Murderdolls and reacts badly when other people look at them in a perverted way, and finally the mention of his enjoyment of cosplay, he definitely qualifies.
  • Parental Abandonment: His parents eventually were Driven to Suicide when they couldn't climb up the social ladder further.
  • Personality Powers: He's annoying and perverted, and it fits in that he has a Stand that can make female dolls that can be annoying for people to face.
  • Powered Armor: He makes it out of his own Murderdolls, and does so in his final stand.
  • Recurring Boss: He reappears in each chapter when you defeat him in the last one, and he makes his last stand in the Fishing Village.
  • Shout-Out: His name most likely comes from Joey Jordison and his stand comes from the once band Murderdolls.
  • Stalker with a Crush: If playing a female protagonist, his initial encounter in Singapore has him proclaim he's been following the group since Japan before saying he'll make it quick so as to not hurt the protagonist's face. Considering his entourage of female Murderdolls, it's probably best not to think about what he'd do if he won. He makes his intentions clear in Varansi where he gloats about how he'll strangle you before burying you alive.
  • Taxidermy Is Creepy: Used to be an taxidemist as an child.
  • Why Don't You Just Shoot Him?: He does during his fight in Varansi, using machine guns, dynamite and bazookas to wreck you.
  • You Have Failed Me: Eventually killed by DIO after failing to kill the Joestar group one too many times.

Kate Honeybee

A nurse from Italy who was a Stand user by birth. She is a follower of DIO who is found on both the Ghost Ship and, if not fought, in Singapore. She uses the Stand Al Hirt, which creates the Green Hornet enemies. She likes honey, hates monkeys, and her hobbies include sleeping.
  • Last-Second Word Swap: When you overhear what she says in the smaller hotel in Singapore (where she's bemoaning that your party is still alive), your character opens the door and she switches to expressing “Relief” that your party survived. Oddly enough, you can't fight her here.
  • Personality Powers: She can seem sweet when she wants to, but in reality is a toxic person. Her Stand creates the Green Hornets that can poison people if she so desires.
  • Shout-Out: Kate Honeybee and her Stands are a reference to The Green Hornet: The enemies she creates are named after the show, her surname is a reference to Flight of the Bumblebee, which was used in the opening theme for the radio and tv series, and her Stand is named afterAl Hirt, who played the trumpet for the theme song.
  • Surrounded by Idiots: She calls Forever as such in Singapore and regards Sweet Amber the same way.
  • The Swarm: Her stand generates Green Hornets, which she spawns a lot of in her boss battle.
  • Synchronization: Played with. Destroying her Green Hornets doesn't hurt her, but damaging the Queen Green Hornet (supposedly being Al Hirt) would damage her. To avoid this, she keeps it hidden in her hat. When she's taken down, her Green Hornets stop appearing in the overworld.
  • Volleying Insults: With Sweet Amber in Sanctuary if both are taken down.

Don Cherry

A shady underground broker of unknown age and nationality. He's responsible for hiring some of the Assassins that go after the Stardust Crusaders (which of note includes Devo the Cursed, user of the Devil). He is also a Stand User who lives in a mansion in Karachi. His Stand is Dirty Works, which creates invisible blades spread around him.
  • Affably Evil: He’s quite polite when you come up to face him, and even as he dies.
  • Alone with the Psycho: Essentially how getting to him is, just you and your partner going through his house (which is laden with invisible blades to damage you) to find him.
  • Bread Milk Eggs Squick: His hobbies include sunbathing, scrapbooking, harassing his maids, and setting up traps in his mansion to get a rise from visitors.
  • Cool Sword: His stand can transform into one for Cherry to use.
  • Graceful Loser: He accepts his loss, his only statement being that the only blood spilled was his, and wondering if his maid would find his body and clean it up.
  • Power Perversion Potential: He outright says his Stand's power is good for “undressing ladies without those nasty pick up lines”.
  • Razor Wind: His Stand is capable of creating invisible blades, which he can use in attacks like this. They can be destroyed, however.
  • Shout-Out: Dirty Works is one to a Rolling Stones Album of the same name, whereas Don Cherry is to Don Cherry.
  • Unfinished Business: Funnily enough, in the Sanctuary, he bemoans the fact that his maid only ever cleaned the downstairs and hasn’t cleaned up his corpse, and asks you to go back and clean up the mess.

Gai Nijimura

If you used Cardigans to heal Mannish Boy, or Carpenters or Crazy Diamond to fix the broken plane, this character takes the place of the Death 13 battle. His Stand is called The Tyde. He is the unnamed father of Okuyasu and Keicho who became deformed mentally and physically by DIO's Flesh Bud after his death. If you didn't heal Mannish Boy or fix the broken plane, then his original job was to stay in Japan and crash the plane the Joestars were on in the case they would abandon the quest to kill DIO.
  • Ascended Extra: He is the father of the Nijimura Brothers, before Dio’s Flesh Bud had deformed him due to Dio’s death.
  • Blow You Away: Its power deals with air currents and drawing them forth.
  • Catch and Return: The Tyde can do this with Kakyoin’s Emerald Splash by making the air currents throw it back.
  • Shout-Out: The Tyde.
  • Time-Limit Boss: Failure to defeat him within 10 turns is an instant game over.

Faith

A Stand user by the arrow, he can be found in the Fishing Village. His Stand, Fireflies, takes the form of a swarm of fireflies that can become huge and spit fire.
  • The Alcoholic: He usually spends his time drinking and smoking alone.
  • Evil Is Easy: The only reason he sided with DIO is because it'd be the easier decision than being against him.
  • Flunky Boss
  • Forced Transformation: Instead of turning things into useless cutesy animals, his Stand turns flies into giant, fire-breathing monsters when they touch burning cigarette ash. He can control them afterwards and even when they transform, but when the flame in them dies, so too does the fly.
  • He Was Right There All Along: He’s the last person sleeping on the beds after you’ve talked to everyone in town and then used the TV with Joseph to find him.
  • Mook Maker: Of course, his stand Fireflies.
  • Playing with Fire: His stand Fireflies can literally breathe fire.
  • Professional Killer: He was an assassin before even joining DIO.
  • Shout-Out: His name is a reference to the singer Faith Hill, his Stand a reference to the Faith Hill album Fireflies.
  • The Swarm: His Stand, Fireflies, allows him to control flies that have been touched by cigarette ashes.

Mariska

A servant of DIO’s who you meet in Kom Ombo and at the Harbor when you flipped the coin game with Avdol. Her Stand is Shocking Blue, which you can meet even when she's not present herself. She likes guys like Avdol and hates guys like Kakyoin. She abhors Japanese people in general.
  • Bounty Hunter: She words herself as such, going only after wealthy men. She makes an exception where Japanese people are involved. Granted, she only started being the trope when she got her Stand.
  • Dehumanizing Insult: She considers Japanese people to be “monkeys”.
  • Dissonant Serenity: Even as she tries to kill you, she keeps saying things with hearts and telling you to relax.
    Mariska: "Kick the bucket... and relax~<3"
  • Duel Boss: A male main character will have the option of taking her on one on one.
  • Even Evil Has Standards: As racist as she is against Japanese, she also heavily detests perverts. If an male 7th Stand User with the perverted trait tries to peek on her bathing during their stay in the Foggy Village's Open Air Bath in Chaos Mode with Ocean Blue, Sonic Youth, Wildhearts, Miracles, Carpenters or Caravan, she'll retaliate by having Shocking Blue attack him and Polnareff.
  • Everything Trying to Kill You: In her last confrontation, she’ll throw Shocking Blue from various items on the map that will rush to meet you and start a fight with her Stand.
  • Faux Affably Evil: She starts out as friendly and polite, but when her cover is blown, she veers into this territory.
  • Jump Scare: How her Stand functions is that it may only attack by surprise. Thus most of its battles takes place by surprise. Continued in the People Puppets section.
  • Kick The Son Of A Bitch: No matter how you fight her, the final fight against her is such a satisfying case of this.
  • Making a Splash: Shocking Blue is made of water and attacks through such.
  • People Puppets: And when they’re surprised and their will is broken, Shocking Blue can control people.
  • Personality Powers: She can appear very sweet, but she's actually surprisingly racist against the Japanese. Her Stand can only ever do surprise attacks.
  • Playboy Bunny: How she appears.
  • Politically Incorrect Villain: Mariska is horribly racist against Japanese, comparing them to monkeys.
  • Say It with Hearts: How most of her sentences end.
  • Shout-Out: Her name comes from the lead singer of Shocking Blue which is also from where her stand's name is derived from.
  • Synchronization: Played With. Somewhat like Toshizaku Hazamada from Diamond is Unbreakable, destroying her Stand doesn't seem to harm her one bit, since her Stand is inhabiting the water rather than appearing as such.

Sweet Amber

A fanatical woman you meet in Edfu. Her stand is, fittingly named, Frantic, who controls pressure and allows even the softest touch to become crushing.
  • Crocodile Tears: She inflicts off guard through this.
  • Hell Is That Noise: She causes a grating noise that only gets more irritating to the player and their party member as they get closer to her. This makes them lose SP too.
  • Motor Mouth: She speaks so fast that her dialogue automatically proceeds regardless of whether you want it to or not.
  • Pressure Point: Her Stand's power turns her blows into causing actual stress. She can even blow herself up like this!
  • Shout-Out: Her name and her stand's name come from Metallica songs, Sweet Amber and Frantic.
  • Suicide Attack: If her health is low, she’ll simply give a gentle smile as she proceeds to blow herself up with her Stand; this also deals very high damage to you and your partner, most likely killing both of you.
  • Volleying Insults: Between herself and Kate in the Sanctuary should both be defeated, calling each other worthless to DIO's cause.
  • Voluntary Vampire Victim: Like so many of her fellows before her, she is a prostitute who went to DIO wanting to be his food. Unlike them, she manifested a Stand when pricked by the arrow.

The Scribe Ani

A scribe you can meet within Cairo after finding out DIO's mansion location, he can be encountered right below the hospital. His stand is Ptah.
  • Ascended Extra: He only appears in the light novel The Genesis of Universe. And though his role here is minor, he is still available for one useful function. That being...
  • Boss Rush: He summons all the Tarot themed stand users against you (save the main characters and DIO) in this fashion and in the order you faced them in.
  • Reality-Writing Book: Type 3. Ptah can cause historical events written within it to manifest in reality when Ani reads it to occur, but only one such manifestation can be present at a time.
  • Skippable Boss: You technically don't have to fight him, and even then you don't fight him proper, just the Stands he manifests.
  • Stalker without a Crush: He states he's been following the Joestar group's journey, which is most likely how he wrote of the various Stands they faced.

Absalom and Michal

An brother-sister assassin duo that work for DIO to attack the crusaders. Absalom's stand, Satanic Coupler, is an hellish and durable train, while Michal's stand, Dark Mirage, can create mirages and make them real. Only appears in Chaos Mode.
  • Adaptational Early Appearance: They appear earlier after both the 7th Stand User and Jotaro defeat Rubber Soul, where in The Genesis Of Universe, they appear after the Crusaders' confrontation with N'Doul.
  • Cool Train: Satanic Coupler.
  • "Get Back Here!" Boss: Satanic Coupler will retreat from battle every two turns. Fortunately, all damage taken by it will transfer to the next battle.
  • Lightning Bruiser: Satanic Coupler is fittingly fast, capable of enduring massive damage and charging an fully-leveled party and knocking them back in the first turn unless Pesci hooks Satanic Coupler.
  • Skippable Boss: Fighting them is completely optional and only possible in Chaos Mode, but defeating them will award an Badge of Honor.

    Characters from Other Parts of JoJo's Bizarre Adventure 

Robert E. O. Speedwagon

An Ogre Street thug who eventually became an oil baron in America, the ever intrusive Speedwagon appears in Calcutta if you got Stroheim as an ally.
  • Badass Normal: The majority of his skills are mostly using firearms, and his weapon is nothing but a mere sledgehammer.
  • Guest-Star Party Member: In Calcutta, the Submarine route, and in Aswan.
  • Leitmotif: Speedwagon.
  • The Load: AI-controlled Speedwagon in Aswan is this, as he can only use the default attack, can't harm Stands since his attacks are physical and randomly picks his targets, making him a liability against Freu and Vins as unless the Random Number God feels generous, at least half his attacks will be wasted trying to hit a Stand. He makes up for it with his large SP pool and healing skills, allowing players to use him as a free healer between battles.
  • Magikarp Power: Starts off as a low-level companion that gets killed easily, but by the time he's max level, he has over 900 HP and SP, has powerful firearm attacks, and is also capable of learning Ripple...
  • The Medic: He learns quite a few healing skills.
  • The Power of the Sun: Unlike in Phantom Blood, he can learn the Ripple here! This is likely because he's one of the dead risen by Steel, Berlin and Alicia and isn't in his original body.
  • Walking Armory: Most of his skills involve using various weapons you can find within the game. Among them include firearms, submachine guns, flamethrowers, and even a bazooka launcher!

Dire

One of the Ripple Masters from Part 1 who studied underneath Tonpetty. He can be found in this game within Aswan when you enter the ruins if you got Stroheim and Speedwagon as allies.
  • And This Is for...: In Joseph’s ending, he tells DIO his Thunder Cross Ripple attack is for William Zeppelli.
  • Guest-Star Party Member: When attacking the ruins filled with zombies in Aswan and during Joseph’s ending.
  • It Only Works Once: When he’s doing his Thunder Cross Ripple attack on DIO, the latter attempts to freeze him alive once more. But thanks to Speedwagon intervening with a molotov cocktail, he doesn’t get frozen over this time and the attack connects.

Rudolf Von Stroheim

A Nazi Cyborg from Part 2. He somehow appears at the Harbor, trying to call his old allies on how he appeared. With the right party member, you can make him into an ally, but you can kill him instead.
  • Batman Gambit: In Joseph's ending, he sets himself a story below Caesar with Ultraviolet Lasers ready because he knows DIO will come after Caesar first.
  • The Comically Serious: At Calcutta, if you visit him in an upstairs room of a souvenir shop, he'll remark that a tour guide pointed at him and said he was one of India's best comedians, to which he follows up remarking on a snake charmer crowd making too much noise. He shuts them up by shooting his machine gun at them.
  • Even Evil Has Standards: When hearing DJ Inc and Raul's plans in keeping the war going strong, having the Soldiers and Terrorists kill each other, he calls them bastards for knowing nothing of a soldier's pride.
  • Guest-Star Party Member: In the Submarine route along with Speedwagon if you rescued them both.
  • Insistent Terminology: Just like in Battle Tendency, Stroheim always defines himself as German and not once as a Nazi.
  • Instant Sedation: In the Submarine Route, his hands apparently come equipped with anesthetic gas and he uses it to knock out Alice.
  • Let Them Die Happy: Strangely inverted in the form of "Let Them Live Happy". Stroheim is distraught at the idea that he didn't die for his country if he's somehow still living now. But after talking it over with Joseph and the factor that he's just an Artificial Human made by Berlin and Alicia, he comes to the conclusion that he really did die for his country back in Stalingrad and was brought back to life now. Regardless, he's proud and willing to help the Joestars in their journey now.
  • Light 'em Up: Thanks to his Ultraviolet Lasers.
  • Skewed Priorities: When at a 7-11, he'll remark on how incredible commodities have been commercialized, then wonder why they aren't using this effort for military services.
  • Something Only They Would Say: In the Arabian mansion, he pulls something like this if you meet Sade, who he points out when she said "Don't shoot" when Hol Horse had the Emperor out means that she can see Stands and thus is a Stand user.

The Revived Ripple User

Caesar Zeppelli, a young man trained in using Hamon. He was originally in Part 2, but thanks to being brought back by Alicia and Berlin, he returns to Joseph’s side in his ending.
  • Badass Boast: His grand entrance in Joseph’s ending has this.
    Caesar: “You were yelling so loudly I couldn’t get a wink of rest! I came back from Hell to say my peace!"
  • Big Damn Heroes: He comes in Joseph’s ending to keep DIO’s knife from piercing his throat and joins in the ensuing battle.
  • Making a Splash: His attacks are water based.
  • Walking Spoiler: Their very existence is one because they only appear in one ending.
  • You Are Better Than You Think You Are: Towards Joseph in his ending, admonishing him for not being able to take down DIO and forgetting the harsh training they went through.

Wammu

One of the Pillar Men from Part 2. Can be fought as a Superboss in the Sanctuary.
  • Blow You Away: As per normal, he controls wind and uses it to horrid effect in his boss fight.
  • Borrowed Catchphrase: He borrows Joseph’s Battle Tendency catchphrase of guessing his opponent’s next line when you finish him.
    Wammu: “The next thing you’re going to say is, ‘But then! Wammu, you…!”
  • Life Drain: He can drain your health to heal his own.
  • Signature Move: Uses Holy Sandstorm and Gathering Gale.
  • Spirit Advisor: He apparently came BACK to the Sanctuary in order to bring back some of Joseph’s zest for battle. Even in death, he still holds a lot of respect for Joseph.
  • Superboss: Specifically if you have Joseph at level 40+ as your partner and you gaze into the orb in Sanctuary.
  • Worthy Opponent: Notes this of the old Joseph Joestar.
  • You Are Better Than You Think You Are: He tells Joseph that compared to Wammu, DIO is still just a vampire and can die like one. That and the fact that his beating Wammu means he can definitely beat DIO.

Kars

One of the Pillar Men from Part 2. Can be fought as a Superboss in the Sanctuary and the Rolling Stones Maze.
  • It's Personal: Bring Joseph to the fight against Kars and you'll get some altered dialogue.
  • Rare Random Drop: Ultimate Kars has a chance to drop the Red Stone of Aja, which you need for a Guide Dang It! Side Quest.
  • Signature Move: His Light Blades attack.
  • Superboss: Two versions, you fight regular Kars the first time through the game and Ultimate Kars on subsequent playthroughs in the Sanctuary. You can fight regular Kars again if you find him in the Rolling Stones Maze.

The Morioh Killer

Yoshikage Kira, the villain of Part 4, a Serial Killer who wants to live a peaceful life and take out those who are a threat to that. If the Protagonist puts his name into the Bizarre Memo at the start of the game, then he sees them as a threat and tries to eliminate them with his Stand, Killer Queen and Sheer Heart Attack.
  • Adaptational Badass: In Part 4, Kira was only able to have one of his bombs active at a time. Here, he has Sheer Heart Attack active and is still able to fight directly with Killer Queen.
  • Dual Boss: Somewhat played straight, as both Killer Queen and Sheer Heart Attack are going after you and your partner.
  • He Knows Too Much: He pulled this on Steel, whom he killed prior to the start of the game. He also attempts to pull this on you if you write his name in the Bizarre Memo.
  • Reset Button: His Bites the Dust can reset the in-game clock to day 1. Of course, you need to beat him first to force him to use it.
  • Screw This, I'm Outta Here: When you defeat him, he’ll use Bites the Dust to go back in time and avoid you.
  • Superboss: One that you can find in the beginning of the game! Just go into the closed-down house next door to the Kujos, find the Bizarre Memo within, put down "Kira" in it, and then check it. Oh, you might want to be high-leveled before you try the last part.

The Undying Mob Boss

Diavolo, the villain of Part 5. Once The Don of the Passione Mafia in Italy, he was killed by Gold Experience Requiem. But due to Gold Experience Requiem's power of No-Sell, it nullified his death and sends him back to the point right before he dies but never passing on. He appears from the second playthrough and up wandering areas where the Stardust Crusaders will go to.
  • Affably Evil: Not him, but his Stand, King Crimson. If you have King Crimson mode on to skip scenes, whenever he can do so, King Crimson will ask the player politely if they want to skip it.
  • Damage-Sponge Boss: 3500 HP is some of the highest of any enemy in the game. Outside of a couple of optional superbosses, the only enemy in the game with more health than him is Dio himself.
  • Downer Ending: In Polnareff's ending, he's hunting down both the protagonist and Polnareff, so he's guaranteed to harm them both.
    • Not to mention that Diavolo himself is stuck in a death loop from which there's no escape for him save potentially through another Stand power. He's also possibly been through them so much that it's driven him mad to the point that the first thing he says when you talk to him is "STAY BAAAACK!"
  • Fate Worse than Death: As is his final fate, he's apparently death looping through the times the Stardust Crusaders were active. You can be the cause for several of his deaths if you want.
  • Foreshadowing: The fact that he's present during the events of Stardust Crusaders in his eternal death loop from the end of Golden Wind roughly 13 years later hints that you're in a recursion of time created by Made In Heaven. Then again, since he always appears in New Game Plus, you already know about that.
  • Four Is Death: He always gives 4444 gold and experience.
  • Kick The Son Of A Bitch: In any other game, killing a screaming panicked man for money and experience would be pure cruelty. Considering Diavolo is a cruel Mafia boss who wanted to murder his own daughter in order to preserve his own identity, here you're entirely justified in doing so.
  • Metal Slime: If you don't know the layout of each area, it can be pretty tough to find Diavolo on your first New Game Plus, and he has high enough stats that fighting him at lower levels (or while alone) can be a huge hassle. That's not even counting the fact that he has a good chance of running away on any given turn (although this can be exploited since he only does it at mid-range) and a few ways to inflict accuracy-lowering statuses to give him even more chances to do it. That being said, however, his experience payout is almost completely unmatched, only being topped by Twin Blades Polnareff, Dio, King Joey, and a few of the enemies in the Scribe Ani's Boss Rush, and he also drops more money than any enemy other than Dio, King Joey, and Vins.
  • Recurring Boss: Though he's optional, this is played literally.
  • Screw This, I'm Outta Here: He has a chance of running away from you if his health is low enough. Not to mention if you beat him in your current map, walk to another area, and then return to find him respawned, he'll try to run away on the first turn.
  • Superboss: You only fight against him when you interact with him and select "no" when he screams at you to stay away.
  • Stealth Pun: His status as a recurring boss? He's stuck in a recurring death loop, never to escape it. The factor that he also gives a lot of money and experience can also be seen as a reference towards his circumstances thanks to Gold Experience Requiem.
  • The Many Deaths of You: Played with. When you find him in most stages, he's either hiding somewhere or there's already a blood splatter near him, indicating he's close to dying again. At some points, he's even surrounded by Wisps or Zombies. Heck, you can even find him at multiple points in West Bengal, mainly in the rundown towns or even in the Radio Tower floors, implying that he's dying multiple times thanks to the ongoing war.
  • Took a Level in Badass: In Chaos Mode, he's able to overcome the power of Golden Experience Requiem and is much stronger, with more hit points, better stats, and his ability to erase time restored. His manic, terrified personality from his death loops is completely gone and his manner is closer to how it was at the height of his power in Golden Wind, as well.
  • Video Game Cruelty Potential: Given he's stuck in his death loops, even talking to him has him saying the last thing he's said in Golden Wind, which is "STAY BAAACK!". You can either say yes and leave him be... or fight and potentially kill him for lots of gold and experience. Downplayed as he deserves every death you inflict on him.

Pesci

Prosciutto's partner in crime who gets hooked up (no pun intended) with an confrontation with Absalom and Michal. His stand is Beach Boy.
  • Guest-Star Party Member: Temporarily joins up with the 7th Stand User, Jotaro and Polnareff to stop Absalom and Michal from having Satanic Coupler sending them to hell.
  • Rod And Reel Repurposed: Beach Boy is capable to hooking on to various people, which in gameplay prevents Satanic Coupler from getting the jump on the party.

    Original Characters to 7th Stand User 

Steel

A man who the protagonist interacts with via the radio item throughout the game and gets them into the plot. His Stand is Dan Penn, which allows him to copy the memories of people.
  • Bilingual Bonus: "Dan Penn" sounds like "danpen", which means "fragment" in Japanese. Fitting for someone who can copy fragments of people's memories.
  • But Now I Must Go: In most of the endings, defeating Vins results in him returning to his original timeline and saying goodbye to the protagonist.
  • But Thou Must!: He's the one responsible for throwing you into the plot of the Stardust Crusaders.
  • Dead All Along: Kind of obvious considering it's one of the first things he mentions, but he was killed off before the beginning of the game by Yoshikage Kira. His house is practically next door to yours to boot.
  • Dropped a Bridge on Him: In the betrayal ending, the protagonist destroys the radio after siding with DIO, thus killing him.
  • Et Tu, Brute?: If you go for the Betrayal Ending, he'll beg you to reconsider. Cue the protagonist smashing the Radio and thus ending his "life".
  • The Faceless: His face is never shown and is only contacted through the radio.
  • Gone Horribly Right: Steel is the one who gets you involved in the plot to stop Jotaro from reading DIO's diary and learning about the Path to Heaven. If you go for the Betrayal and/or Mad World ending, he succeeded in the worst way possible.
  • He Knows Too Much: Presumably, this is why Yoshikage Kira murdered him before the events of the game, as his stand Dan Penn could've easily discovered his identity.
  • Living Memory: He calls himself this, as his Dan Penn specifically allows transfer of memories and he's intelligent enough to react to twists of fate such as the 7th Stand User going to fetch a submarine for the others.
  • Memory Jar: The radio serves as this for him.
  • Mr. Exposition: Guides the player throughout the story when Joseph or Avdol is not there to fill the role.
  • Past-Life Memories: How he aids in remaking the Ripple Warriors. Once Berlin has recreated their bodies and Alicia's made their souls, Steel's Dan Penn can draw forth the memories from the souls. The end point results in something like resurrection but more akin to cloning. This is also how he became aware of how the world had changed by drawing the memories of his past world self from his soul.
  • Set Right What Once Went Wrong: The real reason for Steel leading the protagonist to Egypt is to destroy Dio's Diary and prevent Jotaro from remembering the instructions to The Path of Heaven and ultimately prevent most of Part 6.
  • Shout-Out: His Stand is a reference to American singer Dan Penn.
  • Transferable Memory: The full power of his stand, Dan Penn.

Alicia

A little girl who is really a full grown woman in a girl's body. Her Stand is Element of Freedom which drains the life force of living things her will-o'-the-wisps touch and transfer it to herself or someone else.
  • But Now I Must Go: In most of the endings, defeating Vins results in her returning to her original timeline and saying goodbye to the protagonist.
  • Cruel and Unusual Death: Like Berlin below, she died in this universe the same grisly fashion he did, being his lover. Ultimately subverted, though, since she's supposed to survive in the original universe.
  • Fire, Ice, Lightning: The various wisps in game correspond or attack using the various elements they're associated with. In order, they're Burns, Freezes, and Sparks. There's also three other variants simply called Spirits, Bombs and Overdrives.
  • Girlish Pigtails: Sport a pair of pigtails to show her child-like appearance.
  • Guest-Star Party Member: If the player chooses to, which is required to get the Unrest/Succession ending.
  • Heroic Self-Deprecation: Even though she's on the side of the good guys, she bemoans the fact that she cannot control her Stand, which sucks away people's lives and fuels hers. Granted, she's somewhat justified because of her Power Incontinence.
  • Improbable Weapon User: Her weapon according to the game's data and her official artwork is a broomstick, which is how her stand appears to be.
  • Lethal Joke Character: Alicia and Berlin, are not fit for combat in anyway, making them The Load in the Boss Rush towards the Unrest/Succession ending. But Alicia's Steal Soul skill not only heals her and keeps her on her feet through the Boss Rush, but it has a chance of a One-Hit Kill, making the soul collecting process a bit easier. She can also automatically revive herself if she gets killed, but it consumes one of the souls you have collected.
  • Life Drinker: Her Stand's power eats the life force of others, which she can use to breathe life into Berlin's homunculi to create Artificial Humans. She can also use this power to resurrect herself, extend her own life, or even inhabit another person's body and kick out the original inhabitant.
  • Manipulative Bastard: In the end game room, she says she's not really good or evil and that she was just trying to manipulate the 7th Stand User to change fate.
  • Mook Maker: She's somewhat responsible for making the will-o'-the-wisp enemies you see in game (but in a roundabout way, they're made from the life energies of the enemy Stand users who will said wisps into existence), see Power Incontinence.
  • Necromancer: Revives the Ripple Warriors so they can become recruitable allies.
  • Older Than She Looks: Has the appearance of a young girl, but is actually an adult woman.
  • Power Incontinence: The aforementioned Life Drinker power is kinda constantly "on" for her and she doesn't know how to shut it "off", hence she doesn't have complete control over her powers. People whose lives get drained by her power can also will more of the wisp enemies you fight in game into existence. Somewhat subverted in the Unrest/Succession endings if you take her with you to get evil souls, as she's trying to actively control it, and people are actively calling up the evil souls.
  • Shout-Out: Her name is derived from Alicia Keys while her stand's name is derived from an album of hers called Element of Freedom.

Berlin

A Speedwagon foundation surveyor who has the Stand Living Things able to create copies of the bodies of dead people.
  • Always with You: What he says to Alicia as they're returning to their original time. Cue the waterworks.
  • Ascended Extra: He's one of the two Surveyors in Golden Wind, Volume 59, Page 156, aka the 6th page in Pronto! On the Line Part 2 who died from the spiritual strain of being incapable of controlling a Stand.
  • But Now I Must Go: In most of the endings, defeating Vins results in him returning to his original timeline and saying goodbye to the protagonist.
  • Cruel and Unusual Death: Not within this game, but rather his source material. He, as well as a fellow surveyor, had died of the spiritual strain from their Stands, which had formed tumors all over their bodies.
  • Death Is the Only Option: If Vins is defeated, then when things go back to normal, he's always doomed to die at Cape York.
  • Guest-Star Party Member: If the player chooses to, which is required to get the Unrest/Succession ending.
  • Lovecraftian Superpower: His Stand, Living Things, can overwrite the 'data' of an organism's physical traits. Ergo, he could potentially mess with people's body structures and/or make clones of people, but the effects are purely physical.
  • Mistaken for Pedophile: In the Debug Room, you have the chance to call him out on how Alicia possessing the body of a little girl makes him look like a pedophile. He's not amused.
  • The Mole: A subverted and rather benign version, but he's first introduced as a Speedwagon Foundation Employee keeping an eye on the Joestar Group to ensure they reach Egypt.
  • Our Homunculi Are Different: His Stand can create them, specifically copies of long dead people.
  • Shout-Out: His name is a reference to the Berlin brothers and his Stand a reference to the band they founded, Living Things.
  • You Are Better Than You Think You Are: Mainly towards Alicia when it comes to her Heroic Self-Deprecation and Power Incontinence.

Rainbow

A fortune teller who has taken her business up to Japan in the Arcade, determined to rid the world of Stand users (allegedly). She (unknowingly) has the Stand Bent Out Of Shape, allowing her to hypnotize her clients to control them and make them believe her predictions are right.
  • The Alcoholic: Is noted to be used to alcohol due to working at a bar.
  • Arrogant Kung-Fu Guy: She believes herself to be a master hypnotist when she's really an amateur and her Stand is doing most of the heavy lifting, but she is good in martial arts and uses them on you in her fight.
  • Big Eater: Will be found stuffing her face in restaurants after you recruit her. Getting her ending even requires you to feed her continuously!
  • Blackmail: As the Debug room reveals, she's turned to this to make money because Joey apparently forgot to take her with him, hence why you don't see her after Japan.
  • Boomerang Bigot: Hates stand users even though she is one (albeit unknowingly).
  • Clark Kent Outfit: Her outfit hides a firm, muscular body.
  • Characterization Marches On: She originally had at least some awareness of what Fortune Telling even is, since getting the Eerie Tarot Card makes her mistankenly believe the protagonist is the Stand user causing trouble. In Chaos Mode she has an event with Avdol in Fishing Village where he asks her how she does her own Fortune Telling, and she doesn't know about Tarot Cards, Astrology, and when she claims she uses her Crystal Ball, she says she just imagines something and tells their clients, which's always for personal gain.
  • Defeat Means Friendship: In Chaos Mode, after defeating her, you have the option to recruit her as a party member.
  • Fortune Teller: What she does at the Arcade pre-reveal of her true nature. Bringing her the Eerie Tarot Card, which is a random drop from Delinquents in Japan, is what sets her against you.
  • Greed: Played for Laughs. In Chaos mode she can have an event in Fishing Village where she says Joseph will eventually have problems because he has money and tells him he should give his wallet to her, an obvious attempt to get his money. She even charges more than the Fortune Teller who's usually there (500G, while the other one charges 300G).
  • Guest-Star Party Member: Becomes this if you recruit her, but only on three occasions. Most of the time, she just acts like an NPC.
  • Heavy Sleeper: She can be found sleeping in Fortune's ship, despite the ship itself and a bunch of insect Stands flying around and attacking everyone.
  • Jerkass to One: Inverted. The only character she treats with respect is Joseph, since she speaks with a more polite tone, likely because he's banking the whole trip. But it's noticeable that she can help Joseph during his battle against Empress, when she generally doesn't help in any boss fight. In fact, defeating Empress with her in the party is even the only way to raise her FP by that point, which is noticeable because it's one of the few times FP is raised when the protagonist isn't involved at all. That being said she still tries to be slimy around him and get more money from him. She also has one interaction with the runaway girl where protagonist notes she's friendly with her.
  • Mind Manipulation: She's a fortuneteller who uses hypnotism to make her predictions come "true" and keep her clientele coming back.
  • Out of Focus: In Chaos mode she can travel alongside the other characters, but has very few scenes and dialogues, and even when she logically could be there to help out in a boss fight (Like Wheel of Fortune), she mostly doesn't.
  • Pretty Freeloaders: If you managed to recruit her in the Chaos Mode, she becomes one in some of the endings, lazing about in your house and doing nothing but demanding food.
  • Shout-Out: To the band Rainbow, and her stand is named after their 11th album Bent Out of Shape.
  • Starter Villain: The first optional boss in the game and certainly the easiest.
  • Sweet Tooth: While already a Big Eater, her preferences are sweet things.
  • Psychopathic Manchild: Not her, but it's the result of her powers on people, since her Stand manipulates the part of the brain that governs inhibition.

Utah

A natural born Stand user who wanders the world for adventure. When he's strapped for cash, he goes around as a bouncer for hire. He uses the Stand Saints.
  • And Then John Was a Zombie: His fate if you fight him in the Harbor and see him at Singapore.
    • Luckily, averted in Chaos Mode if you save him.
  • Anger Born of Worry: If the sicky Player Character fainted with him in the party, he'll scold them for pushing themselves too far.
  • Blow You Away: Saints' main form of attack.
  • Combo Platter Powers
  • Curiosity Killed the Cast: His curiosity leads him to find out Vins' true intentions in Singapore if you fight him at the harbor. Sadly, that leads to his demise and zombification.
  • Dark Is Not Evil: Despite wearing black and even having black sclerae similar to Polpo or Risotto, he is one of the nicest people that you fight.
  • Defeat Means Friendship: Defeating him at Hong Kong earns his friendship for some upcoming events in the game.
    • In Chaos Mode, after defeating him initially, there is a random chance he will assist you in battling lesser enemies in Hong Kong.
  • Defiant to the End: Even as a Zombie, he still seems to have some level of sentience left and he uses it to warn you about the Slaves To Fate.
  • Graceful Loser: Though he at first is a bit sore when you beat him at the Harbor, he proceeds to brush it off and compliment you for being an excellent Stand user.
  • Guest-Star Party Member: In addition to assisting you in Chaos Mode, if his HP or SP falls below a certain limit, he'll also join your party throughout your stay in Hong Kong.
  • Healing Hands: In addition to healing your party and dispelling status effects, you can also have Saints heal an injured man and a hyperventilating man.
  • Light 'em Up: Saints can do this to blind you.
  • Light Is Good: His Stand, Saints, can emit light to create a protective field, blinding opponents and healing wounds. Not to mention Utah is a good person and perhaps the ONLY person you can fight in-game who doesn't cause a game over if he beats you.
  • Mind Manipulation: Can use this to inflict Berserk or Confuse on enemies.
  • Mr. Exposition: He reveals ideas on how the protagonist can fight against other Stand, as well as explaining the weaknesses of his own Stand as an example.
  • Ninja: He dresses like one.
  • Our Angels Are Different: His Stand's appearance is angelic.
  • Shout-Out: Him and his stand's names come from Utah Saints.
  • Take Up My Sword: Subverted in that he doesn't die, but if you fought him at Singapore, didn't fight him at the Harbor, and make it to Edfu at or before Day 22 after beating the game three times, you can fight him once more there. If you don't have too much Bad Karma, you can get a rusty sword if you win. This is essential for beginning a Guide Dang It! quest.
  • Undying Loyalty: He has hard working and reliability as two of his traits. He also shows this to the protagonist if you beat him. So undying that he gets killed trying to warn the protagonist, retains some sentience even as a zombie, and even in Sanctuary he still warns you to beware the Slaves to Fate.

The 7th Stand User's family

A regular family composed of a salaryman, a housewife, and a little sister. In Chaos mode they can change into different people, causing different early interactions and also changes a few of the protagonist's lines during the adventure, or may have died before the game's events, or only the parents died and protagonist lives with their little sister.
  • 13IsUnlucky: Dissonance event happens only when the Chaos number is 13.
  • Abusive Parents: In Dissonance, it's more like abusive family. All all the parents' and the older sister's interaction's with protagonist show they don't care about the protagonist.
  • Bit Character: They don't have much of a role, or even lines. The father has the least amount of lines, the sister has a few more since she gets annoyed if protagonist goes on her room and takes anything from there, and the mother is worried but supportive. While the mother is secretly a Zeppeli and hides this fact from protagonist, she's still just an extra.
  • Badass Family: This is implied with Strange Family, as they seem to actively train with the Ripple, since getting this event will cause protagonist to start with Ripple Breathing and Ripple Rush.
  • Bait-and-Switch: After talking with the mother after protagonist decides to go to Egypt with everyone, she makes a few comments where she tells the protagonist to take care of themselves and gives some medicine, and talking with her again only has her repeat her "I'm not sure where you're headed or what you're planning on doing... but take care of yourself." line. If you talk with her when wearing the Bunny Suit, she'll say the same things, but talk with her again and she'll say "I'm not sure where you're headed or what you're planning on doing... but please change before you do it."
  • Composite Character: In a Parent-less Household, the sister will give the protagonist 1000G like the father does in a regular playthrough, and will give some Oitment like the mother does.
  • Continuity Snarl: In the Developer's Room, Caesar mentions that one of his brother's kids settle with a woman in Japan, and wonders if the Joestars and Zeppelis are always meant to fight vampires. If protagonist died and went to Dream World, their mother will sense their death and has a line saying she felt the same thing when her uncle disappeared, so Caesar's line indicates the mother is Caesar's great niece, but the mother only calls him "uncle". Caesar's line could also be interpreted as the father being the son of Caesar's brother who settle with a woman, which still causes this snarl...
  • Death Glare: Strange Family mother gives one of these if a female protagonist is wearing a Bunny Suit.
    (The look in Mom's eyes... It's like I'm worse than trash... That cold, cruel glare...)
  • Family Extermination: They can all be killed in a random event from Chaos mode. There is a way to rescue them later though... Unless it's the Dissonance family, then even when given a chance to save them, protagonist won't.
  • Flanderization: The family being part of Zeppeli was originally a well kept secret, with the game never stating it directly but giving a few hints. Then came Chaos mode where the mother in Destiny of Zeppeli event will talk about her bloodline's fate and gives a Secret Book that teaches Riplle Breathing but still doesn't say directly they're part of the Zeppeli bloodline, and it gets exaggerated with Strange Family where the entire family are Ripple Warriors who look like another Ripple using character from the manga.
  • Good Parents: Dissonance aside, this is their default characterization. Even if a female protagonist is walking around in a Bunny Suit, all they do insist for her to change her clothes. The worst thing they do is scold protagonist after the adventure and not give him an allowance for an year, but this is because the protagonist themselves never talked with them for months.
  • Guide Dang It!: The Dream World itself is already one, since you have to die at the final boss after beating the game a few times and going to a new door that shows up in the Sanctuary. On top of that, the father, sister and mother can be there in specific days where they make a few comments about either everyday stuff, or grieving over the protagonist's deathnote .
  • Hate Sink: Dissonance family are this. In every line they have they're either being abusing the protagonist or not caring about him. Not even their lines after the protagonist dies and checks them out in Dream World they have anything but contempt for protagonist, establishing them as Jerk with a Heart of Jerk and nothing else.
    Dad: "Litle shit. saying how they don't owe me for raising them, then hiding off in the shadows!"
    Mom: "I don't know where that idiot is going. At least the insurance payout will be good."
    Sis: "If they're gone, who cares if I take all the stuff in their room? *Giggle*"
  • Identical Stranger: Strange Family makes all of them identical to another Jojo character. The father looks like William A. Zeppeli, the mother looks like Lisa Lisa, and the brother looks like Caesar. In Joey's warehouse in Karachi, he makes dolls based on the protagonist's appearance, and if you bring Joseph there, he comments on their similarities.
  • It's All My Fault: This is one of her lines if the protagonist died against the final boss and talked with her in Dream World, where she's blaming herself and her family's bloodline for the protagonist's death.
    Mom: "It was my fault... All my fault..."
  • Minor Major Character: The mother is a Zeppeli, possibly trains with the Ripple and is aware of her bloodline's fate of dying in adventures. Despite this she doesn't play a role in the game, with the most she does is being kidnapped with the rest of her family in a Chaos mode event.
  • Multiple-Choice Past: This is averted in a regular playthrough, where they're static about who they are. Played straight with Chaos mode, where it has events that changes them into different people. Those are Dissonancenote , Strange Familynote , and Destiny of Zeppelinote . They're also may be all dead if Orphan is activated, or have dead parents but a still living little sister in Parent-less Household.
  • Older Than They Look: In Dream World the mother has a few lines where she senses that protagonist died, and in one of them she says she felt the same when her uncle disappeared. Considering she's talking about Caesar, this means she was a kid all the way back in Battle Tendency, making her over 50 years old in Stardust Crusaders. Considering she's aware of her bloodline and in Destiny of Zeppeli event she gives the protagonist a Secret Book that teaches Ripple Breathing, she very likely used it to keep an youthful appearance.
  • Secret-Keeper: The mother is a Zeppeli, and she never even hints at this in a regular playthrough. She only talks about it if you are in day 48 or above, get killed by the final boss during a fourth playthrough and beyond, go to Dream World, and talk with her there. In Chaos mode she can be slightly more open about this with both the Destiny of Zeppeli and Strange Family events, but even then she never talks about it in detail and dodges the question if protagonist asks about it.
  • Wham Line: Dying to the final boss and talking with the mother in Dream World, she'll mention her bloodline is cursed, that she senses the protagonist died and that before she sensed something like it when her uncle disappeared. These lines combined with Caesar's comment in the Developer's Room where he mentions a relative settled in Japan, and the protagonist themselves can easily learn the Ripple, all but state the mother is a Zeppeli, she's Caesar's niece, and she's aware of their fate. Before Chaos mode came along and added more direct confirmations, her lines in Dream World were the only hints she's where the protagonist's Zeppeli lineage comes from.
    "Cruel is the fate of my blood..."
    "...My bloodline... may have brought my child to ruin..."
    "I've felt this before... When my uncle disappeared, I also..."

Emilio

An antisocial and paranoid businessman in the Harbor who, after being pricked by the arrow, received the Stand Chicken Shack.
  • Blow You Away: His stand can manipulate the air.
  • Drunk with Power: Absolutely. The first thing he does after discovering his Stand is to go on a rampage!
  • "Get Back Here!" Boss: When you initially find him behind the pillar, he simply runs away. You need to catch him at least three times, and each time he's caught he only gets faster.
  • Horse of a Different Color: Played with. His Stand turns a chicken into a gigantic beast, but the transformation only remains so long as Emilio is in contact with it. As such, he accomplishes this by riding Chicken Shack and he does so to flee from you.
  • Motive Rant: He’s behind quite a few killings, and rants about it being people who’ve looked down on him and mocked him.
  • Never My Fault
  • Playing the Victim Card: He honestly states that he's a victim, even though he's responsible for harm and murder towards people.
  • Shout-Out: His Stand is a reference to the British blues band Chicken Shack.
  • Status Effects: Chicken Shack can deal out off guard, poison, and/or fear.

Heymama

A strange tree native to Calcutta that is over 300 years old, has no leaves, and yet bears fruit. The fruit acts as a vessel for its Stand, Black-Eyed Peas.
  • Forbidden Fruit: Eating its fruit makes you a target for its Stand, a lizard-like being that sucks out moisture.
  • Making a Splash: Black-Eyed Peas can suck out moisture from a person's body, and can spit it back at them as highly-pressurized water.
  • Shout-Out: The tree's Stand is a reference to the music group Black Eyed Peas, and the tree's name a reference to one of their songs called Hey Mama.

Henning

A mechanic living in Varanasi who was hit by the Stand Arrow and unknowingly has the Stand Metalium.
  • Art Initiates Life: His Stand forms from any machinery he draws as blueprints, which then come to life. However, if one destroys his blueprints, then any copies of the machines he's made automatically get destroyed.
  • Belated Injury Realization: He was so absorbed in his work that he didn't even notice being pierced by the Stand arrow!
  • Berserk Button: Messing with his blueprints.
  • Personality Powers: His passion for creating miniature tanks and helicopters is what gives form to his Stand.
  • Power Incontinence: He creates his stand from his blueprints, which he’s very unaware of! At least until you fight him, during which this becomes a Subverted Trope and he learns to control it.
  • Shout-Out: His Stand is a reference to power metal band Metalium, his name a reference to the band's vocalist Henning Basse.
  • The Swarm: His Stand takes the form of many tanks and helicopters.

Deviant

A natural-born Stand user who possesses the stand Inner Days. Not much else is known about him.
  • Time Master: In practice, he has the ability to turn back the in-game clock and give Holly an extra 10 days to live (though given that he doesn't show up until Day 48, it's kind of too little too late unless you've already made it to Cairo). In-universe, Inner Days's ability is to postpone events, so while it doesn't affect time for the rest of the world it affects it for a given event.

    Slaves To Fate 

The Slaves To Fate In General

  • Barred from the Afterlife: Like with most of DIO's minions, most of them are also stuck in the Sanctuary upon death. Unlike DIO's minions, most of the slaves don't suffer from Never My Fault and more bemoan how they died, how they lived and in their true leaders' cases have even found peace in death.
  • Dystopia Justifies the Means: Their stated goals are to cause unrest in a world complacent with peace.
  • Revenge Before Reason: They've planned to use their powers to get revenge on society....thankfully for society, their organizational skills are extremely poor, hence how they haven't gotten much of anything done.
  • Terrorists Without a Cause: They're just a coalition of Stand Users who are generally unhappy with the state of the world and use their powers for acts of terror.
  • Traumatic Superpower Awakening: They were stated to have some of their Stands or powers appear during traumatic times, such as losing a loved one or through a betrayal of trust.

Vins

A mysterious fortune teller who is antagonizing the protagonist for unknown reasons, lest you go more into the story. Her stand is Hanoi Rocks. Her true name is Mrs. Bluemarine, the adoptive mother of Weather Report/Wes Bluemarine from Stone Ocean.
  • Anti-Villain: While Vins has done some truly horrific things (Such as turning many innocent people into zombies and stealing a newborn child from his parents), her motivations come across as very humane. All she really wanted in her life was a child, and if Weather Report's rage was anything to go by, she was indeed a good mother. Not to mention that she does try to help the Joestars kill DIO and a rogue protagonist in the Betrayal and Mad World endings (albeit for her own selfish reasons.)
  • Ascended Extra: Vins is Mrs. Bluemarine, the adoptive mother of Weather Report, having survived the burning of her home by finding a Stone Mask under the floorboards and turning herself into a vampire.
  • Bad Boss: Though not exactly the boss of the Slaves To Fate, she does manipulate, kill and throw away many of her supposed comrades.
  • The Bad Guy Wins: If you lose in the boss battle against her. And also in the sacrifice ending, while she and the protagonist die, the crusaders still find DIO's diary and read it, fulfilling her goal (Although her being dead means she can't prevent Wes from getting amnesia in the next loop). She will also win in endings where you get less than 30FP, since she kills Alicia and Berlin before they can destroy the Path to Heaven.
  • Because Destiny Says So: Is a believer in this. It's also the power of Hanoi Rocks. If she sees something when in her "observer" position, the events she witnessed are set in stone in reality, she can't change the result once it's occurred. Once she loses her "observer" position, events can change. Her ultimate goal is to make sure that, for every time loop that occurs due to Made In Heaven's power, Jotaro will always read DIO's diary and ensure Pucci can access his memories to make the Path To Heaven a reality so she can save her stillborn son (the one she swapped with Weather Report) by turning it into a vampire. Something the 7th user threatens due to their status as a wildcard of fate.
  • Bond Villain Stupidity:
    • In Aswan she decided to explain to the protagonist the temple is going down, instead of being quiet about it.
    • Any regular ending where the player got 30FP or more, she'll take her time explaining who she is to Alicia and Berlin, even though by that point she really should kill them as fast as possible since they have the Path to Heaven, and she talks with them long enough for the protagonist to follow her trail, listen to her talk, get inside the room, fight and kill her. Weirdly enough, in any ending where the player got less than 30FP (Aside from the ones where you join Dio), she just kills them right away.
  • Borrowed Catchphrase: In the Betrayal and Mad World endings, she borrows Avdol's phrase of "YES! I AM!" when she appears to help the Joestars. It also helps that her occupation, aside from general terrorism, is that she's a fortune teller.
  • The Comically Serious: For the most part she's a serious character with no jokes around her, but in the Developer's Room after beating the game around 10 times, if the player starts a conversation but stops it, she has a few lines that makes her rivalry with protagonist sound rather pety. She also has a line indicating she's drunk, and she also walks around at random to indicate that, when she usually doesn't move.
    Vins:"Is that so? Hey barkeep! I'll have another!"
    Vins:"I wonder if I'll ever tier of spoiling your fun..."
  • Continuity Snarl: The game offers two different explanations why her face looks different from her previous self as Ms. Bluemarine. In the Developer's Room she mentions she did plastic surgery to change it, while her extended background story from the Debug Room mentions she used her body's regenerative ability to change it.
  • Cool Sword: Her Stand, Hanoi Rocks, wields a rather deadly sword.
  • Contrasting Sequel Antagonist:
    • Interestingly enough, she follows the trend in JoJo and her contrast is with DIO. Whereas DIO was content sitting back and having his assassins go after the Joestars and trying to eliminate the Joestars in general, Vins tends to try to go after the protagonist herself and only to kill the protagonist. Whereas DIO uses capable and dangerous Stand Users, Vins opts for throwing as many zombies as she possibly can, her using quantity over DIO's quality. This even contrasts with Part 1 Dio where he had plenty of zombies, but still got stronger ones like Jack the Ripper, Brufford and Tarkus, meanwhile Vins only ever has mook zombies and nothing else. Not to mention while DIO is willing to manipulate his allies that are useful to him and milking them for what they're worth, Vins opts for killing them whenever she pleases. DIO also generally fights alone, never even considering to fight the Joestars alongside his own Stand Users, while Vins prefers to fight with zombies backing her up. Finally, their goals are almost entire opposites. While DIO wants to make the world into his ideal heaven so he can control his fate, Vins wants to force the world to follow fate so she can save her stillborn baby.
    • She also contrasts with Pucci, not only they both also have centaurian Stands, they also want to make sure fate is followed. But while Pucci legit believes that humanity following their fates will make them happy, Vins only wants fate to be followed to an extent for her self-interest. They both also contrast in what they want with the universal resets caused by Made in Heaven's loops. Pucci uses the loops so everyone knows what fate has in store for their own future, while Vins wants the loops to be used so she can go back to the past and change her own fate, to either save her stillborn baby and/or prevent Wes from losing his memories. Killing them also "fixes" the warped world they created. When Pucci was killed by Emporio in the new world before Pucci got his Made in Heaven stand, the paradox created a new universe where everyone who was killed came back. Killing Vins and burning the Path to Heaven does something similar with Alicia, Berlin and Steel all being sent back, since the world was created because her power to leave the universe to observe events, and Made in Heaven requiring everyone to be there, created a "glitch" and caused non-stop loops until the player became the new observer and she was kicked back inside the univer. There's also the irony of Pucci wanting Joestars to die so they stop changing fate, while Vins wants them to live so Jotaro can fulfill his fate of reading the Path to Heaven.
  • Difficulty Spike: The first battle against her in Singapore can be this in Chaos mode. In a normal playthrough she'll be just another optional boss for you to fight, but in Chaos mode, if you prevent her from killing Utah, she'll suddenly be far tougher than her other boss fight in that area, any boss in that area and a bunch of bosses from the next ones, which even includes her next boss fight in Aswan, which is pretty late in the game. This is likely because you can only trigger this battle in New Game Plus since you need to have beaten the game at least once to unlock Chaos mode, but if you reset the levels on a Chaos mode playthrough she may be impossible to beat without some serious grinding.
  • Duel Boss: In most of the endings, the protagonist fights her alone. Although this can be averted: If your level is under 40 then Berlin will join after a few turns, and if you're fighting her in an attempt at doing the Succession ending, then Berlin and Alicia will be there too.
  • Even Evil Has Loved Ones: Her modus operandi is ensuring Part 6 happens so she can save her stillborn baby, Wes Submarine, aka the baby who was switched at birth with Weather Report when Pucci uses Made in Heaven.
  • Foreshadowing: Loads of foreshadowing in the game involves her.
    • Singapore is the first city you find zombies roaming about as well as your first (and optional) encounter with Vins. This is not a coincidence.
    • All of your fights with Vins are in a shady area away from the light. She can't be in direct daylight because she's a vampire.
    • Her Stand, Hanoi Rocks, appears somewhat centaurian in terms of appearance. Kind of like Made in Heaven. This implies which part she has to do with or is involved with making happen.
  • Foil:
    • Ironically, Weather Report is her foil despite being her adoptive son. Weather Report is loyal and compassionate, whereas Vins has a tendency to betray her comrades and is cold and ruthless. Weather Report tried to commit suicide, Vins struggled to survive using a stone mask and feeds upon the suicidal. Weather Report's greatest power involves light, Vins is weak to light. Weather Report is driven by a hatred for his biological family, Vins is driven by her love for her biological son.
    • Rainbow's expanded characterization from Chaos mode shows Vins is one to her. Both are fraud Fortune Tellers who only uses their clients for their own self interests, have a Hidden Buxom, and don't like perverts. What makes Vins nasty compared to Rainbow is that Rainbow frauds her clients for monetary gain and accidentally hypnotizes them with her Stand powers, while Vins uses her Fortune Telling to feed on suicidals and perverted men who try to grope her. They're also complete opposites in tone, since Rainbow is generally a Butt-Monkey, and Vins doesn't have a single joke surrounding her.
  • Fourth-Wall Observer: Her Stand, Hanoi Rocks, held the power to step outside of the purview of fate and watch it unfold as an observer. Somewhat the same as stepping from a play in motion or a movie and into an audience seat, aka past the Fourth Wall. This allows her to see what is set in stone in destiny and see recent events both forwards and backwards, and what she sees becomes reality. The plot of the game, her and the protagonist's roles begins because the player kicks her from spot as an observer simply by playing the game.
  • From Nobody to Nightmare: From a normal human being who simply wanted a child to love to a vicious vampire who is willing to end countless lives and cause tragedies to regain her son back.
  • Gameplay and Story Integration: In the Developer's Room if you talk with her she has a few lines where she makes it clear she's not giving up and will get her child back. In Chaos mode, if the player uses GER Disc on her, she finally gets to be reunited with her son, and because of that, she won't show up in the Developer's Room in that playthrough, since she finally got what she wanted.
  • Greater-Scope Villain: While DIO is the Big Bad of the original plot, Vins is the true main villain of your story. Not to mention the entire drama that would've caused Part 6 to happen is technically her fault, since she kidnapped Wes Bluemarine as a baby, making him unaware of his true heritage and unintentionally making Pucci one of the most dangerous threats to the Joestars!
  • Guest-Star Party Member: Played straight and inverted. She does join the Joestars... only if you're going for the Betrayal Ending and the protagonist has joined DIO.
  • Hero Killer: In some endings, she'll kill Alicia and Berlin, and if you fight Utah at the Harbor, she'll kill him in Singapore. Like any boss she can also kill the protagonist, and only during the last fight the protagonist will end up at Sanctuary.
  • Hidden Buxom: According to her to her Physique and Characteristics in the Debug Room, she has an impressive I-cup that exceeds 100 cm, though you wouldn't tell from her character art.
  • Hypocrite: Despite her claims that people should follow her fates she wants to change her son's by making sure she can turn him into a vampire before he loses his memories and turn him into a vampire.
  • Informed Attribute:
    • Her Hidden Buxom mentioned above. Since her robes are sort of form fitting, and there's no real bulge around her chest area, and the fact she's Mrs. Bluemarine, who most definitely didn't have breasts that big, her being big boobed is hard to believe.
    • Her character analysis from the Debug Room mentions she wants to repent and be forgiven, even saying she has a strong sense of repentance, but she's such a remorseless, sadistic killer during the story itself who laughs at, and taunts people she's about to kill that she comes across as more of a cartoonish villain.
  • In the Hood: Wears a cloak. Her Stand has one, too!
  • Irony: The fact that Fate arranged for someone to take her place (namely, the protagonist) is quite fitting considering she switched her unborn son for Weather Report.
  • Kaizo Trap: The very last battle against her is one, since it's after the battle against Dio, who can be just a Cutscene Boss in Jotaro's and Polnareff's routes, allowing players to beat him without being a level that high, but such an option is not available against Vins, and the protagonist has to fight her alone... Berlin will join the battle after a few turns if the player's level is below 40, but depending on the Stand the player got it can still be a rough battle.
  • Knight of Cerebus: While most, if not all of the Stand Users you fight against have some humor to them, whenever you fight against Vins or see cutscenes dealing with her, there is absolutely no humor at all.
  • Loophole Abuse: One point of Hanoi Rock's power is that once Vins sees events in question, then it becomes set in stone and unchangeable. However, if Vins doesn't use her power and thus sees "nothing", then nothing is truly set in stone and she can change fate.
  • Love Makes You Evil: Considering her status as an Ascended Extra and what she does in the game all in the name of trying to get her adoptive son, Weather Report back qualifies. She kidnapped Weather Report as a baby, depriving a family of their child and inadvertently causing Pucci's Cynicism Catalyst into following DIO and causing the events of Part 6, makes zombies out of countless civilians, infiltrates a group unrelated to DIO just to kill them all off one by one, and she even says when she achieves her goal, she'll revive her stillborn son and force him into a vampire so he could live forever with her!
  • Manipulative Bastard: She manipulates everyone in the Slaves to Fate.
  • My Greatest Failure: Considers switching her infant Wes Bluemarine with Domenico Pucci to be her massive regret.
  • Necromancer: Is responsible for some of the zombie encounters and also summons some in the boss fight in the Betrayal ending. As you may notice, and two of her Stand Users find out too late, this isn't her Stand's power but a quality of her Vampirism.
  • Older Than They Look: According to her bio in the Debug Room, she looks about 20 years old, yet she's actually about almost an century old due to her vampirism.
  • Personality Powers: She is a fatalist and believes fate should be followed and things that obstruct that should be destroyed. She however also believes that she should get what she wants. Her stand, Hanoi Rocks, can observe fate and what she sees becomes set in stone in reality, and while she doesn't use it she is capable of changing fate because she isn't observing it.
  • Pervert Revenge Mode: A non-comedic example. Her background from Debug Room mentions she kills men who try anything with her. This only happens in the background since she attacks a male protagonist regardless of whether or not he's a pervert (Likely because his perversion is only used in comedic moments, and Vins only gets serious scenes. Not to mention she has more personal reasons for wanting to kill him).
  • Pragmatic Villainy:
    • She wants the protagonist gone, but not necessarily dead. The first time the player can meet her, she just asks them to stop traveling with the others, and the option to comply even shows up, and if the player does so, she seemingly leaves them alone. It's only once the player refuses she'll try to kill them, but only because they're not leaving.
    • While she wants to kill protagonist she doesn't care about doing it personally, so she has backups to try to get them killed. In Singapore she zombified Utah to use him against protagonist. In Aswan she spread rumors that Dio was there, filled the temple with zombies, tried to kill the protagonist personally, and once all of that failed, she also
    • If she can help it she never fights alone. In two out of three of her boss battles, she stays far back in L distances, and with a bunch of zombies. She even brings a bunch of assassins when she's fought in the evil endings. It's only when she's a final boss where she grabs the Villain Ball. While the lack of zombies is justified since she didn't expect the protagonist to show up, she fights at an S distance with Hanoi Rocks behind her at M distance, when it should be the other way aroundnote .
  • The Unfought: If the total number of FP is not met, her final boss fight will be skipped entirely. Although that's only as the final boss, she'll still have been fought at least once, since she's a mandatory boss in Aswan, and is an optional boss before that in Singapore.
  • Say My Name: When she's defeated, she mutters out Wes's name several times before dying.
  • Shout-Out: Her fake name comes from Vince Neil while her stand's name comes from Hanoi Rocks.
  • Statuesque Stunner: Downplayed. According to her Physique and Characteristics in the Debug Room, she has an impressive figure of 168 cm (5' 6.1417").
  • Surrounded by Idiots: How she generally refers to the Slaves of Fate, saying the "more moronic ones bumped into [the protagonist] during their journey".
  • Switched at Birth: She swapped out her stillborn baby for Wes Bluemarine, essentially kidnapping him for a child to raise.
  • Taking You with Me: She attempts this when you fight her in Aswan, using Freu's pillars (which faded with his loss) to collapse the building atop of you and her. Subverted in that she's not dead, nor does the building collapsing on her cause her demise due to her being a vampire.
  • Together in Death: The Secret Room in the Sanctuary shows her reunited at last with her stillborn baby Wes, just like she wanted.
    • Using the GER Disc after the final battle changes her fate so that she dies along with her child.
  • True Final Boss: With the exception of the Wilson Philips ending, the Madworld ending, or if your total FP is lower than 30, Vins will always the absolute last opponent you fight in the game.
  • Unwitting Instigator of Doom: Though she causes a lot of pain intentionally in the game, she still counts as this. Since she kidnapped Weather Report as a baby, she's essentially caused all of Part 6 to happen as well as the plot of the 7th Stand User by using Hanoi Rock's power while Made in Heaven was active. Ironically, her plan is to avert this trope and make sure that Part 6 happens.
  • Our Vampires Are Different: Vins is a Vampire who used the Stone Mask on herself prior to the game's events.
  • Villainous Rescue: She does this, but not for your sake at all. She joins the Joestars in the Betrayal Ending to defeat you, DIO and possibly Kakyoin and Polnareff if your FP is high with them too.
  • Walking Spoiler: It's almost redundant to note all of the spoiler tags, but talking about her is hard without bringing up the plot of the game and how she ties into it.
  • We Have Reserves: She creates zombies like there's no tomorrow. The Mad World Ending seems to show she makes them out of DIO's assassins and her own allies alike.
  • You Have Outlived Your Usefulness: All of the Slaves to Fate save Deja Voodoo, Alice and possibly Michael Walker were disposed of by Vins or as a result of her actions.

Freu Maximus

A Vagabond come Stand user by the arrow that you can face in either Hong Kong and/or at Aswan. His stand is Rinocerose.
  • Dishing Out Dirt: A power of his Stand is manipulating the earth.
  • Drunk with Power: Essentially what he’s done in Hong Kong, using his Stand to extort money from whoever he crosses paths with and beating up people who don’t give.
  • Golem: What his Stand looks like, and its power is to assemble golems.
  • How Do I Shot Web?: In Singapore, he's only just gotten his Stand and doesn't know how to fully use it yet. But later, Vins tries to help him utilize it to its full potential.
  • Load-Bearing Boss: After you beat him and Vins in Aswan, Vins will note that the pillars he made in the ruins are the only thing keeping the building stable, and since he’s gone, the place will collapse. Cue the three minute timer to get out of there.
  • Personality Powers: His Stand is actually pretty weak, and builds rocks over itself to protect itself. It's fitting for a person who hides behind an illusion of strength but in reality is weak.
  • Riches to Rags: According to the Debug Room, he came from a good family. However, the failure of his parents business led to a life of poverty.
  • Sadistic Choice: Either give him all of your money or he’ll beat the shit out of you, THEN take your money. Of course, being JoJo, the Third Option is beating the ever-loving shit out of him.
  • Shout-Out: His name is a reference to French musician Jean-Phillipe Freu, his Stand in addition being a reference to the real life Freu's band Rinôçérôse.
  • Self-Serving Memory: If you beat him in Hong Kong, then face him again at Aswan, he’ll state the protagonist “tortured him” when in reality he was going to beat the protagonist if they didn’t give him their money.
    • And according to the Debug Room, Utah tried to get him a job once, but he rejected it because he felt he was being pitied. In truth, he wanted to get easy money by robbing others.
  • Smug Super: By the time Aswan roles around he's boasting about being a famous international terrorist but it's pretty obvious that he's just being manipulated by Vins.
  • This Cannot Be!: His last words are as follows.
    No-o… this isn’t real... this isn’t happening... I’m... the strongest in all the world...
  • Unskilled, but Strong: Rinocerose isn't very accurate, but its attacks HURT.

Deja Voodoo

A Stand user businessman who started working as assistant director of the Sunderbans radio station after being laid off from his job. For revenge, he used his Stand power to exhaust his old supervisors to death. His Stand is Heavy Stereo.
  • Bad Boss: At his old company, he would mercilessly push around anyone lower than him. One can imagine that's why he got laid off.
  • Disproportionate Retribution: He killed his supervisors at his old company by exhausting them to death as a response to being fired.
  • Shout-Out: His stand's name is based on the band Heavy Stereo while Deja's name comes from a song of theirs.
  • Token Evil Teammate: Out of the shown Slaves to Fate in game, he qualifies. Even though the other members have done some questionable things, they have reasons for doing so, And those reasons are... Deja is noted to be a complete psycho and happily disposed of his old supervisors by exhausting them to death, definitely not a quick way to go.
  • You Can Barely Stand: His Stand’s power in a nutshell is to induce this trope, exhausting people to the point they can even die of it.

Alice

DJ Inc’s niece who fled with him and Raul when their hometown got destroyed. Her Stand is Sevendust.
  • Break the Cutie: Happened right before you meet her with her parents deaths and her hometown's destruction.
  • Broken Tears: Her standard appearance due to her family being killed.
  • Downer Ending: All of her family is dead, and Raul and DJ get killed by Vins (unless you play the Chaos Mode). The future is going to suck for her.
  • Shout-Out: Sevendust.
  • Split Personality: She's got a more vicious split personality from when she was traumatized by her hometown getting razed. Thankfully, it only ever comes up when you give her sugar.
  • Superpowered Evil Side: Her split personality wishes vengeance for her and her dead family, and not to mention it’s the one that can control her Stand.
  • Traumatic Superpower Awakening: How her Stand, and her split personality, manifested.

Raul The Blind

A blind, west Bengalese musician who found his Stand as he fled his wartorn hometown. After using his power to find out the military worked with the rebels to destroy their hometown, he and DJ Inc agree to take vengeance upon the military. His Stand is Synthesis.
  • Dual Boss: Along with DJ Inc.
  • Super-Senses: Synthesis’ power allows him to broadcast his five senses like a radio signal, meaning he can work around his blindness, but also see, smell, and taste from afar. Quite useful for eavesdropping on military conversations or to see as a blind man.
  • The Voice: His power also lets him project his voice from afar as well.
  • Shout-Out: His name comes from the musician Raul Midon, his Stand a reference to Midon's album Synthesis.
  • The Quiet One: Raul is a man of few words. Ironic, considering his stand is about sound.
  • Synchronization: His Stand can also transmit feelings of pain as well, and people who touch him or his Stand can also project their senses.
  • You Have Outlived Your Usefulness: He and DJ Inc are killed by Vins when they're no longer useful. However they can still be saved in the Chaos Mode.

DJ Inc

A nature conservationalist and radio DJ who discovered his Stand when running from his war torn hometown. His Stand is Lipps.
  • Ambiguously Evil: Even though he’s fought, his goals aren’t that bad. Even the Debug room bio states it’s hard to tell.
  • Anti-Villain: He's not keeping the war happening for his own pleasure, he wants the government and terrorists to pay for their actions and is willing to do anything for it.
  • The Caretaker: For Alice and Raul, literally for the former and acting as the latter’s eyes.
  • Combined Energy Attack: Lipps' power can only be used a hairsbreadth away from a person to have full effect. However, Raul's Synthesis allows DJ Inc to broadcast Lipps, making them quite powerful together.
  • Shout-Out: DJ Inc's name and Stand is a reference to the disco and funk group Lipps. Inc.
  • Mind Control: Lipps' power buries whispers into the subconscious, and can be used for mind control depending on the phrases used. As a drawback for this huge power, it can only be used a hair away from the intended target.
  • Mundane Utility: Admits he uses his Stand's power to pick up ladies.
  • This Means War!: When he found out that his town had been destroyed as a sacrificial pawn for the army, he vowed to use his Stand to take over the nation and keep the military and terrorists fighting each other until they wiped each other out.
  • What Could Have Been: Lipps was originally going to be one of the 18 original stands, but since its power was too close to Miracles, it was remade into a villainous stand instead.
  • You Have Outlived Your Usefulness: He and Raul are killed by Vins when they're no longer useful. However they can still be saved in the Chaos Mode.

Silver Fox

Known as Charlie Rich but called Silver Fox for his silver hair and narrow eyes, he was born rich and could have anything he wanted in his life. His Stand is called Ancient Melody.
  • Dirty Coward: Upon realizing he was used by Vins, he hides in the attic of his mansion away from Rolling Stone and the zombies she made.
  • The Gambler: He took this up to try to relieve some of his boredom.
  • No Escape but Down: His Stand’s power is kind of like this, making any building inescapable. It seals all doors, and all walls, floors, ceilings, and windows are unbreakable. But it only affects buildings, so if one finds soil or a waterway, then one can escape by digging their way out or swimming out.
  • Rich Boredom: Being rich and having anything he wanted in life led to him becoming a very disinterested person in life.
  • Shout-Out: His name and nickname are a reference to Country music singer Charlie Rich, nicknamed Silver Fox. His Stand is a reference to the song Unchained Melody, which Charlie Rich had once covered.

Michael Walker

An 18-year-old kid who appears 30 years old, Michael had been bullied by friends and family alike until he awoke his Stand, after which he went onto a rampage. His Stand is called Power of Dreams.
  • For Want Of A Nail: His Stand’s power turns physical attacks into causing the best possible outcome, magnifying their effects. Such as, say... causing a tornado by swinging an arm or an earthquake by stomping the ground. The only limit is possibility, meaning that one can’t flap their arms, or jump really high, and start flying.
  • Love Makes You Crazy: Played with. Because Sade made a promise to wait for Hol Horse and the rest, it means she can’t move until they move to escape. He tries killing your party because he wants to escape with her.
  • Rebel Leader: He is one for the Slaves to Fate, although Sade holds the actual power.
  • Shout-Out: His Stand is one to Power of Dreams, with his last name being the same as the band's lead singer, Craig Walker.
  • Together in Death: If you went to the Arabian Mansion and go to the Sanctuary, you find that he and Sade died, but they're now together in the Sanctuary.
  • Undying Loyalty: Towards Sade, although her Promise sorta locked him into gleeful obedience.
  • Woobie, Destroyer of Worlds: His backstory, the ending for Sade, and his power qualifies.
  • Younger Than They Look: Looks 30 but is actually 18, this does bother him.

Sade

An induced Stand user and executive to the Slaves to Fate. She pulls the strings while she poses as a secretary, and is also responsible for recruiting a lot of Stand Users via the bow and arrow. Her stand is called Promise.
  • And Then John Was a Zombie: Her final fate if you find her.
  • The Dragon: She is this to Michael, although…
  • Love Martyr: Her reasons for getting the player and Hol Horse into a promise is because she wants them to find a way to escape so her lover, Michael, could escape with them. She’s fully aware she might die because of the Zombies, and as such she begs in a note she leaves behind for Michael to escape and live.
  • Magically-Binding Contract: Her Stand power in a nutshell. Once someone makes a promise to her, they become incapable of reneging on it. If they try, their free will is overridden and their only escape from it is death... either via suicide or killing Sade.
  • Shout-Out: Her name comes from the singer Sade and her stand's name comes from her album Promise.
  • Together in Death: If you went to the Arabian Mansion and go to the Sanctuary, you find that she and Michael died, but they're now together in the Sanctuary. Sade is happy about this propersition.

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